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On Scaling Up 3D Gaussian Splatting Training

ICLR 2025 · 3D vision › Gaussian splatting · approach: Compact and efficient Gaussian splatting · 19 citations (OpenAlex)

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Grendel is a distributed multi-GPU 3D Gaussian Splatting training system that partitions Gaussians and pixels, uses sparse all-to-all communication and dynamic load balancing, and adds batched training with a sqrt(batch size) learning-rate scaling rule.

Problem

3DGS training runs on a single GPU, which caps the number of Gaussians and the image resolution for large-scale, high-resolution scenes due to memory and compute limits.

Approach

Mixed parallelism: distribute Gaussians across GPUs for the transformation step and contiguous pixel blocks for rendering/loss, linked by sparse all-to-all transfer of only the Gaussians that intersect each pixel partition, with iterative rebalancing from prior-iteration render times, plus batched training with Adam hyperparameter scaling derived under an independent-gradients hypothesis (lr scale

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
replace CityGS Official with Grendel using the same 200K-image training countGrendel · Rubble (4x downsampled)PSNR: 25.88 -> 27.39Helped
replace CityGS Official with Grendel using the same 200K-image training countGrendel · Building (4x downsampled)PSNR: 22.14 -> 22.69Helped
replace CityGS Official with Grendel using the same 200K-image training countGrendel · MatrixCity Block_All (1600px width)PSNR: 27.41 -> 27.33Hurt
use Grendel instead of CityGS OfficialGrendel · Rubble, Building, and MatrixCity Block_Alltotal training time: 2.88 hrs -> 0.85 hrs; 4.57 hrs -> 0.90 hrs; 8.25 hrs -> 1.22 hrsHelped
increase from 4 GPUs and batch size 1 to 32 GPUs and batch size 64Grendel · Rubblethroughput: 5.55 -> 38.03Helped
scale training from 1 GPU and batch size 1 to 16 GPUs and batch size 32Grendel · Trainthroughput: 34.72 -> 185.19Helped
scale training from 1 GPU and batch size 1 to 16 GPUs and batch size 32Grendel · TrainPSNR: 21.84 -> 21.76No clear effect
increase the number of Gaussians through densification (ablation)Grendel · RubblePSNR: 24.84 -> 25.85 -> 26.14 -> 26.28 -> 26.61 -> 26.91 -> 27.06 -> 27.28Helped
add iterative load balancing (ablation)Grendel · Mip-NeRF360 and RubblethroughputHelped
increase batch size beyond one (ablation)Grendel · Train, Mip-NeRF360, Tanks & Temples, and DeepBlendingthroughputHelped
use square-root learning-rate scaling instead of constant or linear scaling (ablation)Grendel Adam optimizer · Rubbleupdate cosine similarity to batch-size-1 updatesHelped
use exponential momentum scaling instead of leaving momentum coefficients unchanged (ablation)Grendel Adam optimizer · Rubbleupdate cosine similarity to batch-size-1 updatesHelped

Surprising findings

Limitations

Experimental setup

Datasets: Rubble MatrixCity Block_All Mip-NeRF 360 Tanks & Temples Deep Blending Bicycle Train

Benchmarks: Rubble MatrixCity Block_All Mip-NeRF 360 Tanks & Temples Deep Blending Bicycle Train

Metrics: PSNR SSIM LPIPS throughput (images/s) training time

Baselines: CityGaussian 3DGS single-GPU RetinaGS DOGS

Builds on: 3D Gaussian Splatting Adam FSDP CityGaussian

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