Learning Fast 3D Gaussian Splatting Rendering using Continuous Level of Detail

Abstract 3D Gaussian splatting (3DGS) has shown potential for rendering photorealistic 3D scenes in real‐time. Unfortunately, rendering these scenes on less powerful hardware is still a challenge, especially with high‐resolution displays. We introduce a continuous level of detail (CLOD) algorithm and demonstrate how our method can improve performance while preserving as much quality as possible. Our approach learns to order splats based on importance and optimize them such that a representative and realistic scene can be rendered for an arbitrary splat count. Our method does not require any additional memory or rendering overhead and works with existing 3DGS renderers. We also demonstrate the flexibility of our CLOD method by extending it with distance‐based LOD selection, foveated rendering, and budget‐based rendering.

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Publication Details

Journal
Computer Graphics Forum
Published
2025-04-22
DOI
https://doi.org/10.1111/cgf.70069
Citations
1
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
3.54
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Learning Fast 3D Gaussian Splatting Rendering using Continuous Level of Detail

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Learning Fast 3D Gaussian Splatting Rendering using Continuous Level of Detail

Aljaž Božič, Thu Nguyen-Phuoc, Nicholas Milef, T. A. Keeler, Sushant Kondguli, Carl Marshall, Dario Seyb
article en
1 citations

Abstract

Abstract 3D Gaussian splatting (3DGS) has shown potential for rendering photorealistic 3D scenes in real‐time. Unfortunately, rendering these scenes on less powerful hardware is still a challenge, especially with high‐resolution displays. We introduce a continuous level of detail (CLOD) algorithm and demonstrate how our method can improve performance while preserving as much quality as possible. Our approach learns to order splats based on importance and optimize them such that a representative and realistic scene can be rendered for an arbitrary splat count. Our method does not require any additional memory or rendering overhead and works with existing 3DGS renderers. We also demonstrate the flexibility of our CLOD method by extending it with distance‐based LOD selection, foveated rendering, and budget‐based rendering.

Computer Graphics ForumVol. 44(2)
META Health (US)
Openalex Percentile: Top 10%
Computer Graphics and Visualization Techniques
3.54
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Learning Fast 3D Gaussian Splatting Rendering using Continuous Level of Detail — Aljaž Božič, Thu Nguyen-Phuoc, et al. · Computer Graphics Forum (2025) | TGRS Research Map | TGRS