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How to make 3D scene rendering 15x faster with better task scheduling?

Dawid Pająk, Martin Bisson, Rodolfo Lima

May 29, 2026

3D Gaussian Splatting renders photorealistic scenes in real time, but wastes GPU cycles because spatial binning and pixel rasterization pull in opposite directions—one prefers large tiles, the other small ones. HiGS splits the workload: coarse macro-tiles handle geometry binning, fine tiles handle rendering. Work distribution shifts from per-tile to per-macro-tile, spreading dense regions across parallel units instead of bottlenecking at a few busy tiles. Result: 15.8× speedup on tested scenes with no quality loss.
Published as HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splatting arXiv:2606.00352
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