English

PocketGS: On-Device Training of 3D Gaussian Splatting for High Perceptual Modeling

Computer Vision and Pattern Recognition 2026-05-28 v5 Graphics

Abstract

While 3D Gaussian Splatting (3DGS) enables real-time rendering, its training demands workstation-level compute and memory, making mobile deployment impractical under minute-scale time budgets and limited peak memory. We present PocketGS, a mobile scene modeling paradigm that enables on-device 3DGS training under these tightly coupled constraints while preserving high-fidelity reconstruction. PocketGS resolves the fundamental tension between training efficiency, memory compactness, and modeling quality through three co-designed operators: G\mathcal{G} builds geometry-faithful point-cloud priors; I\mathcal{I} injects local surface statistics to seed anisotropic Gaussians, thereby reducing early conditioning gaps; and T\mathcal{T} unrolls alpha compositing with cached intermediates and index-mapped gradient scattering for stable mobile backpropagation. Extensive experiments demonstrate that PocketGS outperforms the powerful mainstream workstation 3DGS baseline under mobile budgets, delivering high-quality reconstructions and enabling a fully on-device, practical capture-to-rendering workflow.

Keywords

Cite

@article{arxiv.2601.17354,
  title  = {PocketGS: On-Device Training of 3D Gaussian Splatting for High Perceptual Modeling},
  author = {Wenzhi Guo and Guangchi Fang and Shu Yang and Bing Wang},
  journal= {arXiv preprint arXiv:2601.17354},
  year   = {2026}
}