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TemporalGS: Training-Free Plug-and-Play Acceleration for 3D Gaussian Splatting Rendering via Temporal Priors

Jul 2026 · arXiv.org · Vol abs/2607.03390 · 0 citations · 40 references
Computer Science

TL;DR

This work introduces TemporalGS, to the best of its knowledge, the first training-free plug-and-play algorithmic approach to accelerate 3DGS rendering without any post-training or post-processing, implemented on top of tile-based software rasterization.

Abstract

3D Gaussian Splatting (3DGS) has revolutionized novel-view synthesis with its fast and high-fidelity rendering. However, rendering at high FPS and low latency across various scenes remains a challenge, especially when large amounts of 3D Gaussian ellipsoids appear in the scene. To address this issue, we introduce TemporalGS, to the best of our knowledge, the first training-free plug-and-play algorithmic approach to accelerate 3DGS rendering without any post-training or post-processing, implemented on top of tile-based software rasterization. The key idea is that, instead of rendering frames independently as 3DGS, we leverage the temporal priors, represented by novel geometry and appearance buffers, etc., to reduce redundancy of Gaussian preprocessing, sorting, and rasterization operations of consecutive frames. Specifically, we propose two acceleration strategies: (1) temporal dynamic culling, which filters out Gaussians that contribute less to current frame rendering; (2) selective rendering, which renders only a small portion of tiles that cannot be approximated by the temporal priors. By adapting and interleaving these two strategies, TemporalGS yields a simple but effective plug-and-play solution for 3DGS rendering speed-up without any training. Extensive experiments show that TemporalGS achieves comparable or even better performance compared to existing state-of-the-art post-training or post-processing-based 3DGS rendering acceleration approaches. TemporalGS can significantly enhance the rendering speed of various 3DGS methods, achieving up to $1.48\times$ acceleration, while maintaining competitive rendering quality. We further extend our TemporalGS to hardware rasterization-based 3DGS to show the portability of our algorithm.

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