WebSplatter: Enabling Cross-Device Efficient Gaussian Splatting in Web Browsers via WebGPU
Yudong Han, Chao Xu, Xiaodan Ye, Weichen Bi, Zilong Dong, Yun Ma
TL;DR
WebSplatter tackles the challenge of real-time 3D Gaussian Splatting in web browsers across heterogeneous devices by building a fully GPU-driven WebGPU pipeline. It introduces a wait-free hierarchical radix sort to guarantee deterministic, deadlock-free execution and an opacity-aware pre-processing that prunes splats before rasterization, reducing overdraw. The three-stage pipeline—pre-processing, sorting, and rasterization—achieves 1.2x to 4.5x speedups over state-of-the-art web viewers and lowers peak VRAM usage, enabling stable rendering on memory-constrained devices. This work advances cross-platform browser-based neural rendering workflows by delivering high fidelity and interactive performance for large-scale Gaussian-splat scenes.
Abstract
We present WebSplatter, an end-to-end GPU rendering pipeline for the heterogeneous web ecosystem. Unlike naive ports, WebSplatter introduces a wait-free hierarchical radix sort that circumvents the lack of global atomics in WebGPU, ensuring deterministic execution across diverse hardware. Furthermore, we propose an opacity-aware geometry culling stage that dynamically prunes splats before rasterization, significantly reducing overdraw and peak memory footprint. Evaluation demonstrates that WebSplatter consistently achieves 1.2$\times$ to 4.5$\times$ speedups over state-of-the-art web viewers.
