mlsanityData to 7 Oct 2026

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

arXiv 2510.14564 ↗First posted 16 Oct 2025cs.CVcited by 2

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Abstract (arXiv)

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× training speedup on a NVIDIA A100 GPU with negligible quality degradation.

Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Builds on 23 of its 29 references that are in the map. First posted on arXiv 16 Oct 2025.

Builds on

23 of 29 references.

References · 23

  1. 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,029
  2. 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
  3. 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,957
  4. 2023Scaffold-GS: Structured 3D Gaussians for View-Adaptive Renderingcited by 684
  5. 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 420
  6. 2023Gaussian Splatting SLAMcited by 410
  7. 2023SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAMcited by 386
  8. 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 365
  9. 2023DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenescited by 359
  10. 2023GS-SLAM: Dense Visual SLAM with 3D Gaussian Splattingcited by 278
  11. 2024Street Gaussians: Modeling Dynamic Urban Scenes with Gaussian Splattingcited by 218
  12. 2024HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compressioncited by 202
11 more
  1. 2023EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingScited by 191
  2. 2024OmniRe: Omni Urban Scene Reconstructioncited by 159
  3. 2024HUGS: Holistic Urban 3D Scene Understanding via Gaussian Splattingcited by 141
  4. 2023Photo-SLAM: Real-time Simultaneous Localization and Photorealistic Mapping for Monocular, Stereo, and RGB-D Camerascited by 139
  5. 2024GES: Generalized Exponential Splatting for Efficient Radiance Field Renderingcited by 92
  6. 20243DGS.zip: A survey on 3D Gaussian Splatting Compression Methodscited by 66
  7. 2024DOGS: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction Via Gaussian Consensuscited by 51
  8. 2024On Scaling Up 3D Gaussian Splatting Trainingcited by 49
  9. 2024HeadStudio: Text to Animatable Head Avatars with 3D Gaussian Splattingcited by 33
  10. 2024GVA: Reconstructing Vivid 3D Gaussian Avatars from Monocular Videoscited by 22
  11. 2024Rig3DGS: Creating Controllable Portraits from Casual Monocular Videoscited by 16

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Citing papers per year: 2026: 2.

2 papers.