TY - GEN
T1 - On Scaling Up 3D Gaussian Splatting Training
AU - Zhao, Hexu
AU - Weng, Haoyang
AU - Lu, Daohan
AU - Li, Ang
AU - Li, Jinyang
AU - Panda, Aurojit
AU - Xie, Saining
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
PY - 2025
Y1 - 2025
N2 - 3D Gaussian Splatting (3DGS) is increasingly popular for 3D reconstruction due to its superior visual quality and rendering speed. However, 3DGS training currently occurs on a single GPU, limiting its ability to handle high-resolution and large-scale 3D reconstruction tasks due to memory constraints. We introduce Grendel, a distributed system designed to partition 3DGS parameters and parallelize computation across multiple GPUs. As each Gaussian affects a small, dynamic subset of rendered pixels, Grendel employs sparse all-to-all communication to transfer the necessary Gaussians to pixel partitions and performs dynamic load balancing. Unlike existing 3DGS systems that train using one camera view image at a time, Grendel supports batched training with multiple views. We explore various optimization hyperparameter scaling strategies and find that a simple sqrt(batch_size) scaling rule is highly effective. Evaluations using large-scale, high-resolution scenes show that Grendel enhances rendering quality by scaling up 3DGS parameters across multiple GPUs. On the “Rubble” dataset, we achieve a test PSNR of 27.28 by distributing 40.4 million Gaussians across 16 GPUs, compared to a PSNR of 26.28 using 11.2 million Gaussians on a single GPU.
AB - 3D Gaussian Splatting (3DGS) is increasingly popular for 3D reconstruction due to its superior visual quality and rendering speed. However, 3DGS training currently occurs on a single GPU, limiting its ability to handle high-resolution and large-scale 3D reconstruction tasks due to memory constraints. We introduce Grendel, a distributed system designed to partition 3DGS parameters and parallelize computation across multiple GPUs. As each Gaussian affects a small, dynamic subset of rendered pixels, Grendel employs sparse all-to-all communication to transfer the necessary Gaussians to pixel partitions and performs dynamic load balancing. Unlike existing 3DGS systems that train using one camera view image at a time, Grendel supports batched training with multiple views. We explore various optimization hyperparameter scaling strategies and find that a simple sqrt(batch_size) scaling rule is highly effective. Evaluations using large-scale, high-resolution scenes show that Grendel enhances rendering quality by scaling up 3DGS parameters across multiple GPUs. On the “Rubble” dataset, we achieve a test PSNR of 27.28 by distributing 40.4 million Gaussians across 16 GPUs, compared to a PSNR of 26.28 using 11.2 million Gaussians on a single GPU.
KW - Distributed System
KW - Gaussian Splatting
UR - http://www.scopus.com/inward/record.url?scp=105007132928&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=105007132928&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-91989-3_2
DO - 10.1007/978-3-031-91989-3_2
M3 - Conference contribution
AN - SCOPUS:105007132928
SN - 9783031919886
T3 - Lecture Notes in Computer Science
SP - 14
EP - 36
BT - Computer Vision – ECCV 2024 Workshops, Proceedings
A2 - Del Bue, Alessio
A2 - Canton, Cristian
A2 - Pont-Tuset, Jordi
A2 - Tommasi, Tatiana
PB - Springer Science and Business Media Deutschland GmbH
T2 - Workshops that were held in conjunction with the 18th European Conference on Computer Vision, ECCV 2024
Y2 - 29 September 2024 through 4 October 2024
ER -