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Distributed Rendering News

The latest Distributed Rendering coverage curated for game developers.

BlitzGS: City-Scale Gaussian Splatting at Lightning Speed

BlitzGS pushes city-scale Gaussian splatting toward practical training times by cutting the active workload at three levels: GPU sharding, densification control, and per-view culling. The result is near order-of-magnitude speedups …

Research arXiv cs.GR · 4 months, 2 weeks ago