GS-Scale: Unlocking Large-Scale 3D Gaussian Splatting Training via Host Offloading
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Abstract (arXiv)
The advent of 3D Gaussian Splatting has revolutionized graphics rendering by delivering high visual quality and fast rendering speeds. However, training large-scale scenes at high quality remains challenging due to the substantial memory demands required to store parameters, gradients, and optimizer states, which can quickly overwhelm GPU memory. To address these limitations, we propose GS-Scale, a fast and memory-efficient training system for 3D Gaussian Splatting. GS-Scale stores all Gaussians in host memory, transferring only a subset to the GPU on demand for each forward and backward pass. While this dramatically reduces GPU memory usage, it requires frustum culling and optimizer updates to be executed on the CPU, introducing slowdowns due to CPU's limited compute and memory bandwidth. To mitigate this, GS-Scale employs three system-level optimizations: (1) selective offloading of geometric parameters for fast frustum culling, (2) parameter forwarding to pipeline CPU optimizer updates with GPU computation, and (3) deferred optimizer update to minimize unnecessary memory accesses for Gaussians with zero gradients. Our extensive evaluations on large-scale datasets demonstrate that GS-Scale significantly lowers GPU memory demands by 3.3-5.6x, while achieving training speeds comparable to GPU without host offloading. This enables large-scale 3D Gaussian Splatting training on consumer-grade GPUs; for instance, GS-Scale can scale the number of Gaussians from 4 million to 18 million on an RTX 4070 Mobile GPU, leading to 23-35% LPIPS (learned perceptual image patch similarity) improvement.
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). Builds on 37 of its 61 references that are in the map. First posted on arXiv 19 Sep 2025.
Builds on
37 of 61 references.
References · 37
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25 more
- 2024Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussianscited by 230
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- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 204
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- 2025ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstructioncited by 4
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Built on by
Citing papers per year: 2026: 5.
5 papers.
- 2026TideGS: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimizationcited by 2
- 2026Splaxel: Efficient Distributed Training of 3D Gaussian Splatting for Large-scale Scene Reconstruction via Pixel-level Communicationcited by 1
- 2026DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganizationcited by 1
- 2026From Splats to Silicon: Rethinking Computational Efficiency of 3DGScited by 0
- 2026OceanXL: Large-scale Underwater 3D Gaussian Splatting via Block Partitioning and Adaptive Pruningcited by 0
- 2026OceanXL: Large-scale Underwater 3D Gaussian Splatting via Block Partitioning and Adaptive Pruning24 Sep 2026
- 2026From Splats to Silicon: Rethinking Computational Efficiency of 3DGS5 Sep 2026
- 2026DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganization3 Aug 2026
- 2026Splaxel: Efficient Distributed Training of 3D Gaussian Splatting for Large-scale Scene Reconstruction via Pixel-level Communication17 Jun 2026
- 2026TideGS: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimization19 May 2026