Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration
Changhun Oh, Seongryong Oh, Jinwoo Hwang, Yoonsung Kim, Hardik Sharma, Jongse Park

TL;DR
Neo enables real-time 3D Gaussian Splatting on resource-limited devices by reusing and updating sorting, significantly boosting throughput and reducing memory bandwidth for immersive AR/VR experiences.
Contribution
It introduces a reuse-and-update sorting algorithm and a hardware accelerator, optimizing 3D Gaussian Splatting for real-time on-device rendering.
Findings
Achieves up to 10.0x throughput improvement over state-of-the-art edge GPU.
Reduces DRAM traffic by over 94%.
Enables practical high-quality, low-latency 3D rendering on resource-constrained devices.
Abstract
3D Gaussian Splatting (3DGS) rendering in real-time on resource-constrained devices is essential for delivering immersive augmented and virtual reality (AR/VR) experiences. However, existing solutions struggle to achieve high frame rates, especially for high-resolution rendering. Our analysis identifies the sorting stage in the 3DGS rendering pipeline as the major bottleneck due to its high memory bandwidth demand. This paper presents Neo, which introduces a reuse-and-update sorting algorithm that exploits temporal redundancy in Gaussian ordering across consecutive frames, and devises a hardware accelerator optimized for this algorithm. By efficiently tracking and updating Gaussian depth ordering instead of re-sorting from scratch, Neo significantly reduces redundant computations and memory bandwidth pressure. Experimental results show that Neo achieves up to 10.0x and 5.6x higher…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Advanced Vision and Imaging · Image and Video Quality Assessment
