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.
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