arXiv:2510.01767cs.CV2025-10被引 1

解决大场景3D高斯溅射训练负载不均问题,提速一倍。

LoBE-GS: Load-Balanced and Efficient 3D Gaussian Splatting for Large-Scale Scene Reconstruction

  • 用优化切割线的KD树分区,均衡各块相机数量。
  • 训练速度提升至原有两倍,处理城市级大场景无压力。
  • 适合大规模实景重建,尤其城市、户外长景应用。

3D高斯溅射(3DGS)已成为实时、高保真三维场景重建的有效表示方法。然而,将3DGS扩展到城市街区等大规模、无界场景仍具挑战。现有分治方法通过将场景划分为多个块并在多个互不通信的GPU上训练缓解内存压力,但引入新瓶颈:(i) 分区存在严重负载不均,因均匀或启发式分割无法反映实际计算需求;(ii) 从粗到精的流水线未能高效利用粗粒度阶段,常需重新加载整个模型,导致开销过高。本文提出LoBE-GS,一种新型负载均衡且高效的3D高斯溅射框架,重构大规模3DGS流程。具体而言,LoBE-GS引入基于负载均衡的KD树场景分区方案,采用优化切割线以平衡每块相机数量;为加速预处理,采用基于深度的逆投影快速分配相机,将处理时间从数小时缩短至数分钟;进一步通过轻量级技术——可见性裁剪与选择性稀释,降低训练成本。在大规模城市及户外数据集上的评估表明,LoBE-GS相比最先进基线,端到端训练速度最高提升2倍,同时保持重建质量,并实现原生3DGS无法支持的大场景可扩展性。

原文摘要 · Abstract (English)

3D Gaussian Splatting (3DGS) has established itself as an efficient representation for real-time, high-fidelity 3D scene reconstruction. However, scaling 3DGS to large and unbounded scenes such as city blocks remains difficult. Existing divide-and-conquer methods alleviate memory pressure by partitioning the scene into blocks and training on multiple, non-communicating GPUs, but introduce new bottlenecks: (i) partitions suffer from severe load imbalance since uniform or heuristic splits do not reflect actual computational demands, and (ii) coarse-to-fine pipelines fail to exploit the coarse stage efficiently, often reloading the entire model and incurring high overhead. In this work, we introduce LoBE-GS, a novel Load-Balanced and Efficient 3D Gaussian Splatting framework, that re-engineers the large-scale 3DGS pipeline. Specifically, LoBE-GS introduces a load-balanced KD-tree scene partitioning scheme with optimized cutlines that balance per-block camera counts. To accelerate preprocessing, it employs depth-based back-projection for fast camera assignment, reducing processing time from hours to minutes. It further reduces training cost through two lightweight techniques: visibility cropping and selective densification. Evaluations on large-scale urban and outdoor datasets show that LoBE-GS consistently achieves up to 2 times faster end-to-end training time than state-of-the-art baselines, while maintaining reconstruction quality and enabling scalability to scenes infeasible with vanilla 3DGS.

3D重建高斯溅射负载均衡大场景

Thank you to arXiv for use of its open access interoperability. PaperDance 不是 arXiv 官方产品;中文卡片由大模型生成,请以原文为准。