arXiv Computer Vision

ABCD: Alpha-Composited Block Coordinate Descent: Constant-VRAM Training for Large Radiance Fields

ABCD (Alpha‑Composited Block Coordinate Descent) is an out‑of‑core training framework for alpha‑composited radiance fields, demonstrated on 3D Gaussian Splatting. It reformulates training as block coordinate descent over spatial partitions, keeping only one block of parameters active while pre‑rendering and collapsing inactive regions into foreground and background RGBA images. This approach reduces peak VRAM usage to a constant with respect to scene size, enabling training on GPUs with limited memory while maintaining reconstruction quality within 5% PSNR of 3DGS.

Hugging Face Trending Papers
Jun 17

Splaxel: Efficient Distributed Training of 3D Gaussian Splatting for Large-scale Scene Reconstruction via Pixel-level Communication

3D Gaussian Splatting (3DGS) enables high-fidelity and real-time 3D scene reconstruction, but scaling training to large-scale scenes requires optimizing hundreds of millions of Gaussians across multiple GPUs. Existing distributed approaches either partition scenes into isolated regions, causing global inconsistency, or rely on global Gaussian-level exchanges, which lead to substantial growth in inter-GPU communication and quickly dominate iteration time.

Hugging Face Trending Papers
Jul 9

Geometry and Gradient-based Partitioning for Panoramic Outdoor Reconstruction

Scaling 3D Gaussian Splatting (3DGS) to large outdoor scenes is costly in both data acquisition and computation. Adopting panoramic images with equirectangular projection (ERP) can reduce capture effort via their full $360^{\circ}$ field of view, yet the resulting omnipresent visibility invalidates existing partitioning strategies that rely on local camera frustums, causing block-wise optimization to degenerate into global training.

arXiv Computer Vision
Aug 28

ReSplat: Learning Recurrent Gaussian Splatting

ReSplat introduces a recurrent Gaussian splatting model that iteratively refines 3D Gaussians using the rendering error as a feedback signal, avoiding explicit gradient computation. The method starts from a compact reconstruction in a subsampled space, producing far fewer Gaussians than prior per‑pixel models, which reduces computational cost. Experiments on multiple datasets, view counts, and resolutions show state‑of‑the‑art performance with faster rendering speeds.

By Haofei Xu, Daniel Barath, Andreas Geiger, Marc Pollefeys
arXiv Computer Vision
Aug 28

KISS-GS: 3D Gaussian Splatting Compression Kept Simple

KISS-GS is a modular compression pipeline for 3D Gaussian Splatting (3DGS) scenes that separates compression from training. It first compacts a vanilla 3DGS scene by 15.7× using state‑of‑the‑art pruning, then encodes the result into the SOG‑XT image‑based format, achieving an additional 6.6× reduction. Optional encoding‑aware fine‑tuning can further cut the size by 2.2×, yielding total reductions of 85× to 319× on standard benchmarks while enabling web‑native decoding.

By Wieland Morgenstern, Friedrich Elias Branschke, Florian Fleischmann, Adrian Szatmari, Paul Schlack, Florian Barthel, Peter Eisert, Anna Hilsmann
arXiv Computer Vision
Aug 31

Memory-efficient GPU pipelines for real-time non-line-of-sight reconstruction

The paper presents memory‑efficient GPU pipelines that accelerate real‑time non‑line‑of‑sight (NLOS) reconstruction. By redesigning two wave‑based algorithms—f‑k migration and phasor‑fields—with fused kernels, warp‑level photon binning, batched transforms, CUDA graph replay, and selective FP16 storage, the authors achieve up to 42× speed‑ups over a reference streaming pipeline and 14× over the fastest published GPU baseline while reducing memory usage to as little as 2.5%. The work also includes an ablation study of implementation choices and introduces three denoising strategies that leverage the increased frame budget for future NLOS video processing.

By Alfonso L\'opez-Ruiz, Diego Royo