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

dc.contributor.authorMilef, Nicholasen_US
dc.contributor.authorSeyb, Darioen_US
dc.contributor.authorKeeler, Todden_US
dc.contributor.authorNguyen-Phuoc, Thuen_US
dc.contributor.authorBozic, Aljazen_US
dc.contributor.authorKondguli, Sushanten_US
dc.contributor.authorMarshall, Carlen_US
dc.contributor.editorBousseau, Adrienen_US
dc.contributor.editorDay, Angelaen_US
dc.date.accessioned2025-05-09T09:15:47Z
dc.date.available2025-05-09T09:15:47Z
dc.date.issued2025
dc.description.abstract3D 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.en_US
dc.description.number2
dc.description.sectionheadersSplat-tacular Radiance Fields
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume44
dc.identifier.doi10.1111/cgf.70069
dc.identifier.issn1467-8659
dc.identifier.pages13 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.70069
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf70069
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCCS Concepts: Computing methodologies → Rendering; Rasterization; Point-based models
dc.subjectComputing methodologies → Rendering
dc.subjectRasterization
dc.subjectPoint
dc.subjectbased models
dc.titleLearning Fast 3D Gaussian Splatting Rendering using Continuous Level of Detailen_US
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