Odin: Primitive-Level Synchronization for Distributed Point-Based Neural Rendering

📅 2026-07-22
📈 Citations: 0
Influential: 0
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🤖 AI Summary
This work addresses the scalability bottleneck in distributed point-based neural rendering caused by global synchronization barriers, which severely limit training efficiency for large-scale scenes. To overcome this limitation, the authors propose a primitive-level fine-grained synchronization mechanism that replaces conventional global barriers. Their approach employs pre-scheduling to identify low-conflict overlapping computation windows and dynamically releases primitive states through runtime validation, enabling dual-path strategies that prioritize either reconstruction quality or training throughput. The method achieves significant performance gains without compromising visual fidelity: on 8 GPUs, it delivers an average speedup of 1.22× and hides 82% of critical-path waiting time; on 64 GPUs, it outperforms Grendel by up to 1.89× in training throughput.
📝 Abstract
Point-based neural rendering (PBNR) represents 3D scenes as explicit, trainable primitives and underpins high-quality reconstruction and emerging embodied AI and world-model pipelines. Unlike layer-structured neural networks, PBNR has primitive-indexed dependencies: each view reads and updates only a sparse, view-dependent subset of mutable scene state. As large scenes require distributed training and optimized renderers reduce per-view computation, global task- or iteration-level barriers increasingly place synchronization, rather than rendering, on the critical path. We present Odin, a distributed PBNR training system that replaces global barriers with primitive-level synchronization. Its ahead-of-time scheduler uses stable locality and phase order to identify low-conflict overlap windows, while the runtime validates primitive publication before later work observes mutable state. Odin provides a quality-first path that preserves synchronized-training visibility and a throughput-first path that uses overlap and gradient evidence to admit only small, low-impact delayed reads; structural changes and high-impact cases remain synchronized. Across four existing PBNR pipelines and 13 non-city scenes on 8 GPUs, Odin improves throughput by 1.22 times on average and hides 82% of critical-path wait while preserving reconstruction quality. In a MatrixCity mixed-parallel case study scaling to 64 GPUs, Odin improves throughput over Grendel by up to 1.89 times without changing renderer kernels, optimizers, training budgets, or model capacity.
Problem

Research questions and friction points this paper is trying to address.

distributed rendering
point-based neural rendering
synchronization bottleneck
primitive-level dependencies
training throughput
Innovation

Methods, ideas, or system contributions that make the work stand out.

primitive-level synchronization
distributed neural rendering
point-based neural rendering
overlap scheduling
mutable scene state
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