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[arXiv]
[bibtex]@InProceedings{Feng_2025_CVPR, author = {Feng, Guofeng and Chen, Siyan and Fu, Rong and Liao, Zimu and Wang, Yi and Liu, Tao and Hu, Boni and Xu, Linning and Pei, Zhilin and Li, Hengjie and Li, Xiuhong and Sun, Ninghui and Zhang, Xingcheng and Dai, Bo}, title = {FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering}, booktitle = {Proceedings of the Computer Vision and Pattern Recognition Conference (CVPR)}, month = {June}, year = {2025}, pages = {26652-26662} }
FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering
Abstract
Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated significant potential over traditional rendering techniques, attracting widespread attention from both industry and academia. However, real-time rendering with 3DGS remains a challenging problem, particularly in large-scale, high-resolution scenes due to the presence of numerous anisotropic Gaussian representations, and it has not been extensively explored. To address this challenge, we introduce FlashGS, an open-source CUDA library with Python bindings, featuring comprehensive algorithm design and optimizations, including redundancy elimination, adaptive scheduling, and efficient pipelining. First, we eliminate substantial redundant computations through precise Gaussian intersection tests, leveraging the intrinsic mechanism of the 3DGS rasterizer. During task partitioning, we propose an adaptive scheduling strategy that accounts for variations in Gaussian size and shape. Additionally, we design a multi-stage pipelining strategy for color computation in the rendering process, further accelerating performance. We conduct an extensive evaluation of FlashGS across a diverse range of synthetic and real-world 3D scenes, encompassing scene sizes of up to 2.7 km^2 cityscape and resolutions of up to over 4K. Our approach improves 3DGS rendering performance by an order of magnitude, achieving an average speedup of 7.2x, and rendering at a minimum of 125.9 FPS, setting a new state-of-the-art in real-time 3DGS rendering. https://github.com/InternLandMark/FlashGS.
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