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This paper redefines efficiency in 3D Gaussian Splatting by shifting focus from isolated optimizations to a holistic workload-centric framework that links representation choices directly to downstream GPU execution costs. By profiling memory traffic and synchronization overheads, the study provides critical insights for designing next-generation rendering pipelines that balance real-time synthesis with hardware constraints.
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From Splats to Silicon: Rethinking Computational Efficiency of 3DGS

arXiv2 min read

arXiv:2609.06157v1 Announce Type: cross Abstract: 3D Gaussian splatting (3DGS) represents scenes with explicit primitives and supports real-time novel-view synthesis, yet its system efficiency varies substantially across scenes, viewpoints, rendering paths, and platform constraints. Existing studies pursue efficiency through representation and algorithm design, GPU runtime optimization, and architectural support, but their reported gains correspond to different points along the rendering and update paths. Connecting these indicators to end-to-end system benefit requires tracing how each optimization changes Gaussian selection, screen-space work, data movement, and stage or frame time. We therefore use a workload-centric framework to connect representation and algorithm research, GPU runtimes, and hardware architectures and to identify recurring workload patterns. We complement literature analysis with reproduced measurements and controlled GPU profiling of selected implementations, relating workload counts to stage time and memory traffic. Together, these comparisons show that system gains depend on workload reductions reaching downstream execution, granularity matching each stage, and the cost of data transfers, synchronization, and cached results, gradients, and optimizer data. Building on these findings, we discuss more consistent evaluation under rendering-quality constraints and identify key directions for future system design.

Abstract:3D Gaussian splatting (3DGS) represents scenes with explicit primitives and supports real-time novel-view synthesis, yet its system efficiency varies substantially across scenes, viewpoints, rendering paths, and platform constraints. Existing studies pursue efficiency through representation and algorithm design, GPU runtime optimization, and architectural support, but their reported gains correspond to different points along the rendering and update paths. Connecting these indicators to end-to-end system benefit requires tracing how each optimization changes Gaussian selection, screen-space work, data movement, and stage or frame time. We therefore use a workload-centric framework to connect representation and algorithm research, GPU runtimes, and hardware architectures and to identify recurring workload patterns. We complement literature analysis with reproduced measurements and controlled GPU profiling of selected implementations, relating workload counts to stage time and memory traffic. Together, these comparisons show that system gains depend on workload reductions reaching downstream execution, granularity matching each stage, and the cost of data transfers, synchronization, and cached results, gradients, and optimizer data. Building on these findings, we discuss more consistent evaluation under rendering-quality constraints and identify key directions for future system design.

Hardware Architecture (cs.AR); Artificial Intelligence (cs.AI); Graphics (cs.GR)

arXiv:2609.06157 [cs.AR]

(or arXiv:2609.06157v1 [cs.AR] for this version)

https://doi.org/10.48550/arXiv.2609.06157 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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Full text under the publisher's open licence · 278 words

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