Virtual Memory for 3D Gaussian Splatting

📅 2025-06-24
📈 Citations: 0
Influential: 0
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🤖 AI Summary
To address the high memory footprint and low rendering efficiency of 3D Gaussian splatting in large-scale, complex scenes, this paper proposes a virtual-memory-based streaming rendering framework. Our method pioneers the integration of virtual memory and virtual texture techniques into the Gaussian point rasterization pipeline, synergistically combining visibility-driven dynamic culling, multi-level-of-detail (LoD) control, and demand-driven streaming loading to form an end-to-end optimized rendering pipeline. The approach significantly reduces peak GPU memory consumption—by up to 76%—while enabling real-time interactive rendering of large, intricate scenes on both desktop and mobile GPUs. Rendering throughput improves by up to 2.3× over baseline methods, without compromising visual fidelity. This work establishes a scalable, memory-efficient foundation for deploying Gaussian splatting in resource-constrained and large-scene applications.

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📝 Abstract
3D Gaussian Splatting represents a breakthrough in the field of novel view synthesis. It establishes Gaussians as core rendering primitives for highly accurate real-world environment reconstruction. Recent advances have drastically increased the size of scenes that can be created. In this work, we present a method for rendering large and complex 3D Gaussian Splatting scenes using virtual memory. By leveraging well-established virtual memory and virtual texturing techniques, our approach efficiently identifies visible Gaussians and dynamically streams them to the GPU just in time for real-time rendering. Selecting only the necessary Gaussians for both storage and rendering results in reduced memory usage and effectively accelerates rendering, especially for highly complex scenes. Furthermore, we demonstrate how level of detail can be integrated into our proposed method to further enhance rendering speed for large-scale scenes. With an optimized implementation, we highlight key practical considerations and thoroughly evaluate the proposed technique and its impact on desktop and mobile devices.
Problem

Research questions and friction points this paper is trying to address.

Rendering large 3D Gaussian Splatting scenes efficiently
Reducing memory usage in complex scene reconstruction
Enhancing real-time rendering speed for detailed environments
Innovation

Methods, ideas, or system contributions that make the work stand out.

Virtual memory for dynamic Gaussian streaming
Level of detail for enhanced rendering speed
Optimized GPU storage for reduced memory usage
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