CORTEXA
← Browse
arxivcs.CVcs.GR2026-07-03

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

Yuhongze Zhou, Zihao Yang, Xinxin Zuo, Juwei Lu

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.

View free PDFSource page

Related papers

arxivcs.CVcs.GR2026-07-24

Deformable Triangle Splatting: Flexible Primitives for Real-Time Radiance Field Rendering

Oriol Jiménez-Ayguadé, Antonio Agudo

Recent radiance field methods represent scenes with 2D primitives that offer surface alignment and efficient rasterization, from Gaussian disks to triangles, yet all rely on convex boundaries: curved and concave structures demand excessive primitives. We introduce Deformable Tria…

View free PDFSource page
arxivcs.CVcs.GR2026-07-23

Learning-based Seam Correspondence Reconstruction in Sewing Patterns

Zhendong Wang, Jintong Wang, Chen Liu, Yao Jin, Ligang Liu, Huamin Wang

Digital sewing patterns typically consist of disjoint 2D panels without explicit stitch annotations, making downstream 3D modeling reliant on labor-intensive expert specification. In this paper, we present a graph-based learning framework that reconstructs two-level stitching inf…

View free PDFSource page
arxivcs.CV2026-07-23

Closing the Loop: Training-Free Revisit Consistency for Autoregressive Generative Rendering

Wenchao Ma, Changran Liu, Sharon X. Huang, Haomiao Jiang

Recent conditional video generation models have shown promising potentials to transform 3D engine renderings, such as depth maps and untextured geometry, into photorealistic videos for gaming and immersive content creation. These applications require long-horizon auto-regressive…

View free PDFSource page
arxivcs.CV2026-07-31

OASIS: Occlusion-aware Single-image Hand Avatar Reconstruction via 3D Gaussian Splatting

Zhisheng Han, Shiyao Wu, Jiayan Qiu, Yakun Ju, Lu Liu, Le Zhang, et al.

Single-image 3D hand avatar reconstruction is fundamentally ill-posed and particularly challenging due to limited visual evidence under severe self-occlusion and the complex pose-dependent deformation of highly articulated hands. Existing methods predominantly rely on implicit Ne…

View free PDFSource page