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FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering

CVPR 2025 · 3D vision › Gaussian splatting · approach: Regularization and primitive design for 3DGS · 46 citations (OpenAlex)

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Introduces FlashGS, a CUDA rasterization library for 3D Gaussian Splatting that removes redundant Gaussian-tile pairs via precise ellipse-tile intersection, balances work by Gaussian size, and pipelines color computation to render large-scale, high-resolution scenes in real time.

Problem

Real-time 3DGS rendering is too slow for large-scale, high-resolution scenes because the tile-based rasterizer produces many redundant Gaussian-tile pairs and imbalanced workloads.

Approach

Replace the bounding-box overlap test with an exact opacity-aware ellipse-tile intersection computed via algebraic simplifications, assign threads adaptively by Gaussian size, and software-pipeline the feature loads and alpha blending, all without changing the scene representation.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use FlashGS-Full instead of AdRGS-Full3DGS rendering pipeline · Truck 4Kaverage FPS: 166.2 -> 289.0Helped
Use FlashGS-Full instead of AdRGS-Full3DGS rendering pipeline · Train 4Kaverage FPS: 176.5 -> 301.2Helped
Use FlashGS-Full instead of AdRGS-Full3DGS rendering pipeline · Playroom 4Kaverage FPS: 211.0 -> 367.7Helped
Use FlashGS-Full instead of AdRGS-Full3DGS rendering pipeline · DrJohnson 4Kaverage FPS: 196.1 -> 334.4Helped
Use FlashGS-Full instead of AdRGS-AABB3DGS rendering pipeline · MatrixCity 4Kaverage FPS: 68.8 -> 207.4Helped
Use FlashGS-Full instead of AdRGS-AABB3DGS rendering pipeline · Rubble 4608*3456average FPS: 59.0 -> 183.9Helped
Add pipelined rendering (ablation)FlashGS · Truck 4Kaverage FPS: 190.8 -> 289.0Helped
Add pipelined rendering (ablation)FlashGS · Train 4Kaverage FPS: 203.8 -> 301.2Helped
Add pipelined rendering (ablation)FlashGS · Playroom 4Kaverage FPS: 223.6 -> 367.7Helped
Add pipelined rendering (ablation)FlashGS · DrJohnson 4Kaverage FPS: 204.8 -> 334.4Helped
Add pipelined rendering (ablation)FlashGS · MatrixCity 4Kaverage FPS: 117.1 -> 207.4Helped
Add pipelined rendering (ablation)FlashGS · Rubble 4608*3456average FPS: 97.6 -> 183.9Helped

Surprising findings

Limitations

Experimental setup

Datasets: Tanks and Temples (Truck, Train) Deep Blending (Playroom, DrJohnson) MatrixCity Rubble

Benchmarks: Truck Train Playroom DrJohnson MatrixCity Rubble

Metrics: FPS (average) FPS (slowest frame, MinFPS) PSNR SSIM LPIPS max Gaussian-tile intersections

Baselines: 3DGS gsplat AdR-Gaussian web-splat fast-gaussian-rasterization

Builds on: 3D Gaussian Splatting AdR-Gaussian gsplat

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