GRARCVLGJun 8, 2025

Accelerating 3D Gaussian Splatting with Neural Sorting and Axis-Oriented Rasterization

arXiv:2506.07069v11 citationsh-index: 18Has Code
Originality Incremental advance
AI Analysis

This work addresses inefficiencies in 3DGS for applications like AR/VR and robotics, offering significant performance and energy improvements, though it is incremental as it builds on existing 3DGS methods.

The paper tackled the challenge of real-time rendering for 3D Gaussian Splatting on resource-constrained devices by proposing an architecture-algorithm co-design, achieving speedups of 23.4-27.8x and energy savings of 28.8-51.4x compared to edge GPUs while preserving rendering quality.

3D Gaussian Splatting (3DGS) has recently gained significant attention for high-quality and efficient view synthesis, making it widely adopted in fields such as AR/VR, robotics, and autonomous driving. Despite its impressive algorithmic performance, real-time rendering on resource-constrained devices remains a major challenge due to tight power and area budgets. This paper presents an architecture-algorithm co-design to address these inefficiencies. First, we reveal substantial redundancy caused by repeated computation of common terms/expressions during the conventional rasterization. To resolve this, we propose axis-oriented rasterization, which pre-computes and reuses shared terms along both the X and Y axes through a dedicated hardware design, effectively reducing multiply-and-add (MAC) operations by up to 63%. Second, by identifying the resource and performance inefficiency of the sorting process, we introduce a novel neural sorting approach that predicts order-independent blending weights using an efficient neural network, eliminating the need for costly hardware sorters. A dedicated training framework is also proposed to improve its algorithmic stability. Third, to uniformly support rasterization and neural network inference, we design an efficient reconfigurable processing array that maximizes hardware utilization and throughput. Furthermore, we introduce a $π$-trajectory tile schedule, inspired by Morton encoding and Hilbert curve, to optimize Gaussian reuse and reduce memory access overhead. Comprehensive experiments demonstrate that the proposed design preserves rendering quality while achieving a speedup of $23.4\sim27.8\times$ and energy savings of $28.8\sim51.4\times$ compared to edge GPUs for real-world scenes. We plan to open-source our design to foster further development in this field.

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