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3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt
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We present 3DGS-LM, a new method that accelerates the reconstruction of 3D Gaussian Splatting (3DGS) by replacing its ADAM optimizer with a tailored Levenberg-Marquardt (LM). Existing methods reduce the optimization time by decreasing the number of Gaussians or by improving the implementation of the differentiable rasterizer. However, they still rely on the ADAM optimizer to fit Gaussian parameters of a scene in thousands of iterations, which can take up to an hour. To this end, we change the optimizer to LM that runs in conjunction with the 3DGS differentiable rasterizer. For efficient GPU parallization, we propose a caching data structure for intermediate gradients that allows us to efficiently calculate Jacobian-vector products in custom CUDA kernels. In every LM iteration, we calculate update directions from multiple image subsets using these kernels and combine them in a weighted mean. Overall, our method is 20% faster than the original 3DGS while obtaining the same reconstruction quality. Our optimization is also agnostic to other methods that acclerate 3DGS, thus enabling even faster speedups compared to vanilla 3DGS.
Forward citations
Cited by 3 Pith papers
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ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstruction
ContraGS trains 3D Gaussian Splatting directly on codebook-compressed representations, cutting peak model memory ~3.5x with small quality loss.
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PINGS: Gaussian Splatting Meets Distance Fields within a Point-Based Implicit Neural Map
PINGS jointly builds a signed distance field and a Gaussian splatting radiance field in one point-based neural map, using geometric consistency to improve both.
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RLGS: Reinforcement Learning-Based Adaptive Hyperparameter Tuning for Gaussian Splatting
RLGS uses online policy-gradient agents to adaptively scale 3DGS hyperparameters during training, yielding small but consistent rendering quality gains.
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