AI RESEARCH

HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splatting

arXiv CS.CV

ArXi:2606.00352v1 Announce Type: new 3D Gaussian Splatting (3DGS) has become the standard for real-time novel view synthesis on commodity GPUs. Its pipeline ties spatial partitioning and rasterization to one tile size, yet the two pull in opposite directions: partitioning, which bins and depth-sorts gaussians, grows cheaper with larger tiles, while rasterization gets cheaper with smaller ones. Prior acceleration work reduces the cost of individual stages but keeps both locked to that single scale, where a few dense tiles dominate frame time.