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 and training on multiple, non-communicating GPUs, 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 Load-Balanced and Efficient 3D Gaussian Splatting framework, that re-engineers the large-scale 3DGS pipeline. Specifically, LoBE-GS introduces a load-balanced KD-tree scene partitioning scheme with optimized cutlines that balance per-block camera counts. To accelerate preprocessing, it employs depth-based back-projection for fast camera assignment, reducing processing time from hours to minutes. It further reduces training cost through two lightweight techniques: visibility cropping and selective densification. On large-scale urban and outdoor datasets, LoBE-GS reduces scene-partitioning time by up to an order of magnitude and worst-block fine-training time by up to 3.2× relative to CityGaussian. It also substantially reduces end-to-end and post-coarse training time under matched GPU budgets while maintaining competitive reconstruction quality. LoBE-GS thus provides a communication-free alternative with favorable quality-efficiency trade-offs. The associated code is available at: https://github.com/Sunnyhong0326/lobe-gs
Figures & tables
Figure 1: Overview of our framework. We first train a coarse 3DGS model. Next, we perform load-balanced KD-tree partitioning with fast camera selection , which partitions the scene into blocks and efficiently assigns high-coverage cameras to each block using reusable depth-based 3D cues. We further refine each split via cutline refinement to balance the workload across blocks. Before and during parallel fine-tuning, we apply visibility cropping and selective densification to reduce per-block optimization cost while preserving reconstruction quality. Finally, we prune Gaussians outside each block and merge all blocks into a unified, high-quality model.
Figure 2: Cutline refinement in load-balanced KD-tree scene partition. (a) A parent AABB is selected for splitting, and multiple cutline candidates are evaluated along the chosen axis in the zoomed region. (b) As the cutline percentile increases, the left-child camera count increases while the right-child camera count decreases, producing an approximately monotonic trade-off. We approximately minimize the maximum sibling camera count via binary search.
Method
MatrixCity-BigCity
MatrixCity-SmallCity
Building
Rubble
Residence
PSNR
SSIM
LPIPS
TE2E(8)
PSNR
SSIM
LPIPS
TE2E(8)
PSNR
SSIM
LPIPS
TE2E(8)
PSNR
SSIM
LPIPS
TE2E(8)
PSNR
SSIM
LPIPS
TE2E(8)
Single-model / distributed methods
3DGS †
22.64
0.660
0.454
24:29
25.57
0.794
0.315
02:10
20.46
0.720
0.305
01:30
25.47
0.777
0.277
01:10
21.44
0.791
0.236
01:22
Grendel-GS
23.01
0.740
0.354
10:46
26.96
0.850
0.224
02:05
22.52
0.764
0.277
00:46
25.72
0.768
0.301
00:30
22.37
0.804
0.227
00:43
Partition-based methods
VastGS
29.17
0.889
0.173
57:29
26.92
0.845
0.235
04:31
21.31
0.743
0.277
02:28
25.13
0.749
0.316
01:15
20.88
0.778
0.242
02:28
Table 1: Quantitative comparison on MatrixCity, Mill19, and UrbanScene3D datasets. We report PSNR, SSIM, LPIPS, and end-to-end runtime TE2E(8) under an 8-GPU budget. The best , second , and third best reconstruction quality are highlighted across five methods. For runtime, the fastest method among partition-based methods is highlighted in bold . All runtimes are reported in hh : mm . Full quantitative details are reported in Appendix Table A3 .
Figure 3: Runtime-quality trade-off under matched GPU budgets. We compare reconstruction quality and end-to-end runtime under 2, 4, and 8 GPUs across two datasets and two metrics: (a,b) MatrixCity-SmallCity and (c,d) Building, with PSNR and LPIPS reported per dataset. For PSNR, upper-left is better; for LPIPS, lower-left is better. Markers indicate GPU budgets, and lines connect runs of the same method. The full runtime-quality trade-off is reported in Appendix Fig. A1 .
Figure 4: Qualitative comparison on MatrixCity, Building and Residence datasets. Full results are in Appendix Fig. A2
Method
MatrixCity-BigCity
MatrixCity-SmallCity
Building
Rubble
Residence
Tcoarse
Tpartition
Max Tfine
Tcoarse
Tpartition
Max Tfine
Tcoarse
Tpartition
Max Tfine
Tcoarse
Tpartition
Max Tfine
Tcoarse
Tpartition
Max Tfine
VastGS
–
01:57
03:39
–
00:48
01:13
–
00:05
00:44
–
00:04
00:39
–
00:08
00:49
CityGS
07:30
99:12
02:41
00:52
01:39
01:00
00:59
00:21
01:06
01:06
00:09
01:14
00:43
00:31
01:22
LoBE-GS
03:52
00:54
00:50
00:38
00:08
00:27
00:25
00:02
00:28
00:23
00:01
00:25
00:26
00:03
00:26
Table 2: Runtime breakdown and load-balancing analysis for partition-based methods. For each dataset, we report coarse-stage optimization time Tcoarse , partitioning time Tpartition , and maximum fine-stage optimization time Max Tfine . Max Tfine measures the slowest fine-training block and serves as a load-balancing metric. A value of “–” indicates that the method does not include the corresponding stage. All units are hh : mm .
Method
MatrixCity - SmallCity
Building
Residence
Max Tfine
Tpartition
Mpeak
PSNR
SSIM
Max Tfine
Tpartition
Mpeak
PSNR
SSIM
Max Tfine
Tpartition
Mpeak
PSNR
SSIM
w/o VC
01:39
00:08
22.1
27.74
0.876
01:00
00:02
13.4
21.76
0.785
00:51
00:03
11.9
21.35
0.800
w/o SD
00:41
00:08
9.2
27.72
0.875
00:46
00:02
10.6
21.63
0.781
00:44
00:03
9.4
21.45
0.803
w/o FCS
00:38
15:30
11.4
27.63
0.873
00:36
01:57
9.4
21.76
0.780
00:36
02:35
9.8
21.62
0.806
w/o CR
00:33
00:07
7.4
27.77
0.876
00:35
00:02
9.3
21.95
0.788
00:32
00:02
8.9
21.68
0.807
LoBE-GS
00:27
00:08
7.4
27.69
0.875
00:28
00:02
9.3
22.13
0.790
00:26
00:03
9.0
21.48
0.805
Table 3: Ablation on model components. We report the maximum fine-stage runtime across blocks ( maxTfine , hh : mm ), partition time ( Tpartition , hh : mm ), peak GPU memory across blocks ( Mpeak , GB), and rendering quality for LoBE-GS and its ablated variants without visibility cropping (VC), selective densification (SD), fast camera selection (FCS), and cutline refinement (CR) in KD-tree partition.
Figure 5: Proxy correlation for the top-10% heaviest blocks. Proxies and training time are z -normalized per scene before pooling. Colors denote datasets; highlighted points mark the heaviest blocks, with the dashed red line fitting this subset and r denoting its Pearson correlation. Camera count correlates most strongly with training time.
Figure 6: Worst-block fine-stage runtime across proxies. Max Tfine under different KD-tree proxies, with FCS, VC, and SD enabled. Camera Count (highlighted) is lowest across all datasets.
Overlap@ K
r(K)
K
5
10
20
10
20
30
Block area
0.35
0.41
0.31
0.18
0.43
0.41
Visible pts.
0.12
0.26
0.41
−0.16
0.01
0.03
Camera count
0.53
0.47
0.44
0.57
0.51
0.52
Table 4: Heavy-block prediction quality measured by Overlap@K and Pearson correlation ( r(K) ).
Appendix figures & tables14 assets
Supplementary material from the paper’s appendix.
Appendix
Method
PSNR
SSIM
LPIPS
TE2E(8)
VastGS (unofficial)
24.64
0.761
0.351
5:32
VastGS (ours)
26.92
0.845
0.235
4:31
LoBE-GS
27.69
0.875
0.185
2:08
Appendix
Table A1 : Effect of VastGS reproduction on MatrixCity-SmallCity. Effect of our point filtering for the unofficial VastGS reproduction.
Method
Init.
PSNR
SSIM
LPIPS
Grendel-GS
Triangulate
26.96
0.850
0.224
Grendel-GS †
Depth
27.32
0.862
0.197
LoBE-GS
Triangulate
27.69
0.875
0.185
Appendix
Table A2 : Effect of Grendel-GS initialization on MatrixCity-SmallCity. Effect of dense depth-sampled initialization for Grendel-GS.
Method
MatrixCity-BigCity
MatrixCity-SmallCity
Building
PSNR
SSIM
LPIPS
TE2E(8)
Mpeak
#GS
PSNR
SSIM
LPIPS
TE2E(8)
Mpeak
#GS
PSNR
SSIM
LPIPS
TE2E(8)
Mpeak
#GS
Single-model / distributed methods
3DGS †
22.64
0.660
0.454
24:29
16.53
10.5
25.57
0.794
0.315
02:10
17.06
11.3
20.46
0.720
0.305
01:30
9.94
6.2
Grendel-GS
23.01
0.740
0.354
10:46
21.86
68.1
26.96
0.850
0.224
02:05
10.99
20.8
22.52
0.764
0.277
00:46
8.18
6.9
Partition-based methods
VastGS
29.17
0.889
0.173
57:29
20.10
196.5
26.92
0.845
0.235
04:31
11.71
19.1
21.31
0.743
0.277
02:28
6.73
10.5
Appendix
Table A3 : Quantitative comparison on MatrixCity, Mill19, and UrbanScene3D datasets. We report PSNR, SSIM, LPIPS, end-to-end runtime TE2E(8) , peak per-GPU memory Mpeak (GB), and final model size #GS (millions of Gaussians) under an 8-GPU budget. The best , second , and third best reconstruction quality are highlighted across five methods. For runtime and memory, the best among partition-based methods is highlighted in bold . All runtimes are reported in hh : mm .
Figure A1 : Quality vs. end-to-end runtime under the same GPU budget. Each row is a dataset; columns report PSNR, SSIM, and LPIPS against end-to-end time. Per-method curves connect the 2, 4, and 8 GPU operating points. Up/left is better for PSNR and SSIM; down/left is better for LPIPS.
Figure A2 : Qualitative comparison on MatrixCity (MC), Mill19 and UrbanScene3D datasets.
Figure A3 : Block boundary evaluation. Top-view of the partitioned scene: gray points are Gaussians’ positions, red points are visible Gaussians from the corresponding camera, and dashed lines mark the KD-tree block boundaries.
Method
PSNR
SSIM
LPIPS
Tpart
Max Tfine
MatrixCity-SmallCity
VastGS
26.60
0.840
0.249
0:48
0:44
CityGS
27.73
0.871
0.196
2:38
0:45
LoBE-GS (Ours)
27.69
0.875
0.185
0:08
0:27
Building
VastGS
21.65
0.765
0.265
0:05
0:35
Appendix
Table A4: Reconstruction quality and runtime across partition strategies. Tpart is partitioning, Max Tfine the slowest block’s fine-stage training. Times are hh : mm . Best per scene in bold .
LoBE-GS FCS (ours)
VastGS BBox
Dataset
Prec.
Rec.
F1
Prec.
Rec.
F1
MC-SmallCity
0.641
0.970
0.772
0.340
0.934
0.499
Building
0.792
0.914
0.848
0.677
0.895
0.771
Rubble
0.783
0.965
0.865
0.856
0.913
0.883
Residence
0.944
0.858
0.899
0.916
0.817
0.864
Sci-Art
0.890
0.917
0.903
0.889
0.903
0.896
Appendix
Table A5: Agreement of each camera selection method with the CityGS SSIM contribution reference, evaluated on a fixed coarse checkpoint. Precision and recall are measured against the reference selection; higher values indicate closer agreement with CityGS SSIM-based camera selection. Bold marks the higher F1 per scene.
#Blocks
τ
PSNR
SSIM
LPIPS
Tpartition
9
0.05
27.30
0.858
0.220
00:04
0.10
27.39
0.863
0.212
0.20
27.44
0.865
0.207
16
0.05
27.61
0.869
0.200
00:05
0.10
27.69
0.871
0.195
0.20
27.61
0.872
0.191
Appendix
Table A6: Sensitivity to the selection threshold τ on MatrixCity-SmallCity. Tpartition is reported in hh : mm
Figure A4 : Partition time of the three camera selection strategies. All three scale linearly in camera count.
Dataset
Coarse Iter.
Coarse
Fine
PSNR
SSIM
LPIPS
#GS
PSNR
SSIM
LPIPS
#GS
SmallCity
10k
23.32
0.668
0.491
5.6
27.80
0.874
0.186
27.9
20k
24.55
0.730
0.414
8.8
27.71
0.873
0.186
28.5
30k
25.27
0.765
0.368
13.6
27.69
0.875
0.185
28.9
Building
10k
18.93
0.628
0.396
4.5
21.89
0.788
0.234
14.0
20k
19.86
0.682
0.348
6.7
21.97
0.789
0.233
13.6
Appendix
Table A7 : Sensitivity of LoBE-GS to the quality of the coarse 3DGS prior. We vary the number of coarse training iterations and report both coarse and final LoBE-GS reconstruction metrics on three datasets. #GS is the number of Gaussians in millions.
Figure A5 : Visualization of the block partition and corresponding worst-block fine-stage runtime for CityGS, LoBE-GS w/o cut refinement (CR), and full LoBE-GS on five datasets: Building, Rubble, Residence, Sci-Art, and MatrixCity-SmallCity.
Scene
Camera Pose
Bil. Grid
PSNR
SSIM
LPIPS
CC-PSNR
CC-SSIM
CC-LPIPS
#GS (M)
Building
Original
✗
22.13
0.790
0.231
22.97
0.786
0.235
13.9
COLMAP
✗
22.73
0.827
0.194
23.61
0.822
0.198
12.8
COLMAP
✓
20.27
0.808
0.193
22.95
0.818
0.191
14.3
Rubble
Original
✗
25.93
0.813
0.232
26.65
0.813
0.232
9.2
COLMAP
✗
27.45
0.888
0.164
28.10
0.887
0.164
11.9
COLMAP
✓
23.05
0.877
0.162
27.74
0.894
0.155
13.3
Appendix
Table A8: Quantitative result under different camera pose sources and appearance modeling. Pose indicates whether the camera poses distributed with the dataset ( Original ) or our re-estimated poses ( COLMAP ) are used; Bil. Grid indicates the bilateral grid appearance module. CC denotes color-corrected metrics; best value per scene and metric in bold .
Figure A6 : Qualitative comparison under different camera pose sources and appearance modeling. Insets show magnified crops of the boxed regions. Renders using the original camera poses exhibit blurry artifacts on high-frequency structure, while the bilateral grid reduces low-frequency color blotching.