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P2 Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration

Neo:基于复用-更新排序加速的实时端侧 3D 高斯泼溅渲染
ASPLOS Proceedings of the 31st ACM International Conference on Architectural Support for Programming Languages and Operating Systems, Volume 22026匹配度 0/10 · 论文聚焦3D高斯泼溅渲染中的排序算法与硬件加速,属于图形学/体系结构方向,与用户关注的程序语言、静态分析、LLM/Agent、浮点程序分析及贝叶斯程序分析均无直接关联。引用 5 inbox
Changhun Oh, Seongryong Oh, Jinwoo Hwang, Yoonsung Kim, Hardik Sharma, Jongse Park
crossref: 2026-09-12dblp: 2026-09-12arxiv: 2026-09-12

AI 速览

一句话:提出复用-更新排序算法与配套硬件加速器 Neo,利用帧间高斯排序的时序冗余,大幅降低 3DGS 渲染的排序开销与显存带宽压力。

3D 高斯泼溅(3DGS)是实现沉浸式 AR/VR 体验的重要技术,但其在 Meta Ray-Ban Display、Google Android XR Glasses 等资源受限设备上的落地取决于能否实时渲染,现有方案在高分辨率下帧率不足。作者通过分析指出,3DGS 渲染流水线中的排序阶段因对内存带宽需求极高而成为主要瓶颈。为此,论文提出 Neo:一种复用-更新排序算法,利用连续帧之间高斯排序结果的时序冗余,通过跟踪并增量更新高斯的深度次序来替代从头重新排序,从而减少冗余计算与带宽压力;同时设计了针对该算法优化的硬件加速器。实验表明,Neo 相比最先进的边缘 GPU 与 ASIC 方案吞吐分别最高提升 12.4 倍与 5.5 倍,DRAM 流量分别降低 94.6% 与 81.4%,使高质量、低延迟的端侧 3D 渲染更为可行。

问题
3DGS 在资源受限的 AR/VR 眼镜等端侧设备上难以实现实时高分辨率渲染,作者分析确认渲染流水线中的排序阶段因内存带宽需求高而成为主要瓶颈。
方法
提出复用-更新排序算法,利用相邻帧间高斯排序的时序冗余,增量跟踪与更新高斯深度次序而非每帧重新排序,并设计专用硬件加速器支持该算法。
评估
与最先进的边缘 GPU 和 ASIC 方案进行对比实验,测量吞吐量与 DRAM 流量,分别取得最高 12.4 倍/5.5 倍吞吐提升与 94.6%/81.4% 的 DRAM 流量降低。
原文摘要(Abstract)

While 3D Gaussian Splatting (3DGS) has emerged as a promising technique for immersive AR/VR experiences, its practical adoption critically depends on whether real-time rendering can be achieved on resource-constrained devices, such as Meta Ray-Ban Display and Google Android XR Glasses. 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 12.4x and 5.5x higher throughput than state-of-the-art edge GPU and ASIC solution, respectively, while reducing DRAM traffic by 94.6% and 81.4%. These improvements make high-quality and low-latency on-device 3D rendering more practical.

链接与引用

DOI 原文 · arXiv · PDF(开放获取) · DBLP

BibTeX
@inproceedings{abs-2511-12930,
  title = {Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration},
  author = {Changhun Oh and Seongryong Oh and Jinwoo Hwang and Yoonsung Kim and Hardik Sharma and Jongse Park},
  booktitle = {ASPLOS},
  year = {2026},
  doi = {10.1145/3779212.3790192}
}