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BalanceGS: Algorithm-System Co-design for Efficient 3D Gaussian Splatting Training on GPU

16 October 2025
Junyi Wu
Jiaming Xu
Jinhao Li
Yongkang Zhou
Jiayi Pan
Xingyang Li
Guohao Dai
    3DGS
ArXiv (abs)PDFHTML
Main:6 Pages
6 Figures
Bibliography:1 Pages
1 Tables
Abstract

3D Gaussian Splatting (3DGS) has emerged as a promising 3D reconstruction technique. The traditional 3DGS training pipeline follows three sequential steps: Gaussian densification, Gaussian projection, and color splatting. Despite its promising reconstruction quality, this conventional approach suffers from three critical inefficiencies: (1) Skewed density allocation during Gaussian densification, (2) Imbalanced computation workload during Gaussian projection and (3) Fragmented memory access during color splatting.To tackle the above challenges, we introduce BalanceGS, the algorithm-system co-design for efficient training in 3DGS. (1) At the algorithm level, we propose heuristic workload-sensitive Gaussian density control to automatically balance point distributions - removing 80% redundant Gaussians in dense regions while filling gaps in sparse areas. (2) At the system level, we propose Similarity-based Gaussian sampling and merging, which replaces the static one-to-one thread-pixel mapping with adaptive workload distribution - threads now dynamically process variable numbers of Gaussians based on local cluster density. (3) At the mapping level, we propose reordering-based memory access mapping strategy that restructures RGB storage and enables batch loading in shared memory.Extensive experiments demonstrate that compared with 3DGS, our approach achieves a 1.44×\times× training speedup on a NVIDIA A100 GPU with negligible quality degradation.

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