Mobile-GS: Real-time Gaussian Splatting for Mobile Devices
Xiaobiao Du, Yida Wang, Kun Zhan, Xin Yu

TL;DR
Mobile-GS introduces a real-time, efficient Gaussian Splatting method optimized for mobile devices, combining order-independent rendering, view-dependent effects, and model compression to enable high-quality 3D rendering on edge hardware.
Contribution
It proposes a novel mobile-tailored Gaussian Splatting approach with order-independent rendering, neural view-dependent enhancement, and model compression techniques for real-time mobile deployment.
Findings
Achieves real-time rendering on mobile devices.
Reduces model size with neural vector quantization.
Maintains high visual quality in mobile scenarios.
Abstract
3D Gaussian Splatting (3DGS) has emerged as a powerful representation for high-quality rendering across a wide range of applications.However, its high computational demands and large storage costs pose significant challenges for deployment on mobile devices. In this work, we propose a mobile-tailored real-time Gaussian Splatting method, dubbed Mobile-GS, enabling efficient inference of Gaussian Splatting on edge devices. Specifically, we first identify alpha blending as the primary computational bottleneck, since it relies on the time-consuming Gaussian depth sorting process. To solve this issue, we propose a depth-aware order-independent rendering scheme that eliminates the need for sorting, thereby substantially accelerating rendering. Although this order-independent rendering improves rendering speed, it may introduce transparency artifacts in regions with overlapping geometry due to…
Peer Reviews
Decision·ICLR 2026 Poster
++ The paper starts from a concrete performance study showing that near‑to‑far sorting dominates 3DGS inference time. It then replaces sorting with a depth‑aware, order‑independent blend: per‑pixel colors are computed by normalizing a weighted sum over all contributing Gaussians, where the weights increase with proximity and scale and are modulated by a small learned, view‑dependent factor. ++ Order‑independent blending can cause depth‑ambiguity/“see‑through” artifacts; the authors respond wit
-- Eq. (2) uses a global transmittance 𝑇, then defines 𝑇, which is order‑dependent and index‑ambiguous under OIR; this needs a precise approximation/implementation -- Fig. 3 claims tile‑based rasterization is removed and “all Gaussians associated with a pixel” are blended, but the paper doesn’t detail how per‑pixel lists are built/cached on GPU (desktop or mobile). -- The proposed weight 𝑤_i (Eq. (3), pp. 4–5) blends squared, inverse‑squared and exponential terms whose dynamic ranges can diff
- This paper claims per-tile sorting as the dominant bottleneck and introduces a simple, parallelizable order-independent blending scheme to remove it. - A small view-conditioned MLP effectively suppresses transparency/occlusion artifacts that arise from sorting-free compositing. - The compression stack (first-degree SH distillation + neural vector quantization + contribution-based pruning) is complementary and yields strong storage reductions with limited quality loss. - The evaluation is exten
- The novelty relative to contemporary sorting-free methods (e.g., SortFreeGS, stochastic/OIT-style splatting) is incremental and would benefit from a deeper theoretical or empirical comparison. - Some hyperparameters, such as pruning thresholds/schedules, codebook sizes and SH-order trade-offs need further analysis. - The related works on network design and pruning should be added.
1. Real-time mobile performance: Demonstrates the first 3D Gaussian Splatting system achieving real-time rendering on mobile GPUs such as Snapdragon 8 Gen 3. 2. Order-independent efficiency: The proposed depth-aware order-independent rendering removes the costly sorting step, significantly improving runtime without significant quality loss. 3. Implicit view modeling: Replaces explicit per-Gaussian weights and opacity with a shared lightweight MLP, enabling stable training and reduced parameters
1. Extended training time: The use of a pre-trained teacher model for spherical-harmonics distillation doubles the overall training iterations, increasing computational cost. 2. Complex weighting formulation: The depth-aware weighting term (Eq. 3) appears empirically designed and lacks clear theoretical justification or ablation on its components. 3. Missing key baseline: The paper does not include a direct quantitative comparison with SortFreeGS in Table 2, which should serve as the most rele
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Image and Video Quality Assessment · Image Enhancement Techniques
