원문 초록
3D Gaussian Splatting (3DGS) enables photorealistic, real-time rendering on commodity GPUs and is increasingly adopted in generative world models and autonomous driving simulators. However, existing optimizations rely on algorithmic changes that often require retraining, or on specialized accelerators that lack flexibility across evolving 3DGS variants. In this paper, we identify a fundamental inefficiency in GPU-based 3DGS rendering: severe SM-level load imbalance caused by uneven workloads across screen tiles. This imbalance creates a long execution tail, leaving most SMs idle while a few process computationally intensive tiles, particularly in large-scale urban scenes. To address this, we present a software-defined GPU scheduling approach that mitigates the execution tail. Our approach uses a persistent kernel to schedule heavy tiles first and selectively chunks outlier tiles across multiple CTAs. A lightweight per-frame policy determines when and how much to chunk using tile statistics already available in the rendering pipeline. Our approach requires neither retraining nor specialized hardware and can be applied orthogonally to existing optimizations across diverse 3DGS variants. Averaged per scene, it accelerates alpha blending by up to 2.93x on a large-scale urban scene, and by up to 5.6x on its most imbalanced frames, while retaining the original alpha blending formulation.
제출 이력
확인된 버전만 표시합니다. 전체 제출 이력은 arXiv 원문에서 확인하세요.
- arXiv:2611.12319v1제출 시각 미확인
함께 살펴볼 논문
공통 태그를 근거로 연결했습니다. 실제 인용 관계나 논문의 우수성을 뜻하지 않습니다.
공통 태그로 연결된 공개 논문이 아직 없습니다.
토론
이 논문과 연결된 포럼 글이 아직 없습니다.