Sign inGet started
Paper · arXiv

Monte Carlo Energy Aggregation for Mobile 3D Gaussian Splatting

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 low...

AuthorsXiaobiao Du, YuAn Wang, Hao Li et al.
Primary categorycs.CV
Published29 June 2026
Last updated at source29 June 2026
cs.CV
Embed this entry
<iframe src="https://silytics.si/embed/item/d094f068-6c72-457c-9063-925f232d6ce5" width="420" height="190" style="border:0" loading="lazy" title="Silytics entry"></iframe>

Free, no tracking. More about feeds and embeds.

Connected in the knowledge graph

Explore this entry in the graph

Models and datasets referencing this paper

Silytics shows public metadata from arXiv and links to the original. Information may be incomplete or out of date. Last refreshed 17 October 2026. Licenses and terms of the original apply to the work itself. Not financial, legal or professional advice.