LOBE-GS: Load-Balanced and Efficient 3D Gaussian Splatting for Large-Scale Scene Reconstruction
Sheng-Hsiang Hung, Ting-Yu Yen, Wei-Fang Sun, Simon See, Shih-Hsuan Hung, Hung-Kuo Chu
TL;DR
LoBE-GS tackles the challenge of scaling 3D Gaussian Splatting to city-scale scenes by addressing load balancing and inefficient coarse-to-fine pipelines. It introduces a depth-aware partitioning strategy and an optimization-based proxy based on the initial visible Gaussians to evenly distribute computational load, coupled with fast camera selection, visibility cropping, and selective densification. These components collectively reduce preprocessing and training time while preserving reconstruction quality, achieving up to 2x end-to-end speedups on large urban datasets. The approach enables practical large-scale 3DGS deployments and suggests future extensions with higher levels of detail and new representations.
Abstract
3D Gaussian Splatting (3DGS) has established itself as an efficient representation for real-time, high-fidelity 3D scene reconstruction. However, scaling 3DGS to large and unbounded scenes such as city blocks remains difficult. Existing divide-and-conquer methods alleviate memory pressure by partitioning the scene into blocks, but introduce new bottlenecks: (i) partitions suffer from severe load imbalance since uniform or heuristic splits do not reflect actual computational demands, and (ii) coarse-to-fine pipelines fail to exploit the coarse stage efficiently, often reloading the entire model and incurring high overhead. In this work, we introduce LoBE-GS, a novel Load-Balanced and Efficient 3D Gaussian Splatting framework, that re-engineers the large-scale 3DGS pipeline. LoBE-GS introduces a depth-aware partitioning method that reduces preprocessing from hours to minutes, an optimization-based strategy that balances visible Gaussians -- a strong proxy for computational load -- across blocks, and two lightweight techniques, visibility cropping and selective densification, to further reduce training cost. Evaluations on large-scale urban and outdoor datasets show that LoBE-GS consistently achieves up to $2\times$ faster end-to-end training time than state-of-the-art baselines, while maintaining reconstruction quality and enabling scalability to scenes infeasible with vanilla 3DGS.
