Compared with 3DGS, Taming-3DGS, and LiteGS using default settings (30K iterations, 3.3M final Gaussian count on the Mip-NeRF 360 dataset) from Taming-3DGS and LiteGS.
Compared with FastGS using its default setting (30K iterations, 0.4M final Gaussian count on the Mip-NeRF 360 dataset).
Our method achieves the highest frame rate (FPS).
All methods render the same amount of Gaussians in each scene, averaging 3.3M on the Mip-NeRF 360 dataset.
Due to GitHub's 100 MB file-size limit, these videos are provided in compressed quality.
Bicycle (5,987,095 Gaussians)
Counter (1,190,919 Gaussians)
Garden (5,728,191 Gaussians)
Kitchen (1,803,735 Gaussians)
Average testing FPS on the Mip-NeRF 360 dataset (same rendering resolution and same final Gaussian count per scene for all methods).
| 3DGS | Taming | LiteGS | Ours |
|---|---|---|---|
| 140.91 | 219.60 | 233.76 | 343.92 |
3D Gaussian splatting (3DGS) has become a vital tool for learning a radiance field from multiple posed images. Although 3DGS shows great advantages over NeRF in terms of rendering quality and efficiency, it remains a research challenge to further improve the efficiency of learning 3D Gaussians. To overcome this challenge, we propose novel training strategies and losses to shorten each Gaussian list used to render a pixel, which speeds up the splatting by involving fewer Gaussians along a ray. Specifically, we shrink the size of each Gaussian by resetting their scales regularly, encouraging smaller Gaussians to cover fewer nearby pixels, which shortens the Gaussian lists of pixels. Additionally, we introduce an entropy constraint on the alpha blending procedure to sharpen the weight distribution of Gaussians along each ray, which drives dominant weights larger while making minor weights smaller. As a result, each Gaussian becomes more focused on the pixels where it is dominant, which reduces its impact on nearby pixels, leading to even shorter Gaussian lists. Eventually, we integrate our method into a rendering resolution scheduler which further improves efficiency through progressive resolution increase. We evaluate our method by comparing it with state-of-the-art methods on widely used benchmarks. Our results show significant advantages over others in efficiency without sacrificing rendering quality.
Overview of our method and its effects. (a) The Gaussian list of the original 3DGS. (b) Distribution of Gaussian list length showing our method produces significantly shorter lists. (c) Gaussian list reduction after applying scale reset strategy. (d, e) Scale and opacity distributions comparing original 3DGS and 3DGS with scale reset, showing that scale reset produces smaller Gaussians with higher opacities. (f) Gaussian list reduction after applying entropy regularization. (g, h) Scale and opacity distributions comparing original 3DGS and 3DGS with entropy regularization, demonstrating that the entropy constraint produces smaller Gaussians and more polarized opacities.
The lower the entropy, the darker the color.
Bicycle
Counter
The longer the list, the lighter (brighter) the color.
Bicycle
Counter
The longer the list, the lighter (brighter) the color.
Bicycle
Counter
Garden
Kitchen
This project was partially supported by an NVIDIA academic award and a Richard Barber research award.
@InProceedings{Liu2026shortersplatting,
title = {Speeding Up the Learning of 3D Gaussians with Much Shorter Gaussian Lists},
author = {Liu, Jiaqi and Han, Zhizhong},
booktitle = {Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition},
year = {2026}
}