HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splatting

Fuente: arXiv
Saved in:
Bibliographic Details
Main Authors: Pająk, Dawid, Bisson, Martin, Lima, Rodolfo
Format: Preprint
Published: 2026
Subjects:
Online Access:
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866918532570152960
author Pająk, Dawid
Bisson, Martin
Lima, Rodolfo
author_facet Pająk, Dawid
Bisson, Martin
Lima, Rodolfo
contents 3D Gaussian Splatting (3DGS) has become the standard for real-time novel view synthesis on commodity GPUs. Its pipeline ties spatial partitioning and rasterization to one tile size, yet the two pull in opposite directions: partitioning, which bins and depth-sorts gaussians, grows cheaper with larger tiles, while rasterization gets cheaper with smaller ones. Prior acceleration work reduces the cost of individual stages but keeps both locked to that single scale, where a few dense tiles dominate frame time. We present Hierarchically Tiled Gaussian Splatting (HiGS), which gives each its own scale: partitioning runs over coarse macro-tiles, while rasterization runs over the fine render tiles within them. Rasterization work is then issued in proportion to the gaussians in each macro-tile rather than per tile, so dense regions spread across many parallel units instead of serializing through one. Across tested scenes, HiGS renders up to 15.8x faster than the original 3DGS and outperforms every other rasterizer we evaluate, while preserving exact front-to-back alpha compositing.
format Preprint
id arxiv_https___arxiv_org_abs_2606_00352
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splatting
Pająk, Dawid
Bisson, Martin
Lima, Rodolfo
Computer Vision and Pattern Recognition
Graphics
3D Gaussian Splatting (3DGS) has become the standard for real-time novel view synthesis on commodity GPUs. Its pipeline ties spatial partitioning and rasterization to one tile size, yet the two pull in opposite directions: partitioning, which bins and depth-sorts gaussians, grows cheaper with larger tiles, while rasterization gets cheaper with smaller ones. Prior acceleration work reduces the cost of individual stages but keeps both locked to that single scale, where a few dense tiles dominate frame time. We present Hierarchically Tiled Gaussian Splatting (HiGS), which gives each its own scale: partitioning runs over coarse macro-tiles, while rasterization runs over the fine render tiles within them. Rasterization work is then issued in proportion to the gaussians in each macro-tile rather than per tile, so dense regions spread across many parallel units instead of serializing through one. Across tested scenes, HiGS renders up to 15.8x faster than the original 3DGS and outperforms every other rasterizer we evaluate, while preserving exact front-to-back alpha compositing.
title HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splatting
topic Computer Vision and Pattern Recognition
Graphics
url https://arxiv.org/abs/2606.00352