Gaussian Splatting for Real-Time Scene Reconstruction: Methods, Systems, and Trade-offs
Organizations: School of Computing and Computer Engineering, University of Southern Mississippi, Hattiesburg, MS, 39401, USA
Abstract
3D Gaussian Splatting (3DGS) allows for high-quality real-time novel-view synthesis. Since its inception in 2023, its explicit and highly configurable scene representation has been extended toward sparse-view generation, dynamic reconstruction, efficiency and compression, streaming, and simultaneous localization and mapping (SLAM). Although Gaussian Splatting can provide real-time rendering, rendering an existing representation is distinct from constructing, updating, or maintaining the scene itself. In this survey, we synthesize current literature, categorize them and provide a connection of current approaches and tools towards an end-to-end pipeline. Explicitly, we categorize GS scene reconstruction into five overlapping families: single-shot generation, dynamic representations, efficiency and compression, streaming and immersive systems, and Gaussian Splatting SLAM. We distinguish render-only throughput from task-specific scene generation, update, tracking, mapping, and optimization costs, and combine controlled sparse-view benchmarking with native evaluations to identify cross-family quality, latency, memory, and update-cost trade-offs.
Figures & tables
| Survey | Year | Primary organization | Distinctive emphasis |
| Wu et al. [ 62 ] | 2024 | Reconstruction, editing, downstream applications | Functional overview of 3DGS developments |
| Fei et al. [ 10 ] | 2025 | Characteristics and applications | Theoretical foundations and application taxonomy |
| Bao et al. [ 2 ] | 2025 | Optimization, applications, extensions | Technical modules, challenges, and opportunities |
| Bagdasarian et al. [ 1 ] | 2025 | Compression and compaction | Representation size and compression efficiency |
| Zhu et al. [ 80 ] | 2024 | Robotics applications and technical advances | 3DGS for robotic perception and interaction |
| Ours | 2023–2025 | Five reconstruction-pipeline families | Task-specific runtime, quantitative evaluation, and deployment trade-offs |
| Symbol | Meaning |
| / | Input image (or frame at time ). |
| Camera intrinsics matrix. | |
| Camera pose (extrinsics) for view ; rotation and translation . | |
| Camera projection function mapping 3D to image coordinates. | |
| Pixel coordinate in the image plane. | |
| / | Set of Gaussians for a static scene (or at time ). |
| Core tags (shared vocabulary) | |
| Input | mono-video; sparse-mv; dense-mv; RGB-D; events+RGB |
| Pose | known; estimated/refined; pose-free |
| Depth cue | sensor depth; predicted depth; MVS; none |
| Regime | PerSeq (per-seq. opt.); PreTr (amortized); HybridR (init+refine) |
| Temporal scope | static; dynamic |
| Runtime setting | offline; online; streaming |
| Task | Unit of work | Timing boundary | Metric |
| Rendering | One rendered frame | Existing representation to rendered frame | rFPS |
| Scene generation | One fixed input-view set | Input views to Gaussian representation | Scene throughput |
| Dynamic / streaming | One defined update or transition | Update input to updated representation | Update throughput |
| SLAM tracking | One input frame | Frame input to pose estimate | Tracking FPS |
| SLAM mapping | One map update | Mapping input to updated map | Mapping throughput |
| Offline optimization | One training or optimization run | Start to completed model/checkpoint | Time / iterations |
| Method | PSNR | SSIM | LPIPS | Model-stage latency (ms) Model-stage scene/s | rFPS | GPU (GiB) | |
| MVSplat [ 5 ] | 26.78 | 0.881 | 0.119 | 37.63 | 26.57 | 871.21 | 1.18 |
| DepthSplat [ 63 ] | 27.62 | 0.898 | 0.106 | 65.37 | 15.30 | 654.68 | 2.63 |
| pixelSplat [ 4 ] | 26.40 | 0.873 | 0.127 | 120.57 | 8.29 | 462.29 | 2.77 |
| Method | Dataset / input | PSNR | SSIM | LPIPS | Runtime |
| Splatt3R [ 49 ] | ScanNet++ [ 71 ] , 2 views | – | – | – | 1.10 s construction / export |
| InstantSplat [ 9 ] | T&T Horse [ 23 ] , 3 views | 23.30 | 0.823 | 0.125 | 16.01 s initialization + 35.02 s optimization |
| Method | Dataset | Schedule | PSNR | SSIM | LPIPS | rFPS |
| 4DGaussians [ 61 ] | D-NeRF [ 42 ] | 20k | 40.81 | 0.994 | 0.014 VGG / 0.006 Alex | 36.03 |
| Deformable-3D-Gaussians [ 67 ] | D-NeRF [ 42 ] | 40k | 41.38 | 0.996 | 0.008 | – |
| MotionGS [ 79 ] | DyNeRF [ 27 ] | 20k | – | – | – | – |
| Method | Dataset | Schedule | PSNR | SSIM | LPIPS | rFPS |
| Octree-GS [ 43 ] | N3DV [ 27 ] | 40k | 30.42 | 0.941 | 0.109 | – |
| 3D-GS [ 19 ] | N3DV [ 27 ] | 30k | 25.01 | 0.933 | 0.165 | 193.46 |
| PUP 3D-GS [ 13 ] | N3DV [ 27 ] | 30k + 5k + 5k | 25.42 | 0.930 | 0.185 | 155.15 |
| Compact3D [ 35 ] | N3DV [ 27 ] | 30k base + 5k fine-tune | 25.08 | 0.916 | 0.166 | – |
| gsplat [ 70 ] | N3DV [ 27 ] | 30k | 21.93 | 0.919 | 0.208 | 119.31 |
| SpeedE3DGS [ 54 ] | D-NeRF [ 42 ] | 30k | 38.59 | 0.993 | 0.017 | 762.25 |
| Representation | Size (MiB) | Gaussians | Size reduction | PSNR |
| 3D-GS [ 19 ] | 75.50 | 319,222 | – | 25.01 |
| PUP 3D-GS [ 13 ] | 7.55 | 31,922 | 90.00% | 25.42 |
| Compact3D [ 35 ] | 5.54 | – | 92.66% | 25.08 |
| Method | Evaluation unit | Schedule | PSNR | Operation time | Transition/s | rFPS |
| IGS [ 65 ] | 1 transition | 100 refinement iter. | 33.72 | 7.41 s | 0.116 | 126.74 |
| 3DGStream [ 51 ] | 37 transitions | 15k init.; 150 + 100/update | 27.34 / 28.18 | 12.63 s/update | 0.079 | – |
| GIFStream [ 26 ] | 2-frame GOP | 30k | 28.90 | 2023.62 s/GOP | – | 89.75 |
| Method | Input | Frames | Wrapped time (ms/frame) | Frames/s | Trajectory error (m) | Model size (MiB) |
| MonoGS [ 33 ] | Replica office0, RGB-D | 12 | 2250.57 | 0.444 | 0.000082 | 2.14 |
| RTG-SLAM [ 41 ] | Replica office0, RGB-D | 20 | 884.60 | 1.130 | 0.00910 | 10.35 |
| WildGS-SLAM [ 76 ] | Crowd, monocular | 100 | 1525.64 | 0.655 | 0.00665 | 9.78 |
3D Gaussian Splatting
3D Gaussian Splatting represents scenes as optimizable 3D Gaussian primitives for fast, photorealistic rendering from new viewpoints.
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