Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
119 tokens/sec
GPT-4o
56 tokens/sec
Gemini 2.5 Pro Pro
43 tokens/sec
o3 Pro
6 tokens/sec
GPT-4.1 Pro
47 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

On Scaling Up 3D Gaussian Splatting Training (2406.18533v1)

Published 26 Jun 2024 in cs.CV

Abstract: 3D Gaussian Splatting (3DGS) is increasingly popular for 3D reconstruction due to its superior visual quality and rendering speed. However, 3DGS training currently occurs on a single GPU, limiting its ability to handle high-resolution and large-scale 3D reconstruction tasks due to memory constraints. We introduce Grendel, a distributed system designed to partition 3DGS parameters and parallelize computation across multiple GPUs. As each Gaussian affects a small, dynamic subset of rendered pixels, Grendel employs sparse all-to-all communication to transfer the necessary Gaussians to pixel partitions and performs dynamic load balancing. Unlike existing 3DGS systems that train using one camera view image at a time, Grendel supports batched training with multiple views. We explore various optimization hyperparameter scaling strategies and find that a simple sqrt(batch size) scaling rule is highly effective. Evaluations using large-scale, high-resolution scenes show that Grendel enhances rendering quality by scaling up 3DGS parameters across multiple GPUs. On the Rubble dataset, we achieve a test PSNR of 27.28 by distributing 40.4 million Gaussians across 16 GPUs, compared to a PSNR of 26.28 using 11.2 million Gaussians on a single GPU. Grendel is an open-source project available at: https://github.com/nyu-systems/Grendel-GS

User Edit Pencil Streamline Icon: https://streamlinehq.com
Authors (7)
  1. Hexu Zhao (3 papers)
  2. Haoyang Weng (4 papers)
  3. Daohan Lu (3 papers)
  4. Ang Li (472 papers)
  5. Jinyang Li (67 papers)
  6. Aurojit Panda (27 papers)
  7. Saining Xie (60 papers)
Citations (5)

Summary

On Scaling Up 3D Gaussian Splatting Training: An Overview

The paper "On Scaling Up 3D Gaussian Splatting Training" presents a novel approach to mitigating the memory and computational constraints associated with 3D Gaussian Splatting (3DGS) for high-resolution and large-scale 3D reconstruction. The key contribution is a distributed system named Grendel, designed to partition the 3DGS parameters and distribute the computational load across multiple GPUs. This system not only enhances the rendering quality but also significantly improves the training efficiency for large scenes that are infeasible with single GPU training.

Introduction

3D Gaussian Splatting has gained traction in 3D reconstruction tasks due to its superior visual quality and rapid rendering capabilities compared to traditional methods like NeRF. However, the prevalent single GPU training pipelines hit a bottleneck when confronted with high-resolution or extensive scenes due to limited GPU memory. For example, in the "Rubble" dataset, a single GPU can only manage 11.2 million Gaussians, falling short of the requirements for high-fidelity reconstructions. Grendel addresses this limitation by distributing the computational workload across multiple GPUs, enabling the handling of significantly larger 3D reconstructions.

System Design

Grendel's design leverages the inherent parallelism in 3DGS computation and the spatial locality of Gaussians. The system employs a mixed parallelism approach, combining Gaussian-wise distribution for Gaussian transformation steps and pixel-wise distribution for rendering and loss calculation steps. This design minimizes communication overhead through sparse all-to-all communication, wherein each GPU transfers only the necessary Gaussians to the relevant pixel partitions.

Key Components of Grendel:

  1. Gaussian-wise Parallelism: Grendel distributes Gaussians across GPUs for transformation steps, achieving load balancing by assigning a uniform number of Gaussians to each GPU.
  2. Pixel-wise Parallelism: Pixels are distributed in contiguous blocks across GPUs for rendering and loss calculations, optimizing computation by minimizing data transfer.
  3. Sparse Communication: Leveraging the spatial locality property of 3DGS, sparse all-to-all communication is employed to transfer only intersecting Gaussians required for each pixel block, reducing the communication burden.
  4. Dynamic Load Balancing: To address workload imbalances due to the dynamic nature of Gaussians, Grendel implements a scheme that rebalances Gaussian distribution and pixel blocks iteratively.

Hyperparameter Scaling for Batched Training

Grendel supports batched training across multiple views rather than the conventional single-view approach. This requires scaling the learning rate and momentum parameters to maintain stability and efficiency in training. The authors propose a square-root scaling rule for the learning rate and an exponential scaling rule for momentum parameters based on the Independent Gradients Hypothesis. These scaling strategies were empirically validated to ensure they maintain the training trajectory and performance across different batch sizes.

Evaluation and Results

The evaluation of Grendel was performed on various datasets, including the large-scale "Rubble" and "MatrixCity Block_All" datasets, and smaller datasets like "Bicycle." The key findings include:

  1. Performance Scaling: Training with Grendel on the Rubble dataset shows a throughput increase from 5.55 images per second (4 GPUs, batch size 1) to 38.03 images per second (32 GPUs, batch size 64).
  2. Memory Scaling: The number of Gaussians that Grendel can manage scales linearly with the number of GPUs, demonstrating the enhanced memory capacity available for high-fidelity reconstructions.
  3. Quality Enhancement: The ability to manage more Gaussians directly translates to improved reconstruction quality. For the Rubble dataset, using 40.4 million Gaussians distributed across 16 GPUs results in a PSNR of 27.28, outperforming configurations limited to single GPU constraints.
  4. Empirical Validation: The proposed hyperparameter scaling rules were validated to ensure efficient, stable training with larger batch sizes, maintaining cosine similarity in training updates across different configurations.

Practical and Theoretical Implications

Practically, Grendel enables the 3D reconstruction of scenes at scales and resolutions that were previously infeasible due to memory constraints. This has significant applications in fields like virtual reality, urban planning, and digital preservation where high-resolution 3D models are crucial. Theoretically, the paper showcases the importance of adaptive distributed systems in pushing the boundaries of computationally intensive tasks in machine learning and graphics.

Future Developments

Future work could explore further optimization of the communication overhead, particularly in scenarios with even larger datasets or higher resolutions. Additionally, the principles demonstrated in Grendel could be extended to other non-neural network-based training frameworks, offering insights into scalable training methodologies.

In summary, the paper provides a comprehensive solution to scaling 3D Gaussian Splatting for large-scale 3D reconstruction by leveraging distributed computing. The proposed methods for mixed parallelism, dynamic load balancing, and hyperparameter scaling collectively contribute to significant improvements in performance and reconstruction quality, making Grendel a valuable system for researchers and practitioners in the field.

Github Logo Streamline Icon: https://streamlinehq.com