LOBE-GS: Load-Balanced and Efficient 3D Gaussian Splatting for Large-Scale Scene Reconstruction
- URL: http://arxiv.org/abs/2510.01767v1
- Date: Thu, 02 Oct 2025 08:02:06 GMT
- Title: LOBE-GS: Load-Balanced and Efficient 3D Gaussian Splatting for Large-Scale Scene Reconstruction
- Authors: Sheng-Hsiang Hung, Ting-Yu Yen, Wei-Fang Sun, Simon See, Shih-Hsuan Hung, Hung-Kuo Chu,
- Abstract summary: 3D Gaussian Splatting (3DGS) has established itself as an efficient representation for real-time, high-fidelity 3D scene reconstruction.<n>We introduce LoBE-GS, a novel Load-Balanced and Efficient 3D Gaussian Splatting framework.<n>LoBE-GS consistently achieves up to $2times$ faster end-to-end training time than state-of-the-art baselines.
- Score: 24.185537949073723
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- 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 $2\times$ 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.
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