# Splaxel: Efficient Distributed Training of 3D Gaussian Splatting for Large-scale Scene Reconstruction via Pixel-level Communication

arXiv: https://arxiv.org/abs/2606.18588 · HTML: https://mlsanity.com/paper/2606.18588/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 41 of its 75 references that are in the map.
- First posted on arXiv 17 Jun 2026.

## Builds on (most cited first, 30 of 41)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Convex optimization](https://mlsanity.com/paper/2106.01946/) (2021)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes](https://mlsanity.com/paper/2312.07920/) (2023)
- [Neural Scene Graphs for Dynamic Scenes](https://mlsanity.com/paper/2011.10379/) (2020)
- [Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes](https://mlsanity.com/paper/2404.10772/) (2024)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyond](https://mlsanity.com/paper/2309.16553/) (2023)
- [VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality](https://mlsanity.com/paper/2401.16663/) (2024)
- [3DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videos](https://mlsanity.com/paper/2403.01444/) (2024)
- [WildGaussians: 3D Gaussian Splatting in the Wild](https://mlsanity.com/paper/2407.08447/) (2024)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [DOGS: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction Via Gaussian Consensus](https://mlsanity.com/paper/2405.13943/) (2024)
- [On Scaling Up 3D Gaussian Splatting Training](https://mlsanity.com/paper/2406.18533/) (2024)
- [Generative Gaussian Splatting for Unbounded 3D City Generation](https://mlsanity.com/paper/2406.06526/) (2024)
- [MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Masks](https://mlsanity.com/paper/2412.20522/) (2024)
- [DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds](https://mlsanity.com/paper/2503.18402/) (2025)
- [RT-NeRF: Real-Time On-Device Neural Radiance Fields Towards Immersive AR/VR Rendering](https://mlsanity.com/paper/2212.01120/) (2022)
- [DISTWAR: Fast Differentiable Rendering on Raster-based Rendering Pipelines](https://mlsanity.com/paper/2401.05345/) (2023)
- [Spectrally Pruned Gaussian Fields with Neural Compensation](https://mlsanity.com/paper/2405.00676/) (2024)
- [Horizon-GS: Unified 3D Gaussian Splatting for Large-Scale Aerial-to-Ground Scenes](https://mlsanity.com/paper/2412.01745/) (2024)
- [VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points](https://mlsanity.com/paper/2410.17932/) (2024)
- [Sort-free Gaussian Splatting via Weighted Sum Rendering](https://mlsanity.com/paper/2410.18931/) (2024)

## Built on by (most cited first, 1 of 1)

- [From Splats to Silicon: Rethinking Computational Efficiency of 3DGS](https://mlsanity.com/paper/2609.06157/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) enables high-fidelity and real-time 3D scene reconstruction, but scaling training to large-scale scenes requires optimizing hundreds of millions of Gaussians across multiple GPUs. Existing distributed approaches either partition scenes into isolated regions, causing global inconsistency, or rely on global Gaussian-level exchanges, which lead to substantial growth in inter-GPU communication and quickly dominate iteration time. We propose Splaxel, a communication-efficient distributed 3DGS training framework based on pixel-level local rendering and global composition. Instead of synchronizing Gaussians, each GPU renders its local subset and exchanges only partial pixel values, maintaining mathematical consistency while keeping communication cost stable as the scene size increases. Splaxel further reduces pixel-level redundancy through geometric and transmittance visibility prediction and improves GPU utilization via conflict-free camera-view consolidation. Evaluated on large-scale datasets with up to 120M Gaussians, Splaxel achieves up to 7.6× speedup over the state-of-the-art distributed 3DGS framework while preserving high reconstruction quality.
