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

Nicholas Milef
,
Dario Seyb
,
Todd Keeler
,
Thu Nguyen-Phuoc
,
Aljaz Bozic
,
Sushant Kondguli
,
Carl S. Marshall
·
Computer Graphics Forum (Proceedings of Eurographics)
·Jan 1, 2025
Abstract
3D Gaussian splatting (3DGS) has shown potential for rendering photorealistic 3D scenes in real-time, but 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 that learns to order splats based on importance and optimizes them so that a representative and realistic scene can be rendered for an arbitrary splat count. Our method requires no additional memory or rendering overhead, works with existing 3DGS renderers, and extends to distance-based LOD selection, foveated rendering, and budget-based rendering.