🤖 AI Summary
3D Gaussian Splatting (3D-GS) faces a fundamental trade-off between sorting and rasterization in real-time rendering: increasing tile size reduces redundant sorting but incurs extra rasterization overhead. This paper proposes a tile-grouping acceleration framework to resolve this dilemma. Our method introduces three key innovations: (1) dynamic merging of small tiles during the sorting stage to reduce sorting complexity; (2) a bitmask-based identification mechanism in rasterization to preserve fine-grained tile efficiency while eliminating redundant computations; and (3) an efficient sorting-sharing strategy enabling cross-tile reuse of sorting results. The framework is fully compatible with the original 3D-GS pipeline—requiring no model retraining and guaranteeing lossless rendering quality. Experiments demonstrate an average 1.54× speedup over the state-of-the-art acceleration methods, significantly enhancing real-time rendering performance.
📝 Abstract
3D Gaussian Splatting (3D-GS) has emerged as a promising alternative to neural radiance fields (NeRF) as it offers high speed as well as high image quality in novel view synthesis. Despite these advancements, 3D-GS still struggles to meet the frames per second (FPS) demands of real-time applications. In this paper, we introduce GS-TG, a tile-grouping-based accelerator that enhances 3D-GS rendering speed by reducing redundant sorting operations and preserving rasterization efficiency. GS-TG addresses a critical trade-off issue in 3D-GS rendering: increasing the tile size effectively reduces redundant sorting operations, but it concurrently increases unnecessary rasterization computations. So, during sorting of the proposed approach, GS-TG groups small tiles (for making large tiles) to share sorting operations across tiles within each group, significantly reducing redundant computations. During rasterization, a bitmask assigned to each Gaussian identifies relevant small tiles, to enable efficient sharing of sorting results. Consequently, GS-TG enables sorting to be performed as if a large tile size is used by grouping tiles during the sorting stage, while allowing rasterization to proceed with the original small tiles by using bitmasks in the rasterization stage. GS-TG is a lossless method requiring no retraining or fine-tuning and it can be seamlessly integrated with previous 3D-GS optimization techniques. Experimental results show that GS-TG achieves an average speed-up of 1.54 times over state-of-the-art 3D-GS accelerators.