Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration
About
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.
Related benchmarks
| Task | Dataset | Result | Rank | |
|---|---|---|---|---|
| Novel View Synthesis | SmallCity | PSNR21.29 | 38 | |
| Novel View Synthesis | MatrixCity | PSNR27.14 | 25 | |
| Novel View Synthesis | Residence | PSNR21.95 | 19 | |
| Novel View Synthesis | Rubble | PSNR25.26 | 19 | |
| Novel View Synthesis | Building | PSNR21.55 | 19 | |
| Novel View Synthesis | large-scale real-world scanned scenes | SSIM80.7 | 16 | |
| 3D Scene Rendering | Mip-NeRF 360 | Peak Memory (GB)6.15 | 13 |