LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering
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| Main Authors: | , , , , , , , |
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| Format: | Preprint |
| Published: |
2025
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| _version_ | 1866911239940079616 |
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| author | Kulhanek, Jonas Rakotosaona, Marie-Julie Manhardt, Fabian Tsalicoglou, Christina Niemeyer, Michael Sattler, Torsten Peng, Songyou Tombari, Federico |
| author_facet | Kulhanek, Jonas Rakotosaona, Marie-Julie Manhardt, Fabian Tsalicoglou, Christina Niemeyer, Michael Sattler, Torsten Peng, Songyou Tombari, Federico |
| contents | In this work, we present a novel level-of-detail (LOD) method for 3D Gaussian Splatting that enables real-time rendering of large-scale scenes on memory-constrained devices. Our approach introduces a hierarchical LOD representation that iteratively selects optimal subsets of Gaussians based on camera distance, thus largely reducing both rendering time and GPU memory usage. We construct each LOD level by applying a depth-aware 3D smoothing filter, followed by importance-based pruning and fine-tuning to maintain visual fidelity. To further reduce memory overhead, we partition the scene into spatial chunks and dynamically load only relevant Gaussians during rendering, employing an opacity-blending mechanism to avoid visual artifacts at chunk boundaries. Our method achieves state-of-the-art performance on both outdoor (Hierarchical 3DGS) and indoor (Zip-NeRF) datasets, delivering high-quality renderings with reduced latency and memory requirements. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2505_23158 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering Kulhanek, Jonas Rakotosaona, Marie-Julie Manhardt, Fabian Tsalicoglou, Christina Niemeyer, Michael Sattler, Torsten Peng, Songyou Tombari, Federico Computer Vision and Pattern Recognition In this work, we present a novel level-of-detail (LOD) method for 3D Gaussian Splatting that enables real-time rendering of large-scale scenes on memory-constrained devices. Our approach introduces a hierarchical LOD representation that iteratively selects optimal subsets of Gaussians based on camera distance, thus largely reducing both rendering time and GPU memory usage. We construct each LOD level by applying a depth-aware 3D smoothing filter, followed by importance-based pruning and fine-tuning to maintain visual fidelity. To further reduce memory overhead, we partition the scene into spatial chunks and dynamically load only relevant Gaussians during rendering, employing an opacity-blending mechanism to avoid visual artifacts at chunk boundaries. Our method achieves state-of-the-art performance on both outdoor (Hierarchical 3DGS) and indoor (Zip-NeRF) datasets, delivering high-quality renderings with reduced latency and memory requirements. |
| title | LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering |
| topic | Computer Vision and Pattern Recognition |
| url | https://arxiv.org/abs/2505.23158 |