Although 3D Gaussian Splatting (3DGS) supports real-time rendering, training relies on offline geometry, long-horizon densification, and memory-intensive differentiation. We cast post-capture static-scene training as resource-constrained finite-horizon optimization, where terminal quality depends jointly on the initial representation and reference-consistent gradient execution. To the best of our knowledge, PocketGS is the first publicly documented pipeline to complete geometry construction, Gaussian initialization, and 3DGS optimization on a commodity smartphone. Its I, G warm start combines refined poses, a filtered dense prior, and surface-aligned anisotropic Gaussians. Its T operator replays compositing interactions and scatters gradients to canonical parameters, matching a numerical reference at the reported precision. Controlled 500-step experiments on LLFF, Mip-NeRF 360, and MobileScan show high-quality reconstruction at the device horizon. Across MobileScan, every scene remains below 3 GB peak memory and post-capture processing averages 255.2 s, enabling an on-device capture-to-render workflow. Separate 30k experiments characterize native-schedule behavior.
Figures & tables
Figure 2: Overview of the PocketGS framework. PocketGS tackles on-device 3DGS training through three coupled operators: ( G ) Geometry Prior Construction combines information-gated frame selection, GPU-native Schur-complement BA, and single-reference MVS to construct a dense geometric prior. ( I ) Prior-Conditioned Parameterization seeds anisotropic Gaussians by estimating local surface statistics (normals ni and scales) to front-load structure discovery via disc-like covariance seeding. ( T ) Hardware-Aligned Splatting implements a mobile-native differentiable renderer using unrolled alpha-compositing ( S=id,Cin,α ) and index-mapped gradient scattering for reference-consistent gradient execution at the reported precision within the mobile memory bounds of the canonical parameter buffer ( μ,Σ,c,α ) during end-to-end training.
Method
LLFF
Mip-NeRF 360
MobileScan
PSNR ↑
SSIM ↑
LPIPS ↓
Time(s)
Count
PSNR ↑
SSIM ↑
LPIPS ↓
Time(s)
Count
PSNR ↑
SSIM ↑
LPIPS ↓
Time(s)
Count
3DGS-SFM-WK
23.28
0.789
0.226
116.3
18k
21.05
0.649
0.377
398.7
46k
22.64
0.781
0.319
123.8
23k
3DGS-MVS-WK
21.04
0.730
0.262
320.3
41k
18.26
0.586
0.429
975.6
76k
22.23
0.834
0.226
547.5
165k
Mobile-GS
23.26
0.790
0.227
133.1
18k
21.06
0.650
0.377
405.2
46k
22.61
0.782
0.321
145.1
23k
DashGaussian
23.30
0.790
0.224
115.9
18k
21.54
0.672
0.351
399.9
46k
22.66
0.783
0.317
122.5
23k
Taming-3DGS
23.27
0.788
0.228
117.6
18k
21.09
0.651
0.375
402.6
46k
22.62
0.780
0.322
125.1
23k
Table 1: Reconstruction at a controlled 500-step horizon. Dataset-level averages on LLFF, Mip-NeRF 360, and MobileScan with densification and pruning disabled for every variant. The experiment measures terminal quality at K=500 from each method’s preprocessing and initialization pipeline, before adaptive density control. Completed native-schedule behavior is evaluated separately. Time reports per-system post-capture processing latency on the stated hardware. Higher is better for PSNR/SSIM, and lower is better for LPIPS. Red , orange , and yellow denote the best, second-best, and third-best results.
Figure 3: MobileScan reconstruction after 500 optimization steps. PocketGS better preserves textures and thin structures; generic MVS remains biased toward textured regions, leaving low-texture and specular areas under-sampled at initialization.
Method
Step
PSNR ↑
SSIM ↑
LPIPS ↓
3DGS-SFM-WK
30k
25.84
0.847
0.122
15k
25.71
0.845
0.127
7k
25.38
0.832
0.146
3k
24.44
0.800
0.181
1k
22.83
0.719
0.287
PocketGS
500
22.25
0.702
0.302
Table 2: Early convergence on Mip-NeRF 360. PocketGS’s controlled 500-step endpoint versus the 1k–30k native-schedule checkpoints of 3DGS-SFM-WK; complete native trajectories are reported in the supplement.
Method
On-device Train
FPS ↑
MobileNeRF ( Chen et al. 2023 )
×
31.40
MetaSapiens ( Lin et al. 2025 )
×
49.24
Mobile-GS ( Du et al. 2026 )
×
62.56
PocketGS (Ours)
✓
52.32
Table 3: Smartphone rendering. Baselines are rendering-only references under their reported setups; PocketGS is measured on the tested smartphone and trains fully on-device.
Variant
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓ (s)
PocketGS (Full)
23.67
0.791
0.225
255.2
w/o Global BA
23.54
0.760
0.227
251.8
w/o MVS
21.15
0.667
0.400
127.1
w/o Init. I
22.49
0.778
0.249
317.0
Table 4: MobileScan ablation. Averages over 16 scenes under the matched 500-step protocol; the w/o MVS runtime reflects its smaller initial primitive count.
Training 3D Gaussian Splatting (3DGS) at billion-primitive scale is fundamentally memory-bound: each Gaussian primitive carries a large attribute vector, and the aggregate parameter table quickly exceeds GPU capacity, limiting prior systems to tens of millions of Gaussians on commodity single-GPU hardware. We observe that 3DGS training is inherently sparse and trajectory-conditioned: each iteration activates only the Gaussians visible from the current camera batch, so GPU memory can serve as a working-set cache rather than a persistent parameter store. Building on this insight, we introduce TideGS, an out-of-core training framework that manages parameters across an SSD-CPU-GPU hierarchy via three synergistic techniques: block-virtualized geometry for SSD-aligned spatial locality, a hierarchical asynchronous pipeline to overlap I/O with computation, and trajectory-adaptive differential streaming that transfers only incremental working-set deltas between iterations. Experiments show that TideGS enables training with over one billion Gaussians on a single 24 GB GPU while achieving the best reconstruction quality among evaluated single-GPU baselines on large-scale scenes, scaling beyond prior out-of-core baselines (e.g., approximately 100M Gaussians) and standard in-memory training (e.g., approximately 11M Gaussians).
Chonghao Zhong, Linfeng Shi, Hua Chen +4
Hong Kong University of Science and Technology · Great Wall Motor · Tsinghua University +1
Mobile Gaussian reconstruction must satisfy two requirements: the reconstruction model must execute within a device resource envelope, and the resulting Gaussian asset must expose a representation size suited to downstream mobile use. Existing feed-forward Gaussian reconstructors commonly decode dense, image-aligned candidates whose final cardinality is implicitly determined by the input resolution and number of views. We present PocketSplat, a feed-forward framework for budgeted mobile Gaussian asset construction. Given a prescribed output budget, PocketSplat organizes dense geometry-aware latent candidates in predicted world space, allocates exact integer capacity across local latent cells, and decodes complete Gaussian attributes only for retained candidates. Cell-conditioned latent fusion aggregates repeated multi-view evidence before decoding, while spatial responsibility decoding adapts Gaussian support after local sparsification. Experiments on DL3DV and out-of-distribution benchmarks establish a strong quality--budget trade-off against feed-forward Gaussian reconstruction baselines. On Mip-NeRF 360, PocketSplat executes directly on a target iPhone and constructs compact, higher-quality Gaussian assets substantially faster than a deployable streamed MVSplat variant; native MVSplat and DepthSplat exceed the device memory budget.
High-resolution 3D Gaussian Splatting training increases pixel and Gaussian-tile intersection counts, expanding rasterization caches that coexist with projection and gradient state at peak memory. A complete-view update aggregates gradients across the view; each region's forward and backward caches can be released after its contribution is collected. BoundedGS separates rasterization and projection backward passes and bounds the active local rasterization working set according to its measured load. Candidate-indexed projection and compact gradient storage address the view-level peaks exposed by this change, while CPU-assisted structure rebuilding and bounded image supply manage resources outside rendering. In a resolution sweep at a fixed count of about 6M Gaussians, the measured rendering working set stays within 1.073-1.077 GiB from 1K to 16K; at 11K, a warm pass takes 19.79 seconds versus 21.76 for full-frame execution. Across five native 5K outdoor scenes, full training reduces the mean rendering working set from 9.97 to 1.76 GiB (82.3%), retains similar reconstruction quality, and shortens training time from 36.7 to 33.9 minutes. Project page: https://xiaobin2001.github.io/BoundedGS-Web/