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On Scaling Up 3D Gaussian Splatting Training
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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
- On 4K Rubble, 40.4M Gaussians across 16 GPUs reach test PSNR 27.28 versus 26.28 with 11.2M Gaussians on one GPU.
- Throughput on Rubble rises from 5.55 images/s (4 GPUs, batch 1) to 38.03 images/s (32 GPUs, batch 64).
- Versus CityGaussian Official, Grendel (200K images) achieves 3x-6.7x training speedups with comparable or higher PSNR on Rubble, Building, and MatrixCity.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| replace CityGS Official with Grendel using the same 200K-image training count | Grendel · Rubble (4x downsampled) | PSNR: 25.88 -> 27.39 | Helped |
| replace CityGS Official with Grendel using the same 200K-image training count | Grendel · Building (4x downsampled) | PSNR: 22.14 -> 22.69 | Helped |
| replace CityGS Official with Grendel using the same 200K-image training count | Grendel · MatrixCity Block_All (1600px width) | PSNR: 27.41 -> 27.33 | Hurt |
| use Grendel instead of CityGS Official | Grendel · Rubble, Building, and MatrixCity Block_All | total training time: 2.88 hrs -> 0.85 hrs; 4.57 hrs -> 0.90 hrs; 8.25 hrs -> 1.22 hrs | Helped |
| increase from 4 GPUs and batch size 1 to 32 GPUs and batch size 64 | Grendel · Rubble | throughput: 5.55 -> 38.03 | Helped |
| scale training from 1 GPU and batch size 1 to 16 GPUs and batch size 32 | Grendel · Train | throughput: 34.72 -> 185.19 | Helped |
| scale training from 1 GPU and batch size 1 to 16 GPUs and batch size 32 | Grendel · Train | PSNR: 21.84 -> 21.76 | No clear effect |
| increase the number of Gaussians through densification (ablation) | Grendel · Rubble | PSNR: 24.84 -> 25.85 -> 26.14 -> 26.28 -> 26.61 -> 26.91 -> 27.06 -> 27.28 | Helped |
| add iterative load balancing (ablation) | Grendel · Mip-NeRF360 and Rubble | throughput | Helped |
| increase batch size beyond one (ablation) | Grendel · Train, Mip-NeRF360, Tanks & Temples, and DeepBlending | throughput | Helped |
| use square-root learning-rate scaling instead of constant or linear scaling (ablation) | Grendel Adam optimizer · Rubble | update cosine similarity to batch-size-1 updates | Helped |
| use exponential momentum scaling instead of leaving momentum coefficients unchanged (ablation) | Grendel Adam optimizer · Rubble | update cosine similarity to batch-size-1 updates | Helped |
Surprising findings
- Balancing pixel workloads does not balance the number of Gaussians touched per GPU, so random Gaussian redistribution trained fastest in experiments despite higher communication volume.
Limitations
- Gradient independence assumption is heuristic and holds only approximately in practice.
- Scaling experiments rely on densification tuning to reach target Gaussian counts, and rely on NVLink/Slingshot-connected A100 clusters.
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
Closest papers by meaning
- FlexGS: Train Once, Deploy Everywhere with Many-in-One Flexible 3D Gaussian Splatting (CVPR 2025 · similarity 0.92)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.92)
- FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering (CVPR 2025 · similarity 0.92)
- Steepest Descent Density Control for Compact 3D Gaussian Splatting (CVPR 2025 · similarity 0.91)
- DOGS: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction Via Gaussian Consensus (NeurIPS 2024 · similarity 0.91)
- Optimized Minimal 3D Gaussian Splatting (NeurIPS 2025 · similarity 0.91)
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