AI RESEARCH

Splats under Pressure: Exploring Performance-Energy Trade-offs in Real-Time 3D Gaussian Splatting under Constrained GPU Budgets

arXiv CS.LG

ArXi:2604.07177v1 Announce Type: cross We investigate the feasibility of real-time 3D Gaussian Splatting (3DGS) rasterisation on edge clients with varying Gaussian splat counts and GPU computational budgets. Instead of evaluating multiple physical devices, we adopt an emulation-based approach that approximates different GPU capability tiers on a single high-end GPU. By systematically under-clocking the GPU core frequency and applying power caps, we emulate a controlled range of floating-point performance levels that approximate different GPU capability tiers.