GSArch: Breaking Memory Barriers in 3D Gaussian Splatting Training via Architectural Support
Houshu He, Gang Li, Fangxin Liu, Li Jiang, Xiaoyao Liang, Zhuoran Song
摘要
3D Gaussian Splatting (3DGS) introduces a novel methodology for representing scenes with anisotropic 3D Gaussian primitives, achieving exceptional quality and rendering speed in neural scene representation (NSR). However, the insufficient training speed of 3DGS limits its applicability in tasks that require online learning to perceive dynamic environments, such as autonomous driving and embodied intelligence. Although recent work, GSCore, has introduced a specialized accelerator for the rendering process of 3DGS, it overlooks the time-consuming backward propagation during 3DGS training.In this paper, we propose GSArch, a hardware architecture designed to overcome memory barriers and boost the efficiency of 3DGS training. Through a thorough characterization of 3DGS training, we identify three root causes of inefficiency: redundant data loading from off-chip memory, time-consuming atomic write operations, and severe bank conflicts during on-chip buffer reading. To address these challenges, GSArch introduces three architectural innovations. First, acknowledging that Gaussians vary in shape and often span multiple pixels, with larger Gaussians causing more repetitive data loading, GSArch employs hybrid memory management. This approach categorizes Gaussians into ‘hot’ and ‘cold’ ones, storing hot Gaussians in a fast but small on-chip buffer to reduce redundant loading while minimizing hardware costs. Second, GSArch leverages the informativeness variability of Gaussians’ gradients to filter out low-contribution gradients, significantly reducing atomic operations. Lastly, a rearrangement unit is designed to pack conflicting memory read requests into non-conflicting bundles. Our evaluation results demonstrate that GSArch achieves up to and speedups compared to Nvidia A100 and Jetson AGX Xavier, respectively, with substantially lower energy consumption and negligible image quality loss.
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