突破百亿3D高斯点训练瓶颈,仅用单张24GB显卡实现。
TideGS: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimization

- 利用可见性稀疏性,将参数存于硬盘-内存-显存分层管理
- 支持单卡训练超10亿高斯点,重建质量优于现有单卡方案
- 适合需要大规模场景建模的研究者与工业应用
在百亿级3D高斯点规模下训练3DGS(3D Gaussian Splatting)本质上受限于内存:每个高斯点携带大型属性向量,参数总量迅速超出单张GPU容量,使先前系统受限于数千万个高斯点。我们观察到3DGS训练具有天然稀疏性和轨迹依赖性:每轮迭代仅激活当前相机视角可见的高斯点,因此显存可作为工作集缓存而非持久存储。基于此,我们提出TideGS,一种跨SSD-CPU-GPU层级的离线优化训练框架,包含三项协同技术:面向硬盘对齐的空间局部性块虚拟化几何、分层异步流水线以重叠I/O与计算、以及轨迹自适应差分流传输,仅在迭代间传输工作集增量。实验表明,TideGS可在单张24GB GPU上训练超过10亿个高斯点,在大规模场景中重建质量超越评估的单卡基线,性能显著优于此前离线基线(约1亿个高斯点)和标准内存内训练(约1100万高斯点)。
原文摘要 · Abstract (English)
Training 3D Gaussian Splatting (3DGS) at billion-primitive scale is fundamentally memory-bound: each Gaussian primitive carries a large attribute vector, and the aggregate parameter table quickly exceeds GPU capacity, limiting prior systems to tens of millions of Gaussians on commodity single-GPU hardware. We observe that 3DGS training is inherently sparse and trajectory-conditioned: each iteration activates only the Gaussians visible from the current camera batch, so GPU memory can serve as a working-set cache rather than a persistent parameter store. Building on this insight, we introduce TideGS, an out-of-core training framework that manages parameters across an SSD-CPU-GPU hierarchy via three synergistic techniques: block-virtualized geometry for SSD-aligned spatial locality, a hierarchical asynchronous pipeline to overlap I/O with computation, and trajectory-adaptive differential streaming that transfers only incremental working-set deltas between iterations. Experiments show that TideGS enables training with over one billion Gaussians on a single 24 GB GPU while achieving the best reconstruction quality among evaluated single-GPU baselines on large-scale scenes, scaling beyond prior out-of-core baselines (e.g., approximately 100M Gaussians) and standard in-memory training (e.g., approximately 11M Gaussians).
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