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
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4 months, 2 weeks ago