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 +1 more
10/2/2025
cs.CV

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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.

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Cite this paper

@article{hung2025lobegs,
  title  = {LOBE-GS: Load-Balanced and Efficient 3D Gaussian Splatting for Large-Scale Scene Reconstruction},
  author = {Sheng-Hsiang Hung and Ting-Yu Yen and Wei-Fang Sun and Simon See and Shih-Hsuan Hung and Hung-Kuo Chu},
  year   = {2025},
  eprint = {2510.01767},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2510.01767v1}
}

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