City-scale 3D Gaussian Splatting pushes training beyond the memory budget of a single GPU: a full urban scene can span many square kilometers and require more than one billion Gaussians. Naively loading the entire scene into GPU memory leads to out-of-memory failure, while distributed multi-GPU training introduces substantial engineering complexity and deployment cost.
TideGS addresses this scaling bottleneck with a hybrid SSD-CPU-GPU out-of-core training pipeline. The system keeps only the active working set and resident blocks in GPU memory, uses CPU memory for caching and prefetch scheduling, and stores cold scene blocks and update logs on SSD. By overlapping host-to-device prefetch, GPU computation, and device-to-host writeback, TideGS streams scene content through a single-GPU training loop instead of requiring the whole scene to reside in VRAM.
This project page summarizes the method through the project video, MatrixCity and Google Earth Rome visualizations, and interactive comparisons against Vanilla 3DGS and CLM.
MatrixCity flythroughs and Google Earth Rome TideGS renderings are grouped into the same focused playback wall used in the Tech version.
VIDEO 01
Switch scenes and drag the split bar to compare TideGS against Vanilla 3DGS.
MatrixCity Dataset
Sample
Vanilla 3DGS
CLM
TideGS (ours)
Test View
Comparison among Vanilla 3DGS, CLM, and TideGS (ours) on the MatrixCity dataset.
@inproceedings{zhong2026tidegs,
title={{TideGS}: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimization},
author={Zhong, Chonghao and Shi, Linfeng and Chen, Hua and Sun, Tiecheng and Zhao, Hao and Yuan, Binhang and Li, Chaojian},
booktitle={International Conference on Machine Learning},
year={2026},
organization={PMLR}
}