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AbacusGS, a 3DGS Rendering Method That Removes Per-Splat Depth Sorting, Published on arXiv
Jiacheng Ding and colleagues have presented AbacusGS, which embeds the 3DGS drawing order in the scene layout and skips per-splat sorting. The authors report 4.5x faster rendering in an OpenGL viewer that sorts on the CPU (author-announced value).
This article was generated by AI and published automatically without prior human review.
- Use cases
- Research, XR, Streaming
- Sources
- 1 (en) (1 primary)
Key points
- Splats are grouped into octree boxes of up to 128 splats each, and only the boxes are sorted to determine the drawing order
- Averaged over 13 scenes, PSNR drops by 0.13 dB, and an OpenGL viewer with CPU sorting is 4.5x faster (author-announced values)
- The paper also presents a 17-byte-per-splat format and a CUDA tile renderer. The code is planned for release
Contents
What happened
This article covers the paper "AbacusGS: Gaussian Splatting without Per-Splat Sorting," posted to arXiv on November 1, 2026. The four authors are Jiacheng Ding, Yanliang Qi, Cong Guo and Peihua Mai. The paper proposes a method that avoids the per-splat depth sorting that 3D Gaussian Splatting (3DGS) performs every frame.
How it works
According to the paper, 3DGS sorts all splats in depth order and composites them every frame. In web and mobile viewers that draw with a hardware rasterizer but sort on the CPU, this sorting is said to account for most of the frame time.
By the numbers
| Box size | Up to 128 splats per octree box |
|---|---|
| Quality change | PSNR drops by 0.13 dB on average across 13 standard scenes (compared with 3DGS fine-tuned under the same conditions) |
| Speed | 4.5x faster than per-splat sorting in an OpenGL viewer that sorts on the CPU |
| Format | 17 bytes per splat |
| Renderer | CUDA tile renderer using the same drawing order |
| Code | Planned for release (timing not announced) |
Why it matters
For developers who display 3DGS in web and mobile viewers, this could be an option for reducing the CPU sorting load. However, only the paper's abstract is available at this point, and the code has not been released.
Caveats and open questions
- The source material is only the paper's abstract, so details of the method, comparison baselines, measurement environment and memory usage are not confirmed
- The 4.5x speedup and the 0.13 dB PSNR drop are author-announced values; third-party verification is not confirmed in the sources
- The code is described as "planned for release"; the release date and license have not been announced
- Existing 3DGS models require a short order-aware fine-tuning, and the time needed for fine-tuning is not confirmed in the sources
- Compatibility with existing formats such as PLY, SPZ and SOG is not confirmed in the sources
Glossary
- 3D Gaussian Splatting (3DGS)
- A method that represents a scene with many 3D Gaussian distributions (splats) and renders it quickly.
- Depth sorting
- The process of ordering splats by their distance from the viewpoint. It is needed to determine the compositing order of semi-transparent elements.
- octree
- A tree structure that recursively divides space into eight parts.
- PSNR
- A metric for comparing image quality. A higher value indicates an image closer to the original.
Sources
Primary sources (publisher, paper, repository)
- AbacusGS: Gaussian Splatting without Per-Splat SortingarXiv(arxiv.org)・en
The X post that surfaced this story
This article was generated in Japanese by AI from the sources listed (primarily primary sources) and published automatically, without prior human review, after automated checks such as source matching (how we use AI). Figures and specifications are as stated by the publishers and have not been independently verified by us. Please consult the original sources. To report an error, use our contact form; we will review it promptly and correct it. This page is an AI translation of the Japanese original. If anything differs, the Japanese version prevails. Japanese original
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