ArXiv TLDR

BlitzGS: City-Scale Gaussian Splatting at Lightning Speed

🐦 Tweet
2605.13794

Zhongtao Wang, Huishan Au, Yilong Li, Mai Su, Haojie Jin + 4 more

cs.GRcs.CV

TLDR

BlitzGS is a distributed 3DGS framework for lightning-fast city-scale reconstruction, optimizing Gaussian workload across system, model, and view levels.

Key contributions

  • Shards Gaussians by index parity across GPUs, reducing cross-block visibility redundancy and distributing rendering efficiently.
  • Shrinks Gaussian population via importance-scoring passes, biasing density updates and generating per-view importance masks.
  • Trims active Gaussian sets using distance-based LOD and importance-based culling for efficient per-view rendering.
  • Delivers order-of-magnitude speedup, training city-scale scenes in tens of minutes while matching rendering quality.

Why it matters

This paper introduces BlitzGS, a significant advancement in city-scale 3D reconstruction using Gaussian Splatting. By optimizing workload distribution and culling, it drastically reduces training times from hours to minutes, making large-scale 3D scene generation much more practical and accessible for various applications.

Original Abstract

We present BlitzGS, a distributed 3DGS framework that reduces active Gaussian workload for fast city-scale reconstruction. BlitzGS manages this workload at three coupled levels. At the system level, the framework shards Gaussians across GPUs by index parity rather than spatial blocks. This approach mitigates the cross-block visibility redundancy inherent in spatial partitioning. Furthermore, it distributes each rendering step through a single cross-GPU exchange that routes projected Gaussians to their tile owners. At the model level, scheduled importance-scoring passes shrink the global Gaussian population. During these passes, the framework generates a per-Gaussian visibility weight to bias density-control updates toward contributing primitives and a per-view importance mask for the view-level renderer. At the view level, BlitzGS trims each camera's active set with a distance-based LOD gate to exclude excessively fine primitives for the current frustum and the importance-based culling mask to skip Gaussians with negligible cross-view contribution. On large-scale benchmarks, BlitzGS matches the rendering quality of recent large-scale baselines while delivering an order-of-magnitude speedup, training city-scale scenes in tens of minutes. Our code is available at https: //github.com/AkierRaee/BlitzGS.

📬 Weekly AI Paper Digest

Get the top 10 AI/ML arXiv papers from the week — summarized, scored, and delivered to your inbox every Monday.