Mobile-GS 2

2026

Mobile-GS achieves real-time rendering for challenging unbounded scenes on mobile platforms. It easily break through the 120 display FPS limit for fluent rendering

Abstract


Introduction

Mobile-GS is the first real-time Gaussian Splatting method that can reach 116 FPS rendering speed in the 1600 x 1063 resolution on the mobile equipped with the Snapdragon 8 Gen 3 GPU as shown in (a). We evaluate rendering quality, storage costs, and inference speed on an RTX 3090 GPU in (b) and (c). Our Mobile-GS integrates depth-aware order-independent rendering, compression, and distillation techniques to deliver comparable rendering quality compared with the original 3DGS, while substantially reducing the storage requirements to 4.8MB and achieving 1098FPS on the unbounded scene, thereby enabling efficient deployment on mobile devices.


Motivation

We found sorting as the primary performance bottleneck. Left: Runtime analysis of the original 3DGS highlights that the sorting operation incurs a significant computational overhead during inference. Right: Removing the sorting step substantially accelerates 3DGS, achieving several-fold speedup compared to the original implementation.


Rendering Pipeline

In the inference stage, different from 3DGS, our proposed method eliminates the tile-based rendering and the 3D Gaussian sorting process typically required for accurate alpha blending. Instead, we render all 3D Gaussians associated with a target pixel in a single pass. To further improve performance and maintain visual quality, we propose a depth-aware order-independent rendering strategy that replaces the original sorting-dependent alpha blending.


High-valued Opacity

Left: We leverage an MLP fed with 3D Gaussian scale, rotation, spherical harmonics, and the vector of the camera toward the 3D Gaussian as input to predict a view-dependent opacity. Right: We display that our Mobile-GS removes redundant opacity and keeps important Gaussians with high opacity.


Runtime Analysis

We further provide a detailed runtime analysis of our proposed Mobile-GS evaluated on four representative scenes, covering both indoor and outdoor environments from the Mip-NeRF 360 dataset. The reported runtime accounts for all essential components involved in the rendering pipeline, including the lightweight MLPs used for view-dependent effects. Despite the inclusion of MLPs, which are often regarded as computationally demanding, our design introduces minimal overhead. This demonstrates that Mobile-GS maintains a favorable balance between computational efficiency and model expressiveness, ensuring real-time performance without compromising visual fidelity.