Reproduce “HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splatting” on OpenResearch

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About this paper

Dawid Pająk, Martin Bisson, Rodolfo Lima

HiGS renders captured 3D scenes from new views by sorting coarse macro-tiles while rasterizing their fine tiles, splitting Gaussian lists into bounded batches and dynamically assigning dense work. Across seven Mip-NeRF 360 scenes, it reaches mean 4K throughput of 1,214 FPS versus 670 for FlashGS, or 1.81×, on specified hardware and settings. Quality remains similar, not bitwise identical.

Key insights

  • Decoupling the granularities of spatial partitioning and rasterization via a hierarchical structure effectively resolves the fundamental efficiency trade-off in 3DGS, allowing each stage to operate optimally.
  • Density-proportional work decomposition in rasterization dynamically balances load across GPU units, effectively mitigating resolution-dependent bottlenecks and 'rasterizer tail effects'.
  • Asynchronous segmented depth sorting dramatically reduces sorting overhead by processing independent macro-tile segments, enabling efficient on-device sorting without host intervention.
  • Half-precision arithmetic can be successfully integrated into a high-fidelity rendering pipeline to reduce memory bandwidth and increase throughput, provided numerical stability challenges are systematically addressed.

Summary by alphaXiv.

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