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GS-Cache: A GS-Cache Inference Framework for Large-scale Gaussian Splatting Models

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arxiv 2502.14938 v1 pith:YQDIW5P5 submitted 2025-02-20 cs.CV

GS-Cache: A GS-Cache Inference Framework for Large-scale Gaussian Splatting Models

classification cs.CV
keywords gs-cacherenderingframeworkreal-timechallengesgaussianimmersivelarge-scale
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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Rendering large-scale 3D Gaussian Splatting (3DGS) model faces significant challenges in achieving real-time, high-fidelity performance on consumer-grade devices. Fully realizing the potential of 3DGS in applications such as virtual reality (VR) requires addressing critical system-level challenges to support real-time, immersive experiences. We propose GS-Cache, an end-to-end framework that seamlessly integrates 3DGS's advanced representation with a highly optimized rendering system. GS-Cache introduces a cache-centric pipeline to eliminate redundant computations, an efficiency-aware scheduler for elastic multi-GPU rendering, and optimized CUDA kernels to overcome computational bottlenecks. This synergy between 3DGS and system design enables GS-Cache to achieve up to 5.35x performance improvement, 35% latency reduction, and 42% lower GPU memory usage, supporting 2K binocular rendering at over 120 FPS with high visual quality. By bridging the gap between 3DGS's representation power and the demands of VR systems, GS-Cache establishes a scalable and efficient framework for real-time neural rendering in immersive environments.

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Cited by 3 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. TemporalGS: Training-Free Plug-and-Play Acceleration for 3D Gaussian Splatting Rendering via Temporal Priors

    cs.CV 2026-07 conditional novelty 6.5

    TemporalGS accelerates 3DGS rendering up to 1.48× without training by culling redundant Gaussians and selectively rendering only tiles that cannot be warped from temporal geometry and appearance buffers.

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

    cs.CV 2026-05 unverdicted novelty 6.0

    TideGS scales 3D Gaussian Splatting training to over one billion primitives on a single 24GB GPU via block-virtualized geometry, asynchronous I/O pipelines, and trajectory-adaptive differential streaming.

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

    cs.CV 2026-05 unverdicted novelty 6.0

    TideGS scales 3D Gaussian Splatting to over one billion primitives on a single 24 GB GPU by using block-virtualized geometry, asynchronous I/O pipelines, and trajectory-adaptive differential streaming to exploit train...