通过帧间缓存与分块调度,显著提升大场景3D高斯渲染速度。
CaT-GS: Efficient 3DGS Rendering for Large Scale Scenes via Inter-frame Caching and Tile Scheduling

- 引入帧间预处理缓存和多帧推测机制,减少重复计算。
- 在大规模场景中实现最高10倍的渲染加速,较SOTA快70%。
- 适合需要实时高保真渲染的大规模3D场景应用。
3D高斯点阵(3DGS)在高质量、高速神经渲染方面取得突破,但在大场景中因基于分块的光栅化计算负担过重而性能下降。现有优化方法或需昂贵的场景重训练,或仅聚焦流水线局部环节,忽视实际部署中的关键效率瓶颈。通过全面分析,我们识别出三大冗余根源:帧间重复预处理、视角相关的遮挡冗余以及严重的分块级负载不均。为此,我们提出CaT-GS,一种新型高效的3DGS渲染管道。CaT-GS采用推测式多帧预处理方法消除连续帧间的冗余计算,并引入帧间缓存机制避免视角冗余渲染阶段。此外,通过专用内核重构光栅化任务,有效缓解分块负载不均问题,大幅提升GPU利用率。大量实验表明,CaT-GS相较原始3DGS实现最高10倍加速,较此前最先进方法提升达70%,为大规模场景的高保真实时渲染树立新基准。
原文摘要 · Abstract (English)
Recent breakthroughs in 3D Gaussian Splatting (3DGS) have advanced neural rendering with high fidelity and speed. However, its performance degrades significantly in large-scale scenes due to the computational burden of tile-based rasterization. Existing optimization efforts either require costly scene re-training or focus on narrow aspects of the pipeline, overlooking critical inefficiencies in real-world deployments. Through a comprehensive analysis, we identify three primary sources of redundancy and low GPU utilization: redundant inter-frame pre-processing, viewpoint-based occlusion redundancy, and severe tile-level load imbalance. To address these issues, we propose CaT-GS, a novel and efficient 3DGS rendering pipeline. CaT-GS introduces a speculative multi-frame preprocessing method to eliminate redundant computations across consecutive frames, and an inter-frame caching mechanism to eliminate viewpoint redundant rendering stages. Furthermore, it refactors rasterization tasks with a dedicated kernel to mitigate tile load imbalance, significantly boosting GPU utilization. Extensive experiments demonstrate that CaT-GS achieves a speedup of up to 10 times over the original 3DGS and up to 70% over previous state-of-the-art methods, establishing a new benchmark for high-fidelity, real-time rendering of large-scale scenes.
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