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Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration

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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 throughput than state-of-the-art edge GPU and ASIC solution, respectively, while reducing DRAM traffic by 94.5% and 81.3%. These improvements make high-quality and low-latency on-device 3D rendering more practical.

Changhun Oh, Seongryong Oh, Jinwoo Hwang, Yoonsung Kim, Hardik Sharma, Jongse Park• 2025

Related benchmarks

TaskDatasetResultRank
Novel View SynthesisSmallCity
PSNR21.29
38
Novel View SynthesisMatrixCity
PSNR27.14
25
Novel View SynthesisResidence
PSNR21.95
19
Novel View SynthesisRubble
PSNR25.26
19
Novel View SynthesisBuilding
PSNR21.55
19
Novel View Synthesislarge-scale real-world scanned scenes
SSIM80.7
16
3D Scene RenderingMip-NeRF 360
Peak Memory (GB)6.15
13
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