无需分块即可在消费级显卡上实现超大规模场景的无缝重建与实时渲染。
A LoD of Gaussians: Unified Training and Rendering for Ultra-Large Scale Reconstruction with External Memory
- 将高斯点存于外存,动态加载视图相关的点云,避免分块边界伪影。
- 支持从宏观航拍到微观地面细节的多尺度无缝重建,实现在单张消费级显卡上运行。
- 结合层级结构与缓存调度,利用时间相关性实现流畅实时流式渲染,适合城市级场景可视化。
高斯点绘已成为一种高性能的新视角合成技术,可实现实时渲染和小场景的高质量重建。然而,扩展至更大环境时,现有方法依赖分块策略,导致块边界出现伪影,跨尺度训练复杂,并不适用于城市级飞行观测与街景结合等非结构化场景。此外,渲染仍受限于显存,所有可见块需同时驻留显存。本文提出「高斯层级」(A LoD of Gaussians)框架,可在单张消费级显卡上实现无分块的超大规模高斯场景训练与渲染。该方法将全场景数据外存存储(如CPU内存),直接训练层级细节(LoD)表示,并动态流式加载相关高斯点。通过结合高斯层级与顺序点树的混合数据结构,实现高效的视图依赖层级选择;同时,轻量级缓存与视图调度系统利用时间相关性,支持实时流式渲染与交互可视化。该方案实现了从宏观航拍到精细地面细节的无缝多尺度重建,适用于复杂场景的实时交互展示。
原文摘要 · Abstract (English)
Gaussian Splatting has emerged as a high-performance technique for novel view synthesis, enabling real-time rendering and high-quality reconstruction of small scenes. However, scaling to larger environments has so far relied on partitioning the scene into chunks -- a strategy that introduces artifacts at chunk boundaries, complicates training across varying scales, and is poorly suited to unstructured scenarios such as city-scale flyovers combined with street-level views. Moreover, rendering remains fundamentally limited by GPU memory, as all visible chunks must reside in VRAM simultaneously. We introduce A LoD of Gaussians, a framework for training and rendering ultra-large-scale Gaussian scenes on a single consumer-grade GPU -- without partitioning. Our method stores the full scene out-of-core (e.g., in CPU memory) and trains a Level-of-Detail (LoD) representation directly, dynamically streaming only the relevant Gaussians. A hybrid data structure combining Gaussian hierarchies with Sequential Point Trees enables efficient, view-dependent LoD selection, while a lightweight caching and view scheduling system exploits temporal coherence to support real-time streaming and rendering. Together, these innovations enable seamless multi-scale reconstruction and interactive visualization of complex scenes -- from broad aerial views to fine-grained ground-level details.
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