mlsanityData to 14 Oct 2026

BlitzGS: City-Scale Gaussian Splatting at Lightning Speed

arXiv 2605.13794 ↗First posted 13 May 2026cs.GR cs.CVcited by 2

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Abstract (arXiv)

Large-scale 3D Gaussian Splatting underpins digital twins, simulation, and aerial mapping, yet city-scale training remains computationally expensive even with multi-GPU execution because every iteration must preprocess, communicate, and rasterize an overly dense set of primitives. At any given step, only a small fraction of these primitives contribute meaningfully to the loss; the rest incur redundant storage, communication, and rasterization costs. Existing approaches improve individual cost factors but do not fully address the underlying question: which Gaussians should be stored on each GPU, rendered for each view, and retained after early geometry formation? We present BlitzGS, a distributed 3DGS framework that reduces the active Gaussian workload at three coupled levels. At the system level, it shards Gaussians across GPUs by index parity rather than spatial blocks, mitigating the cross-block visibility redundancy of spatial partitioning, and distributes each render step through a single cross-GPU exchange that routes projected Gaussians to their tile owners. At the model level, it controls the population from both ends of densification. Scheduled importance-scoring passes prune redundant survivors, and a lightweight spawn gate withholds candidates predicted not to survive. The same importance signal also feeds back into density control. At the view level, a distance-based LOD gate and an importance-based mask trim each camera's active set. On large-scale benchmarks, BlitzGS matches the rendering quality of recent large-scale baselines while delivering nearly an order-of-magnitude speedup, training city-scale scenes in tens of minutes. Our code is available at https://github.com/AkierRaee/BlitzGS.

Key facts. Cited by 2 papers in the map (data through 14 Oct 2026). Builds on 39 of its 48 references that are in the map. First posted on arXiv 13 May 2026.

Builds on

39 of 48 references.

References · 39

  1. 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
  2. 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,723
  3. 2021Plenoxels: Radiance Fields without Neural Networkscited by 1,613
  4. 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,076
  5. 2022Block-NeRF: Scalable Large Scene Neural View Synthesiscited by 724
  6. 2023Scaffold-GS: Structured 3D Gaussians for View-Adaptive Renderingcited by 695
  7. 2023SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Renderingcited by 616
  8. 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 436
  9. 2021Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughscited by 398
  10. 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 372
  11. 2024PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstructioncited by 285
  12. 2024Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenescited by 232
27 more
  1. 2024Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussianscited by 230
  2. 2024A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasetscited by 216
  3. 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 213
  4. 2024VastGaussian: Vast 3D Gaussians for Large Scene Reconstructioncited by 209
  5. 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 204
  6. 2024GaussianPro: 3D Gaussian Splatting with Progressive Propagationcited by 200
  7. 2024CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussianscited by 192
  8. 2023MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyondcited by 185
  9. 2024Revising Densification in Gaussian Splattingcited by 128
  10. 2021Capturing, Reconstructing, and Simulating: the UrbanScene3D Datasetcited by 118
  11. 2024Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitivescited by 95
  12. 2024FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Renderingcited by 88
  13. 2024InstantSplat: Sparse-view Gaussian Splatting in Secondscited by 70
  14. 2022Compressing Volumetric Radiance Fields to 1 MBcited by 68
  15. 2024CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenescited by 50
  16. 2024On Scaling Up 3D Gaussian Splatting Trainingcited by 49
  17. 2025FastGS: Training 3D Gaussian Splatting in 100 Secondscited by 43
  18. 2024MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Maskscited by 41
  19. 2025DashGaussian: Optimizing 3D Gaussian Splatting in 200 Secondscited by 38
  20. 2023DISTWAR: Fast Differentiable Rendering on Raster-based Rendering Pipelinescited by 36
  21. 2024Momentum-GS: Momentum Gaussian Self-Distillation for High-Quality Large Scene Reconstructioncited by 28
  22. 2024LetsGo: Large-Scale Garage Modeling and Rendering via LiDAR-Assisted Gaussian Primitivescited by 26
  23. 2024GigaGS: Scaling up Planar-Based 3D Gaussians for Large Scene Surface Reconstructioncited by 20
  24. 2018Large batch size training of neural networks with adversarial training and second-order informationcited by 18
  25. 2024RetinaGS: Scalable Training for Dense Scene Rendering with Billion-Scale 3D Gaussianscited by 16
  26. 2024Efficient Scene Modeling via Structure-Aware and Region-Prioritized 3D Gaussianscited by 15
  27. 2025HUG: Hierarchical Urban Gaussian Splatting with Block-Based Reconstruction for Large-Scale Aerial Scenescited by 7

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2026: 2.

2 papers.