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LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering

NeurIPS 2025 · 3D vision › Gaussian splatting · approach: Compact and efficient Gaussian splatting · 2 citations (OpenAlex)

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Proposes LODGE, a level-of-detail 3D Gaussian Splatting representation with depth-aware 3D smoothing, importance pruning, and chunk-based pre-computed active Gaussians with opacity blending for real-time large-scale rendering on memory-constrained devices.

Problem

Real-time rendering of large-scale 3D Gaussian Splatting scenes is slow and memory-hungry, especially on mobile and low-end devices, since existing LOD methods recompute active Gaussians per frame and keep all LOD levels in GPU memory.

Approach

Build discrete LOD levels from a trained 3DGS by adding a depth-dependent 3D smoothing filter, pruning with importance scores and fine-tuning; partition the scene into chunks with precomputed fixed active Gaussian sets, and blend opacity between the two nearest chunks to avoid boundary artifacts.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
add one LOD level at d=10 (ablation)3DGS representation · SmallCityTime: 15.17 -> 5.61Helped
add one LOD level at d=10 (ablation)3DGS representation · SmallCityPSNR: 26.62 -> 26.45Hurt
use four LOD levels at d=10,28,47,63 instead of two at d=10,28 (ablation)LOD representation · SmallCityTime: 4.75 -> 4.07Helped
manually set LOD thresholds to 15 and 70 instead of automatic thresholds (ablation)LOD representation · SmallCityTime: 4.75 -> 5.24Hurt
add chunk clustering and adjust depth thresholds by chunk radius (ablation)LOD (d=10,28) · SmallCityPSNR: 26.50 -> 26.54Helped
add chunk clustering and adjust depth thresholds by chunk radius (ablation)LOD (d=10,28) · SmallCityTime: 4.75 -> 3.62Helped
add visibility filtering to clustered LOD (ablation)LOD (d=10,28) + clusters · SmallCityTime: 3.62 -> 3.15Helped
add visibility filtering to clustered LOD (ablation)LOD (d=10,28) + clusters · SmallCityPSNR: 26.54 -> 26.55No clear effect
add opacity blending between adjacent chunks (ablation)clustered LOD with visibility filtering · SmallCityPSNR: 26.55 -> 26.57Helped
add opacity blending between adjacent chunks (ablation)clustered LOD with visibility filtering · SmallCityTime: 3.15 -> 3.88Hurt
use LOD levels at d=10,28 instead of no LOD (ablation)3DGS representation · SmallCityTime: 15.17 -> 4.75Helped
use LOD levels at d=10,28 instead of no LOD (ablation)3DGS representation · SmallCityPSNR: 26.62 -> 26.50Hurt

Surprising findings

Limitations

Experimental setup

Datasets: Hierarchical 3DGS dataset (SmallCity, Campus) Zip-NeRF dataset (Alameda, London, NYC)

Benchmarks: Hierarchical 3DGS dataset (SmallCity, Campus) Zip-NeRF dataset (Alameda, London, NYC)

Metrics: PSNR SSIM LPIPS (VGG) FPS number of Gaussians in GPU memory

Baselines: Zip-NeRF 3DGS Mip-Splatting Scaffold-GS H3DGS FLoD Octree-GS CityGS

Builds on: 3D Gaussian Splatting Mip-Splatting RadSplat importance pruning H3DGS Zip-NeRF

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