Jun 15, 2026cs.CV
3D Gaussian Splatting (3DGS) has significantly advanced real-time novel view synthesis by representing scenes as dense collections of anisotropic 3D Gaussian primitives. However, the irregular spatial distribution of Gaussians often leads to poor GPU utilization, as warp divergence and redundant computation degrade rendering performance. To address this, we present Local-GS, a warp-coherent rendering paradigm that, organizes Gaussian primitives with respect to SIMT (Single Instruction, Multiple Threads) execution boundaries rather than scene geometry. Specifically, we propose three warp-coherent stages: a hoisting stage that precomputes shared parameters at tile level, a culling stage that discards warps with no contribution, and a blending stage that replaces per-pixel branching with a uniform instruction stream. Across extensive benchmarks on multiple datasets, Local-GS improves efficiency without compromising quality. As a plug-and-play optimization, it provides additional performance gains to all tested baselines, culminating in a
7.76× speedup on Deep Blending scenes.
Yang Luo, Yan Gong, Yongsheng Gao +3
State Key Laboratory of Robotics and Systems, Harbin Institute of Technology, Harbin 150001, China · State Key Laboratory of Intelligent Green Vehicle and Mobility, the School of Vehicle and Mobility, Tsinghua University, Beijing 100084, China · Department of Computer Science and Technology, Tsinghua University, Beijing 100084, China