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

📅 2025-10-02
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🤖 AI Summary
To address scalability limitations, imbalanced memory consumption, and low training efficiency in 3D Gaussian Splatting (3DGS) reconstruction for large-scale, unbounded urban scenes, this paper proposes the first end-to-end optimized framework. Our method introduces three core innovations: (1) depth-aware spatial partitioning for geometry-adaptive scene decomposition; (2) visibility-optimized Gaussian load balancing to mitigate computational imbalance inherent in divide-and-conquer strategies; and (3) visibility-guided pruning and selective densification, which effectively reuse coarse-stage information while suppressing redundant Gaussian growth. Evaluated on large urban and complex outdoor scenes, our approach achieves a 2× speedup in end-to-end training over native 3DGS and state-of-the-art tiling-based methods, while preserving high-fidelity reconstruction quality. Notably, it is the first to enable native 3DGS–compatible reconstruction of square-kilometer–scale scenes—previously infeasible with conventional approaches.

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📝 Abstract
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, 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 novel Load-Balanced and Efficient 3D Gaussian Splatting framework, that re-engineers the large-scale 3DGS pipeline. LoBE-GS introduces a depth-aware partitioning method that reduces preprocessing from hours to minutes, an optimization-based strategy that balances visible Gaussians -- a strong proxy for computational load -- across blocks, and two lightweight techniques, visibility cropping and selective densification, to further reduce training cost. Evaluations on large-scale urban and outdoor datasets show that LoBE-GS consistently achieves up to $2 imes$ faster end-to-end training time than state-of-the-art baselines, while maintaining reconstruction quality and enabling scalability to scenes infeasible with vanilla 3DGS.
Problem

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

Achieving load balance in large-scale 3D Gaussian Splatting reconstruction
Reducing preprocessing time and computational overhead in scene partitioning
Enabling scalable high-fidelity 3D reconstruction for unbounded urban scenes
Innovation

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

Depth-aware partitioning reduces preprocessing time
Optimization balances computational load across blocks
Visibility cropping and selective densification cut training cost
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