Demo Data from EDBT 2026 / reviewers in the wild / expert
Haoyang Weng
dblp:381/0885
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Distributed systems · 50% GPUs and heterogeneous computing · 50% | |
| Computer graphics and multimedia
1 paper |
Rendering · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Distributed systems › distributed machine learning
distributed training |
0.9 | 1 | 2025 | On Scaling Up 3D Gaussian Splatting Training · ICLR 2025 |
GPUs and heterogeneous computing › multi-GPU computing
multi-GPU training |
0.9 | 1 | 2025 | On Scaling Up 3D Gaussian Splatting Training · ICLR 2025 |
Rendering › gaussian splatting
3d gaussian splatting |
0.3 | 1 | 2025 | On Scaling Up 3D Gaussian Splatting Training · ICLR 2025 |
Methods — techniques the papers use, named apart from their topics
sparse all-to-all communication · 1.7dynamic load balancing · 1.7batch-size scaling · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | On Scaling Up 3D Gaussian Splatting Trainingabstract3D Gaussian Splatting (3DGS) is increasingly popular for 3D reconstruction due to its superior visual quality and rendering speed. However, 3DGS training currently occurs on a single GPU, limiting its ability to handle high-resolution and large-scale 3D reconstruction tasks due to memory constraints. We introduce Grendel, a distributed system designed to partition 3DGS parameters and parallelize computation across multiple GPUs. As each Gaussian affects a small, dynamic subset of rendered pixels, Grendel employs sparse all-to-all communication to transfer the necessary Gaussians to pixel partitions and performs dynamic load balancing. Unlike existing 3DGS systems that train using one camera view image at a time, Grendel supports batched training with multiple views. We explore various optimization hyperparameter scaling strategies and find that a simple sqrt(batch-size) scaling rule is highly effective. Evaluations using large-scale, high-resolution scenes show that Grendel enhances rendering quality by scaling up 3DGS parameters across multiple GPUs. On the 4K ``Rubble'' dataset, we achieve a test PSNR of 27.28 by distributing 40.4 million Gaussians across 16 GPU, compared to a PSNR of 26.28 using 11.2 million Gaussians on a single GPU. Grendel is an open-source project available at: https://github.com/nyu-systems/Grendel-GS Hexu Zhao, Haoyang Weng, Daohan Lu, Ang Li 0006, Jinyang Li 0001, Aurojit Panda, Saining Xie |
ICLR | 2 |