PocketGS: On-Device Training of 3D Gaussian Splatting for High Perceptual Modeling
Wenzhi Guo, Guangchi Fang, Shu Yang, Bing Wang

TL;DR
PocketGS introduces a novel on-device training method for 3D Gaussian Splatting that achieves high-quality scene modeling on mobile devices by addressing resource constraints.
Contribution
The paper proposes three co-designed operators that enable efficient, memory-compact, and high-fidelity 3D scene modeling directly on mobile hardware.
Findings
Outperforms mainstream workstation 3DGS baselines in quality.
Enables fully on-device capture-to-rendering workflows.
Achieves real-time, high-fidelity 3D scene reconstruction on mobile devices.
Abstract
Efficient and high-fidelity 3D scene modeling is a long-standing pursuit in computer graphics. While recent 3D Gaussian Splatting (3DGS) methods achieve impressive real-time modeling performance, they rely on resource-unconstrained training assumptions that fail on mobile devices, which are limited by minute-scale training budgets and hardware-available peak-memory. We present PocketGS, a mobile scene modeling paradigm that enables on-device 3DGS training under these tightly coupled constraints while preserving high perceptual fidelity. Our method resolves the fundamental contradictions of standard 3DGS through three co-designed operators: G builds geometry-faithful point-cloud priors; I injects local surface statistics to seed anisotropic Gaussians, thereby reducing early conditioning gaps; and T unrolls alpha compositing with cached intermediates and index-mapped gradient scattering…
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