TideGS: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimization

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Summary

TideGS introduces an out-of-core training framework that enables 3D Gaussian Splatting with over one billion primitives on a single GPU by managing parameters across SSD-CPU-GPU hierarchy via block-virtualization, asynchronous pipeline, and differential streaming techniques.

Training 3D Gaussian Splatting (3DGS) at billion-primitive scale is fundamentally memory-bound: each Gaussian primitive carries a large attribute vector, and the aggregate parameter table quickly exceeds GPU capacity, limiting prior systems to tens of millions of Gaussians on commodity single-GPU hardware. We observe that 3DGS training is inherently sparse and trajectory-conditioned: each iteration activates only the Gaussians visible from the current camera batch, so GPU memory can serve as a working-set cache rather than a persistent parameter store. Building on this insight, we introduce TideGS, an out-of-core training framework that manages parameters across an SSD-CPU-GPU hierarchy via three synergistic techniques: block-virtualized geometry for SSD-aligned spatial locality, a hierarchical asynchronous pipeline to overlap I/O with computation, and trajectory-adaptive differential streaming that transfers only incremental working-set deltas between iterations. Experiments show that TideGS enables training with over one billion Gaussians on a single 24 GB GPU while achieving the best reconstruction quality among evaluated single-GPU baselines on large-scale scenes, scaling beyond prior out-of-core baselines (e.g., approximately 100M Gaussians) and standard in-memory training (e.g., approximately 11M Gaussians).
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Paper page - TideGS: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimization

Source: https://huggingface.co/papers/2605.20150

Abstract

TideGS enables training 3D Gaussian Splatting with over one billion primitives on a single GPU by managing parameters across SSD-CPU-GPU hierarchy through block-virtualization, asynchronous pipeline, and differential streaming techniques.

Training3D Gaussian Splatting(3DGS) at billion-primitive scale is fundamentally memory-bound: each Gaussian primitive carries a large attribute vector, and the aggregate parameter table quickly exceeds GPU capacity, limiting prior systems to tens of millions of Gaussians on commodity single-GPU hardware. We observe that 3DGS training is inherently sparse and trajectory-conditioned: each iteration activates only the Gaussians visible from the current camera batch, so GPU memory can serve as aworking-set cacherather than a persistent parameter store. Building on this insight, we introduce TideGS, anout-of-core trainingframework that manages parameters across anSSD-CPU-GPU hierarchyvia three synergistic techniques:block-virtualized geometryfor SSD-aligned spatial locality, ahierarchical asynchronous pipelineto overlap I/O with computation, andtrajectory-adaptive differential streamingthat transfers only incremental working-set deltas between iterations. Experiments show that TideGS enables training with over one billion Gaussians on a single 24 GB GPU while achieving the best reconstruction quality among evaluated single-GPU baselines on large-scale scenes, scaling beyond prior out-of-core baselines (e.g., approximately 100M Gaussians) and standard in-memory training (e.g., approximately 11M Gaussians).

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