Virtual memory for 3D Gaussian Splatting.
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| Title: | Virtual memory for 3D Gaussian Splatting. |
|---|---|
| Authors: | Haberl, Jonathan1 (AUTHOR) jonathan.haberl@alumni.tugraz.at, Fleck, Philipp1,2 (AUTHOR) philipp.fleck@tugraz.at, Arth, Clemens1,2 (AUTHOR) clemens.arth@tugraz.at |
| Source: | Computers & Graphics. Jun2026, Vol. 137, pN.PAG-N.PAG. 1p. |
| Subjects: | Virtual storage (Computer science), Rendering (Computer graphics), Three-dimensional imaging |
| 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. [Display omitted] • A novel approach to virtual memory and Level of Detail (LOD) within 3D Gaussian Splatting (3DGS). • An implementation for preprocessing and real-time rendering using a modern rendering API. • An efficient method for rendering large scenes on mobiles. • A detailed evaluation of our approach on desktop and mobile devices. [ABSTRACT FROM AUTHOR] |
| Copyright of Computers & Graphics is the property of Pergamon Press - An Imprint of Elsevier Science and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Engineering Source |
| FullText | Text: Availability: 0 |
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| Header | DbId: egs DbLabel: Engineering Source An: 194748396 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Virtual memory for 3D Gaussian Splatting. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Haberl%2C+Jonathan%22">Haberl, Jonathan</searchLink><relatesTo>1</relatesTo> (AUTHOR)<i> jonathan.haberl@alumni.tugraz.at</i><br /><searchLink fieldCode="AR" term="%22Fleck%2C+Philipp%22">Fleck, Philipp</searchLink><relatesTo>1,2</relatesTo> (AUTHOR)<i> philipp.fleck@tugraz.at</i><br /><searchLink fieldCode="AR" term="%22Arth%2C+Clemens%22">Arth, Clemens</searchLink><relatesTo>1,2</relatesTo> (AUTHOR)<i> clemens.arth@tugraz.at</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Computers+%26+Graphics%22">Computers & Graphics</searchLink>. Jun2026, Vol. 137, pN.PAG-N.PAG. 1p. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Virtual+storage+%28Computer+science%29%22">Virtual storage (Computer science)</searchLink><br /><searchLink fieldCode="DE" term="%22Rendering+%28Computer+graphics%29%22">Rendering (Computer graphics)</searchLink><br /><searchLink fieldCode="DE" term="%22Three-dimensional+imaging%22">Three-dimensional imaging</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: 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. [Display omitted] • A novel approach to virtual memory and Level of Detail (LOD) within 3D Gaussian Splatting (3DGS). • An implementation for preprocessing and real-time rendering using a modern rendering API. • An efficient method for rendering large scenes on mobiles. • A detailed evaluation of our approach on desktop and mobile devices. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Computers & Graphics is the property of Pergamon Press - An Imprint of Elsevier Science and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1016/j.cag.2026.104598 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 1 StartPage: N.PAG Subjects: – SubjectFull: Virtual storage (Computer science) Type: general – SubjectFull: Rendering (Computer graphics) Type: general – SubjectFull: Three-dimensional imaging Type: general Titles: – TitleFull: Virtual memory for 3D Gaussian Splatting. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Haberl, Jonathan – PersonEntity: Name: NameFull: Fleck, Philipp – PersonEntity: Name: NameFull: Arth, Clemens IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 06 Text: Jun2026 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 00978493 Numbering: – Type: volume Value: 137 Titles: – TitleFull: Computers & Graphics Type: main |
| ResultId | 1 |