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版本更新 · v3arXiv:2510.01767

LoBE-GS: Load-Balanced and Efficient 3D Gaussian Splatting for Large-Scale Scene Reconstruction

Sheng-Hsiang Hung, Ting-Yu Yen, Wei-Fang Sun, Simon See, Shih-Hsuan Hung, Hung-Kuo Chu

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 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. On large-scale urban and outdoor datasets, LoBE-GS reduces scene-partitioning time by up to an order of magnitude and worst-block fine-training time by up to $3.2\times$ relative to CityGaussian. It also substantially reduces end-to-end and post-coarse training time under matched GPU budgets while maintaining competitive reconstruction quality. LoBE-GS thus provides a communication-free alternative with favorable quality-efficiency trade-offs. The associated code is available at: https://github.com/Sunnyhong0326/lobe-gs

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