High-resolution 3D Gaussian Splatting training increases pixel and Gaussian-tile intersection counts, expanding rasterization caches that coexist with projection and gradient state at peak memory. A complete-view update aggregates gradients across the view; each region's forward and backward caches can be released after its contribution is collected. BoundedGS separates rasterization and projection backward passes and bounds the active local rasterization working set according to its measured load. Candidate-indexed projection and compact gradient storage address the view-level peaks exposed by this change, while CPU-assisted structure rebuilding and bounded image supply manage resources outside rendering. In a resolution sweep at a fixed count of about 6M Gaussians, the measured rendering working set stays within 1.073-1.077 GiB from 1K to 16K; at 11K, a warm pass takes 19.79 seconds versus 21.76 for full-frame execution. Across five native 5K outdoor scenes, full training reduces the mean rendering working set from 9.97 to 1.76 GiB (82.3%), retains similar reconstruction quality, and shortens training time from 36.7 to 33.9 minutes. Project page: https://xiaobin2001.github.io/BoundedGS-Web/
Figures & tables
Figure 1: Original working-set trace for one view of Bicycle’s 15K SH3 model. The event-order axis and stacked bands show co-resident projection, gradient, and rasterization/supervision/loss state; the red marker gives the 9.55 GiB peak.
Dataset
Method
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
Mem ↓
Mip-NeRF 360 Outdoors (5K)
Original
24.44
0.739
0.314
36.7
9.97
BoundedGS
24.42
0.739
0.314
33.9
1.76
Mip-NeRF 360 Indoors (3K)
Original
31.52
0.932
0.239
16.5
4.43
BoundedGS
31.64
0.932
0.239
15.9
0.87
Tanks and Temples (4K)
Original
22.92
0.764
0.294
23.2
7.65
BoundedGS
22.91
0.764
0.294
23.0
1.79
Table 1: Full-training quality, time, and rendering working set. Groups equally average five Mip-NeRF 360 outdoor, four indoor, and four Tanks and Temples scenes. Time is in minutes; Mem is the scene mean of temporary working sets at recorded rendering-stage peaks, in GiB (Appendix A.2 ). Bold marks lower Mem.
Figure 2: High-resolution reconstruction. Columns show ground truth, Original, and BoundedGS; rows show Bicycle view 4 and Train view 7. Insets enlarge marked regions. BoundedGS retains similar local detail.
Configuration
SSIMOrig↑
Working set (GiB) ↓
Time (s) ↓
Original
1.000000
9.98
12.19
Stage separation and early release
0.999991
7.64
11.35
+ Auto Leaf (384 MiB)
0.999991
5.05
12.04
+ Candidate-indexed projection
0.999990
3.27
11.23
+ Compact gradients (BoundedGS384)
0.999991
1.66
10.46
BoundedGS ( 3×3 groups, 128 MiB)
0.999991
1.31
12.69
Table 2: Component ablation on five 5K outdoor scenes. Working set and time are second-pass scene means; SSIMOrig compares final renderings with Original, averaged over views then scenes. Rows add components sequentially; the last changes both Group layout and Leaf budget.
Figure 3: Component working-set traces for one view of Bicycle’s 15K model. A is Original; B separates backward stages; C–E add Auto Leaf, candidate projection, and compact gradients; F changes Group and Leaf budgets. All variants retain 3DGS’s direct gradient accumulation. The event-order axis and stacked bands show concurrent state; red markers give peaks. A–C and D–F use different vertical scales.
Figure 4: Resolution scaling on Bicycle with the Gaussian count fixed at about 6M (1K = 1024 pixels wide). Left and center show one view’s peak cache composition; right shows 169-view warm time and relative L1 difference. Original is measured through 11K and reaches OOM at 12K; its higher-resolution dashed curve is extrapolated (Appendix A ). BoundedGS is measured through 16K. Memory excludes persistent state.
Configuration
Render
Rebuild
Host RSS
Time
BoundedGS (Full)
1.76
8.68
13.37
33.95
Repeated GPU rebuild
1.76
12.83
6.30
30.39
Predecoded host images
1.76
8.68
17.60
32.19
Table 3: Full-training resource ablation on five 5K outdoor scenes. Render subtracts persistent state; Rebuild is the total allocated structure-update peak; Host is peak process RSS. All runs use the same rendering path. Memory is in GiB and time in minutes.
Appendix figures & tables3 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 5: Fixed-pixel blocks and Auto Leaf across resolution. All three paths use compact projection and gradients: A updates after each block, B accumulates gradients across fixed blocks for one update per view, and C uses a 384 MiB Auto Leaf with one update per view. The first three panels show peak-time temporary rendering state for the same representative Bicycle view; D shows synchronized second-pass time over 169 training views. Memory for A/B and C was recorded on separate RTX 4090 cards of the same model; all three times were measured on one card.
Figure 6: Independently updated fixed grids on Bicycle’s 11.98M-Gaussian model. The second pass spans 169 views with one Adam update per block. The upper row repeats full projection; the lower row uses stage separation, candidate projection, and compact gradients. Warm gives the all-view peak and time; Trace peak marks one view. Colors show concurrent projection, gradient, and rasterization/loss states.
Scene
Method
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
Mem ↓
Mip-NeRF 360 Outdoors (5K)
bicycle
Original
24.89
0.7583
0.2962
35.1
9.56
BoundedGS
24.94
0.7585
0.2962
32.0
1.67
flowers
Original
21.34
0.6205
0.3636
37.8
10.38
BoundedGS
21.33
0.6205
0.3635
35.6
1.97
garden
Original
26.87
0.8201
0.2119
40.4
10.20
Appendix
Table 4: Per-scene results for Original and BoundedGS across 13 scenes. Time is pure training time in minutes and Mem is the temporary rendering working set in GiB; source values are rounded for display.
3D Gaussian Splatting (3DGS) enables real-time novel view synthesis, but existing general-purpose acceleration methods suffer severe rendering quality degradation when extended to more complex, large-scale scenes. To address this issue, we propose EffGS, a more general acceleration framework that improves training and rendering efficiency while maintaining reconstruction quality comparable to or better than vanilla 3DGS across bounded and large-scale scenes. EffGS combines frequency-aware guidance, localized density control, and adaptive primitive scale modulation. First, an importance scoring mechanism combines pixel-wise reconstruction errors with a difference-of-Gaussians mask scheduled over training to provide stage-dependent spatial guidance. Second, localized densification and pruning restricts density modifications to Gaussians with valid projected footprints in the sampled views. Third, learnable per-Gaussian scale modulation adjusts effective primitive extent during optimization while retaining the Compact Box rasterization rule. Extensive experiments on bounded and large-scale scene datasets demonstrate a favorable balance between reconstruction quality, training time, and primitive count. Component ablations and matched-primitive-budget comparisons further support the effectiveness of the framework.
Changbai Li, Shuo Yang, Yichen Yang +2
Beihang University · Nanyang Technological University
Training 3D Gaussian Splatting (3DGS) at billion-primitive scale is fundamentally memory-bound: each Gaussian primitive carries a large attribute vector, and the aggregate parameter table quickly exceeds GPU capacity, limiting prior systems to tens of millions of Gaussians on commodity single-GPU hardware. We observe that 3DGS training is inherently sparse and trajectory-conditioned: each iteration activates only the Gaussians visible from the current camera batch, so GPU memory can serve as a working-set cache rather than a persistent parameter store. Building on this insight, we introduce TideGS, an out-of-core training framework that manages parameters across an SSD-CPU-GPU hierarchy via three synergistic techniques: block-virtualized geometry for SSD-aligned spatial locality, a hierarchical asynchronous pipeline to overlap I/O with computation, and trajectory-adaptive differential streaming that transfers only incremental working-set deltas between iterations. Experiments show that TideGS enables training with over one billion Gaussians on a single 24 GB GPU while achieving the best reconstruction quality among evaluated single-GPU baselines on large-scale scenes, scaling beyond prior out-of-core baselines (e.g., approximately 100M Gaussians) and standard in-memory training (e.g., approximately 11M Gaussians).
Chonghao Zhong, Linfeng Shi, Hua Chen +4
Hong Kong University of Science and Technology · Great Wall Motor · Tsinghua University +1
The ability to render scenes at adjustable fidelity from a single model, known as level of detail (LoD), is crucial for practical deployment of 3D Gaussian Splatting (3DGS). Existing discrete LoD methods expose only a limited set of operating points, while concurrent continuous LoD approaches enable smoother scaling but often suffer noticeable quality degradation at full capacity, making LoD a costly design decision. We introduce Matryoshka Gaussian Splatting (MGS), a training framework that enables continuous LoD for standard 3DGS pipelines without sacrificing full-capacity rendering quality. MGS learns a single ordered set of Gaussians such that rendering any prefix, the first k splats, produces a coherent reconstruction whose fidelity improves smoothly with increasing budget. Our key idea is stochastic budget training: each iteration samples a random splat budget and optimises both the corresponding prefix and the full set. This strategy requires only two forward passes and introduces no architectural modifications. Experiments across four benchmarks and six baselines show that MGS matches the full-capacity performance of its backbone while enabling a continuous speed-quality trade-off from a single model. Extensive ablations on ordering strategies, training objectives, and model capacity further validate the designs.
Zhilin Guo, Boqiao Zhang, Hakan Aktas +11
University of Cambridge · Chalmers University of Technology · Google