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Toy-GS: Assembling Local Gaussians for Precisely Rendering Large-Scale Free Camera Trajectories
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Toy-GS divides large-scale free camera trajectories into k-means camera/point-cloud regions, trains local Gaussians per region with multi-view (PatchMatch) constraints and position-aware adaptive control, and renders with a local-global fusion to improve quality and cut GPU memory.
Problem
Rendering large-scale free camera trajectories with irregular camera distributions and mixed scene types is hard for 3DGS, which needs large GPU memory and suffers holes and poor distant-object rendering when pruned region-wise (VastGaussian).
Approach
Adaptive pose-based k-means spatial partitioning with visibility-based camera selection, PatchMatch multi-view depth/normal refinement and a distance-scaled position-aware point adaptive control (PPAC), plus a local-global rendering rule that uses a region's local Gaussian when a new view is close to and sees mostly that region, otherwise falls back to the global Gaussian.
Key results
- On SCUTic, Ours (3 Areas) reaches 23.76 PSNR overall vs 22.57 for 3DGS and 21.97 for VastGS, using about 9.6 GB memory vs 16.4 GB for 3DGS.
- On the Free dataset, Ours (3 Areas) achieves 29.27 PSNR vs 27.92 for 3DGS and 27.90 for VastGS.
- On Tanks and Temples, Ours (3 Areas) gets 21.27 PSNR and 7444 MB memory, matching VastGS memory while exceeding 3DGS by about 0.4 dB.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add Patchmatch and PPAC (ablation) | 3DGS · SCUTic indoor | PSNR: 22.01 -> 22.61 | Helped |
| Replace global rendering with local-global rendering (ablation) | Toy-GS with 3 areas · SCUTic indoor | PSNR: 21.71 -> 23.51 | Helped |
| Increase areas from 1 to 3 (ablation) | Toy-GS with local-global rendering · Free dataset | PSNR: 28.83 -> 29.27 | Helped |
| Increase areas from 1 to 7 (ablation) | Toy-GS with local-global rendering · SCUTic indoor | PSNR: 22.61 -> 23.75 | Helped |
| Use global rendering instead of local-global rendering (ablation) | Toy-GS with multiple areas · SCUTic indoor | PSNR: 23.51 vs 21.71 | Hurt |
| Increase global-rendering areas from 1 to 7 (ablation) | Toy-GS with global rendering · SCUTic indoor | PSNR: 22.61 -> 22.09 | Mixed |
| Use 3 areas instead of 1 (ablation) | Toy-GS · Tanks and Temples | PSNR: 21.12 -> 21.27 | Helped |
| Use 3 areas instead of 1 (ablation) | Toy-GS · SCUTic overall | PSNR: 22.96 -> 23.76 | Helped |
Surprising findings
- Using only the global Gaussian (R_G) with 3 areas gives lower PSNR (21.71) than the single-area baseline (22.61), showing that pruning per region hurts without local-global fusion.
- Increasing areas from 5 to 7 with global rendering reduces PSNR, so the benefit of partitioning depends on the rendering strategy.
Limitations
- Local-global rendering relies on hand-set thresholds (max camera distance, 1/N visibility ratio) and a fixed number of areas.
- Gains over 3DGS on the Free dataset and Tanks and Temples are smaller than on SCUTic, and the method adds training complexity.
- Evaluation is limited to three datasets, with the authors' SCUTic dataset collected at one campus.
Experimental setup
Datasets: Free dataset (F2-NeRF) Tanks and Temples SCUTic
Benchmarks: SCUTic Tanks and Temples Free dataset
Metrics: PSNR SSIM LPIPS GPU memory
Baselines: 3DGS VastGaussian F2-NeRF NeRF++ mip-NeRF-360 Instant-NGP Plenoxels DVGO
Builds on: 3D Gaussian Splatting VastGaussian F2-NeRF PatchMatch PPAC
Closest papers by meaning
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.89)
- PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting (CVPR 2025 · similarity 0.88)
- Gaussian Herding across Pens: An Optimal Transport Perspective on Global Gaussian Reduction for 3DGS (NeurIPS 2025 · similarity 0.88)
- Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis (CVPR 2024 · similarity 0.88)
- VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction (CVPR 2024 · similarity 0.88)
- MoDec-GS: Global-to-Local Motion Decomposition and Temporal Interval Adjustment for Compact Dynamic 3D Gaussian Splatting (CVPR 2025 · similarity 0.87)
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