Mobile-GS: Real-time Gaussian Splatting for Mobile Devices
Organizations: University of Technology Sydney · Li Auto Inc. · Adelaide University
Abstract
3D Gaussian Splatting (3DGS) has emerged as a powerful representation for high-quality rendering across a wide range of applications.However, its high computational demands and large storage costs pose significant challenges for deployment on mobile devices. In this work, we propose a mobile-tailored real-time Gaussian Splatting method, dubbed Mobile-GS, enabling efficient inference of Gaussian Splatting on edge devices. Specifically, we first identify alpha blending as the primary computational bottleneck, since it relies on the time-consuming Gaussian depth sorting process. To solve this issue, we propose a depth-aware order-independent rendering scheme that eliminates the need for sorting, thereby substantially accelerating rendering. Although this order-independent rendering improves rendering speed, it may introduce transparency artifacts in regions with overlapping geometry due to the scarcity of rendering order. To address this problem, we propose a neural view-dependent enhancement strategy, enabling more accurate modeling of view-dependent effects conditioned on viewing direction, 3D Gaussian geometry, and appearance attributes. In this way, Mobile-GS can achieve both high-quality and real-time rendering. Furthermore, to facilitate deployment on memory-constrained mobile platforms, we also introduce first-order spherical harmonics distillation, a neural vector quantization technique, and a contribution-based pruning strategy to reduce the number of Gaussian primitives and compress the 3D Gaussian representation with the assistance of neural networks. Extensive experiments demonstrate that our proposed Mobile-GS achieves real-time rendering and compact model size while preserving high visual quality, making it well-suited for mobile applications.
Figures & tables
| Dataset | Mip-NeRF360 | Tanks&Temples | Deep Blending | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Method & Metrics | PSNR | SSIM | LPIPS | Storage | FPS | PSNR | SSIM | LPIPS | Storage | FPS | PSNR | SSIM | LPIPS | Storage | FPS |
| 3DGS ( Kerbl et al., 2023 ) | 27.21 | 0.815 | 0.214 | 839.9 MB | 174 | 23.14 | 0.841 | 0.183 | 371.5 MB | 236 | 29.41 | 0.903 | 0.243 | 697.3 MB | 214 |
| LightGaussian ( Fan et al., 2024 ) | 27.08 | 0.801 | 0.244 | 60.4 MB | 227 | 22.61 | 0.803 | 0.264 | 29.9 MB | 392 | 28.74 | 0.856 | 0.325 | 48.2 MB | 271 |
| AdR-Gaussian ( Wang et al., 2024a ) | 26.95 | 0.792 | 0.259 | 358.2 MB | 254 | 22.74 | 0.809 | 0.251 | 214.6 MB | 372 | 28.92 | 0.863 | 0.305 | 251.4 MB | 284 |
| SortFreeGS ( Hou et al., 2025 ) | 27.02 | 0.775 | 0.267 | 851.4 MB | 731 | 22.81 | 0.817 | 0.254 | 471.5 MB | 848 | 28.69 | 0.852 | 0.326 | 724.2 MB | 793 |
| Speedy-Splat ( Hanson et al., 2025 ) | 26.92 | 0.782 | 0.296 | 79.4 MB | 401 | 23.08 | 0.821 | 0.241 | 62.4 MB | 527 | 29.11 | 0.864 | 0.309 | 71.2 MB | 463 |
Appendix figures & tables5 assets
Supplementary material from the paper’s appendix.
Appendix
| Method | Rendering | Weighting | PSNR | Storage | FPS* |
|---|---|---|---|---|---|
| SortFreeGS* | 26.74 | 64.3 MB | 18 | ||
| GES | 27.02 | 29.4 MB | 24 | ||
| Ours | 27.12 | 4.6 MB | 127 |
| Method | 3DGS | Speedy-Splat | SortFreeGS | Mobile-GS (Ours) |
|---|---|---|---|---|
| Cold-start FPS | 8 | 19 | 24 | 127 |
| Steady‑state FPS | 3 | 10 | 18 | 74 |
| Method | Preprocessing | Sorting | MLP | Rasterization | Total |
|---|---|---|---|---|---|
| 3DGS* | 1.64 | 2.09 | 0 | 2.16 | 5.89 |
| SortFreeGS* | 1.78 | 0 | 0 | 2.25 | 4.03 |
| Mobile-GS | 0.17 | 0 | 0.24 | 0.42 | 0.83 |
3D Gaussian Splatting
3D Gaussian Splatting represents scenes as optimizable 3D Gaussian primitives for fast, photorealistic rendering from new viewpoints.
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