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Monte Carlo Energy Aggregation for Mobile 3D Gaussian Splatting

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Code is available: <a href=\"https://github.com/xiaobiaodu/Flux-GS\" rel=\"nofollow\">https://github.com/xiaobiaodu/Flux-GS</a><br>Project page: <a href=\"https://xiaobiaodu.github.io/flux-gs-project/\" rel=\"nofollow\">https://xiaobiaodu.github.io/flux-gs-project/</a></p>\n<p>You can use the idea of our Flux-GS for commercial use for free. We hope it can foster Gaussian Splatting industry development. </p>\n","updatedAt":"2026-06-30T03:12:52.257Z","author":{"_id":"64ad086c5d48838462e2eee1","avatarUrl":"/avatars/735b29d01bae05599e7d5ce61b223153.svg","fullname":"Du","name":"xiaobiaodu","type":"user","isPro":false,"isHf":false,"isHfAdmin":false,"isMod":false,"isUserFollowing":false}},"numEdits":1,"identifiedLanguage":{"language":"en","probability":0.8782902359962463},"editors":["xiaobiaodu"],"editorAvatarUrls":["/avatars/735b29d01bae05599e7d5ce61b223153.svg"],"reactions":[],"isReport":false}}],"primaryEmailConfirmed":false,"paper":{"id":"2606.30017","authors":[{"_id":"6a433051763f63ca3757e8e4","name":"Xiaobiao Du","hidden":false},{"_id":"6a433051763f63ca3757e8e5","name":"YuAn Wang","hidden":false},{"_id":"6a433051763f63ca3757e8e6","name":"Hao Li","hidden":false},{"_id":"6a433051763f63ca3757e8e7","name":"Bosheng Wang","hidden":false},{"_id":"6a433051763f63ca3757e8e8","name":"Xun Sun","hidden":false},{"_id":"6a433051763f63ca3757e8e9","name":"Xin Yu","hidden":false}],"mediaUrls":["https://cdn-uploads.huggingface.co/production/uploads/64ad086c5d48838462e2eee1/-cKRvS0qOI6mqsYkIjIl5.mp4"],"publishedAt":"2026-06-29T00:00:00.000Z","submittedOnDailyAt":"2026-06-30T00:00:00.000Z","title":"Monte Carlo Energy Aggregation for Mobile 3D Gaussian Splatting","submittedOnDailyBy":{"_id":"64ad086c5d48838462e2eee1","avatarUrl":"/avatars/735b29d01bae05599e7d5ce61b223153.svg","isPro":false,"fullname":"Du","user":"xiaobiaodu","type":"user","name":"xiaobiaodu"},"summary":"Recent advances in 3D Gaussian Splatting have demonstrated unprecedented success in novel view synthesis. However, the substantial inference and storage overhead driven by high-order Spherical Harmonics (SH) are primary bottlenecks for mobile platforms. In this paper, we present Flux-GS, a real-time Gaussian Splatting method designed to achieve high-fidelity rendering with significantly reduced overhead for resource-constrained mobile platforms. We first propose a Monte Carlo Specular Energy Aggregator, sampling third-order radiance residuals and aggregating specular energy into a compact latent space. In this way, our method effectively preserves visually salient lighting features in lower-order bands without expensive distillation or pre-training. To mitigate the high-frequency details lost during compression, we introduce an Attribute-Conditioned SH Enhancement module. This module predicts Gaussian-aware offsets based on intrinsic Gaussian attributes, which enhance the first-order SH representation prior to inference, without extra inference costs. 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Papers
arxiv:2606.30017

Monte Carlo Energy Aggregation for Mobile 3D Gaussian Splatting

Published on Jun 29
· Submitted by
Du
on Jun 30
Authors:
,
,
,
,
,

Abstract

Flux-GS enables real-time high-fidelity 3D Gaussian Splatting on mobile platforms through efficient lighting representation, attribute-conditioned enhancement, and multi-view densification strategies.

Recent advances in 3D Gaussian Splatting have demonstrated unprecedented success in novel view synthesis. However, the substantial inference and storage overhead driven by high-order Spherical Harmonics (SH) are primary bottlenecks for mobile platforms. In this paper, we present Flux-GS, a real-time Gaussian Splatting method designed to achieve high-fidelity rendering with significantly reduced overhead for resource-constrained mobile platforms. We first propose a Monte Carlo Specular Energy Aggregator, sampling third-order radiance residuals and aggregating specular energy into a compact latent space. In this way, our method effectively preserves visually salient lighting features in lower-order bands without expensive distillation or pre-training. To mitigate the high-frequency details lost during compression, we introduce an Attribute-Conditioned SH Enhancement module. This module predicts Gaussian-aware offsets based on intrinsic Gaussian attributes, which enhance the first-order SH representation prior to inference, without extra inference costs. Furthermore, the original single-view gradient-based densification is prone to producing excessive Gaussians and overfitting to a certain view. We address these limitations by proposing a Multi-view Alpha-based Densification and Pruning strategy. By leveraging multi-view guidance, we ensure multi-view structure consistency and the precise removal of redundant primitives. Extensive experiments demonstrate that Flux-GS achieves substantial parameter reduction while maintaining competitive visual quality, offering a robust and scalable solution for real-time mobile rendering. Code: magenta{https://xiaobiaodu.github.io/flux-gs-project/{https://xiaobiaodu.github.io/flux-gs-project/}}.

Community

Code is available: https://github.com/xiaobiaodu/Flux-GS
Project page: https://xiaobiaodu.github.io/flux-gs-project/

You can use the idea of our Flux-GS for commercial use for free. We hope it can foster Gaussian Splatting industry development.

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