# A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets

arXiv: https://arxiv.org/abs/2406.12080 · HTML: https://mlsanity.com/paper/2406.12080/

## Key facts

- Cited by 216 papers in the map (data through 14 Oct 2026).
- Builds on 35 of its 62 references that are in the map.
- First posted on arXiv 17 Jun 2024.

## Builds on (most cited first, 30 of 35)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Vision Transformers for Dense Prediction](https://mlsanity.com/paper/2103.13413/) (2021)
- [Towards Robust Monocular Depth Estimation: Mixing Datasets for Zero-shot Cross-dataset Transfer](https://mlsanity.com/paper/1907.01341/) (2019)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [NuPlan: A closed-loop ML-based planning benchmark for autonomous vehicles](https://mlsanity.com/paper/2106.11810/) (2021)
- [Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes](https://mlsanity.com/paper/2101.10994/) (2021)
- [Dynamic View Synthesis from Dynamic Monocular Video](https://mlsanity.com/paper/2105.06468/) (2021)
- [Space-time Neural Irradiance Fields for Free-Viewpoint Video](https://mlsanity.com/paper/2011.12950/) (2020)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes](https://mlsanity.com/paper/2312.07920/) (2023)
- [State of the Art on Neural Rendering](https://mlsanity.com/paper/2004.03805/) (2020)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [Pixel-Perfect Structure-from-Motion with Featuremetric Refinement](https://mlsanity.com/paper/2108.08291/) (2021)
- [Stable View Synthesis](https://mlsanity.com/paper/2011.07233/) (2020)
- [Capturing, Reconstructing, and Simulating: the UrbanScene3D Dataset](https://mlsanity.com/paper/2107.04286/) (2021)
- [F2-NeRF: Fast Neural Radiance Field Training with Free Camera Trajectories](https://mlsanity.com/paper/2303.15951/) (2023)
- [Variable Bitrate Neural Fields](https://mlsanity.com/paper/2206.07707/) (2022)
- [Progressively Optimized Local Radiance Fields for Robust View Synthesis](https://mlsanity.com/paper/2303.13791/) (2023)
- [NeRFusion: Fusing Radiance Fields for Large-Scale Scene Reconstruction](https://mlsanity.com/paper/2203.11283/) (2022)
- [ReLU Fields: The Little Non-linearity That Could](https://mlsanity.com/paper/2205.10824/) (2022)
- [Nerfbusters: Removing Ghostly Artifacts from Casually Captured NeRFs](https://mlsanity.com/paper/2304.10532/) (2023)
- [SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration](https://mlsanity.com/paper/2312.07541/) (2023)
- [Approximate Differentiable Rendering with Algebraic Surfaces](https://mlsanity.com/paper/2207.10606/) (2022)

## Built on by (most cited first, 30 of 216)

- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [WildGaussians: 3D Gaussian Splatting in the Wild](https://mlsanity.com/paper/2407.08447/) (2024)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)
- [3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting](https://mlsanity.com/paper/2412.12507/) (2024)
- [3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities](https://mlsanity.com/paper/2407.17418/) (2024)
- [SpotlessSplats: Ignoring Distractors in 3D Gaussian Splatting](https://mlsanity.com/paper/2406.20055/) (2024)
- [CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes](https://mlsanity.com/paper/2411.00771/) (2024)
- [On Scaling Up 3D Gaussian Splatting Training](https://mlsanity.com/paper/2406.18533/) (2024)
- [Openfly: A comprehensive platform for aerial vision-language navigation](https://mlsanity.com/paper/2502.18041/) (2025)
- [3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt](https://mlsanity.com/paper/2409.12892/) (2024)
- [SplatLoc: 3D Gaussian Splatting-based Visual Localization for Augmented Reality](https://mlsanity.com/paper/2409.14067/) (2024)
- [On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images](https://mlsanity.com/paper/2506.05558/) (2025)
- [Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparency](https://mlsanity.com/paper/2410.08129/) (2024)
- [Radiant Foam: Real-Time Differentiable Ray Tracing](https://mlsanity.com/paper/2502.01157/) (2025)
- [Horizon-GS: Unified 3D Gaussian Splatting for Large-Scale Aerial-to-Ground Scenes](https://mlsanity.com/paper/2412.01745/) (2024)
- [VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points](https://mlsanity.com/paper/2410.17932/) (2024)
- [What Is The Best 3D Scene Representation for Robotics? From Geometric to Foundation Models](https://mlsanity.com/paper/2512.03422/) (2025)
- [Momentum-GS: Momentum Gaussian Self-Distillation for High-Quality Large Scene Reconstruction](https://mlsanity.com/paper/2412.04887/) (2024)
- [NerfBaselines: Consistent and Reproducible Evaluation of Novel View Synthesis Methods](https://mlsanity.com/paper/2406.17345/) (2024)
- [FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering](https://mlsanity.com/paper/2408.12894/) (2024)
- [HI-SLAM2: Geometry-Aware Gaussian SLAM for Fast Monocular Scene Reconstruction](https://mlsanity.com/paper/2411.17982/) (2024)
- [LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering](https://mlsanity.com/paper/2505.23158/) (2025)
- [LongSplat: Robust Unposed 3D Gaussian Splatting for Casual Long Videos](https://mlsanity.com/paper/2508.14041/) (2025)
- [MaterialRefGS: Reflective Gaussian Splatting with Multi-view Consistent Material Inference](https://mlsanity.com/paper/2510.11387/) (2025)
- [MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views](https://mlsanity.com/paper/2412.06767/) (2024)
- [EVolSplat: Efficient Volume-based Gaussian Splatting for Urban View Synthesis](https://mlsanity.com/paper/2503.20168/) (2025)
- [Sketch and Patch: Efficient 3D Gaussian Representation for Man-Made Scenes](https://mlsanity.com/paper/2501.13045/) (2025)
- [3DGS2: Near Second-order Converging 3D Gaussian Splatting](https://mlsanity.com/paper/2501.13975/) (2025)
- [Optimized Minimal 3D Gaussian Splatting](https://mlsanity.com/paper/2503.16924/) (2025)
- [PLGS: Robust Panoptic Lifting with 3D Gaussian Splatting](https://mlsanity.com/paper/2410.17505/) (2024)

## Abstract (arXiv)

Novel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels.We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour. Project Page: https://repo-sam.inria.fr/fungraph/hierarchical-3d-gaussians/
