arXiv:2605.13794cs.GRcs.CV2026-05

闪电级城市级3D高斯点云训练,速度提升近10倍

BlitzGS: City-Scale Gaussian Splatting at Lightning Speed

论文配图:BlitzGS: City-Scale Gaussian Splatting at Lightning Speed
图 1 · 摘自论文原文
  • 按索引奇偶分片高斯点,减少跨块冗余可见性
  • 多层级剪枝:重要性评分+轻量新生门+视距/重要性遮罩
  • 支持城市级场景,十来分钟完成训练,适合大规模数字孪生

大规模3D高斯点云支撑数字孪生、仿真与航拍地图,但城市级训练仍计算昂贵,即使使用多GPU。每轮迭代需处理大量密集原始体,仅少数对损失有贡献,其余造成冗余存储、通信与渲染开销。现有方法优化单一成本项,未解决核心问题:哪些高斯点应存于各GPU、为每视角渲染、在几何初步形成后保留?我们提出BlitzGS,一种分布式3DGS框架,在系统、模型、视图三层面协同减少活跃高斯点负载。系统层:按索引奇偶分片,避免空间分区的跨块可见冗余;单次跨卡交换将投影点路由至所属瓦片持有者。模型层:双向控制密度——定期重要性评分剪枝冗余点,轻量新生门屏蔽预计无法存活的候选点,同一信号反馈至密度控制。视图层:基于距离的LOD门与重要性掩码裁剪每相机的活跃集合。在大规模基准上,BlitzGS在保持近期基线渲染质量的同时,实现近十倍加速,可在数十分钟内训练城市级场景。代码开源于https://github.com/AkierRaee/BlitzGS。

原文摘要 · Abstract (English)

Large-scale 3D Gaussian Splatting underpins digital twins, simulation, and aerial mapping, yet city-scale training remains computationally expensive even with multi-GPU execution because every iteration must preprocess, communicate, and rasterize an overly dense set of primitives. At any given step, only a small fraction of these primitives contribute meaningfully to the loss; the rest incur redundant storage, communication, and rasterization costs. Existing approaches improve individual cost factors but do not fully address the underlying question: which Gaussians should be stored on each GPU, rendered for each view, and retained after early geometry formation? We present BlitzGS, a distributed 3DGS framework that reduces the active Gaussian workload at three coupled levels. At the system level, it shards Gaussians across GPUs by index parity rather than spatial blocks, mitigating the cross-block visibility redundancy of spatial partitioning, and distributes each render step through a single cross-GPU exchange that routes projected Gaussians to their tile owners. At the model level, it controls the population from both ends of densification. Scheduled importance-scoring passes prune redundant survivors, and a lightweight spawn gate withholds candidates predicted not to survive. The same importance signal also feeds back into density control. At the view level, a distance-based LOD gate and an importance-based mask trim each camera's active set. On large-scale benchmarks, BlitzGS matches the rendering quality of recent large-scale baselines while delivering nearly an order-of-magnitude speedup, training city-scale scenes in tens of minutes. Our code is available at https://github.com/AkierRaee/BlitzGS.

3D重建高斯溅射分布式训练数字孪生

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