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About this paper

Felix Windisch, Thomas Köhler, Lukas Radl, Mattia D'Urso, Michael Steiner, Dieter Schmalstieg, Markus Steinberger

A hierarchical, out-of-core 3D Gaussian Splatting system enables coherent reconstruction and interactive rendering of ultra-large, mixed-scale scenes on a single consumer GPU. By combining view-dependent level-of-detail selection, dynamic hierarchy maintenance, CPU-memory storage, and cache-aware streaming, the method supports models with more than 150 million Gaussians while avoiding many chunk-boundary artifacts; caching reduces RAM-to-GPU transfers by up to 93% and approximately doubles rendering speed in reported tests.

Key insights

  • Avoiding spatial partitioning allows one coherent Gaussian model to represent views that cross arbitrary scene regions, reducing the boundary artifacts associated with independently trained chunks.
  • The hierarchy is part of the optimization process: parent nodes preserve coarse structure while densification adds children where screen-space gradients indicate missing detail.
  • Cache reuse is central to practical out-of-core performance; scheduling nearby camera views and caching SPT cuts greatly lowers the number of Gaussians loaded from host memory.

Summary by alphaXiv.

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