# FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering

arXiv: https://arxiv.org/abs/2408.12894 · HTML: https://mlsanity.com/paper/2408.12894/

## Key facts

- Cited by 29 papers in the map (data through 14 Oct 2026).
- Builds on 19 of its 25 references that are in the map.
- First posted on arXiv 23 Aug 2024.

## Builds on (most cited first, 19 of 19)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision](https://mlsanity.com/paper/2312.16256/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes](https://mlsanity.com/paper/2101.10994/) (2021)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyond](https://mlsanity.com/paper/2309.16553/) (2023)
- [Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering](https://mlsanity.com/paper/2311.17089/) (2023)
- [RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS](https://mlsanity.com/paper/2403.13806/) (2024)
- [FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization](https://mlsanity.com/paper/2403.06908/) (2024)

## Built on by (most cited first, 29 of 29)

- [DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds](https://mlsanity.com/paper/2503.18402/) (2025)
- [LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering](https://mlsanity.com/paper/2505.23158/) (2025)
- [Three-Dimensional MRI Reconstruction with Gaussian Representations: Tackling the Undersampling Problem](https://mlsanity.com/paper/2502.06510/) (2025)
- [BOGausS: Better Optimized Gaussian Splatting](https://mlsanity.com/paper/2504.01844/) (2025)
- [RAP: Fast Feedforward Rendering-Free Attribute-Guided Primitive Importance Score Prediction for Efficient 3D Gaussian Splatting Processing](https://mlsanity.com/paper/2602.19753/) (2026)
- [GaussianLens: Localized High-Resolution Reconstruction via On-Demand Gaussian Densification](https://mlsanity.com/paper/2509.25603/) (2025)
- [NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting](https://mlsanity.com/paper/2511.19202/) (2025)
- [Frequency-Aware Gaussian Splatting Decomposition](https://mlsanity.com/paper/2503.21226/) (2025)
- [A LoD of Gaussians: Unified Training and Rendering for Ultra-Large Scale Reconstruction with External Memory](https://mlsanity.com/paper/2507.01110/) (2025)
- [LoD-Structured 3D Gaussian Splatting for Streaming Video Reconstruction](https://mlsanity.com/paper/2601.18475/) (2026)
- [DAV-GSWT: Diffusion-Active-View Sampling for Data-Efficient Gaussian Splatting Wang Tiles](https://mlsanity.com/paper/2602.15355/) (2026)
- [3D Gaussian Particle Approximation of VDB Datasets: A Study for Scientific Visualization](https://mlsanity.com/paper/2504.04857/) (2025)
- [GSta: Efficient Training Scheme with Siestaed Gaussians for Monocular 3D Scene Reconstruction](https://mlsanity.com/paper/2504.06716/) (2025)
- [RaRa Clipper: A Clipper for Gaussian Splatting Based on Ray Tracer and Rasterizer](https://mlsanity.com/paper/2506.20202/) (2025)
- [ArchitectHead: Continuous Level of Detail Control for 3D Gaussian Head Avatars](https://mlsanity.com/paper/2510.05488/) (2025)
- [Frequency-Decomposed Avatar Representation for Varying Camera Distances](https://mlsanity.com/paper/2512.03593/) (2025)
- [Matryoshka Gaussian Splatting](https://mlsanity.com/paper/2603.19234/) (2026)
- [FilterGS: Traversal-Free Parallel Filtering and Adaptive Shrinking for Large-Scale LoD 3D Gaussian Splatting](https://mlsanity.com/paper/2603.23891/) (2026)
- [SAGE: Semantic-Driven Adaptive Gaussian Splatting in Extended Reality](https://mlsanity.com/paper/2503.16747/) (2025)
- [Perceive-Sample-Compress: Towards Real-Time 3D Gaussian Splatting](https://mlsanity.com/paper/2508.04965/) (2025)
- [ROI-GS: Interest-based Local Quality 3D Gaussian Splatting](https://mlsanity.com/paper/2510.01978/) (2025)
- [Beyond a Single Light: A Large-Scale Aerial Dataset for Urban Scene Reconstruction Under Varying Illumination](https://mlsanity.com/paper/2512.14200/) (2025)
- [HeroGS: Hierarchical Guidance for Robust 3D Gaussian Splatting under Sparse Views](https://mlsanity.com/paper/2603.01099/) (2026)
- [Kinematics-Driven Gaussian Shape Deformation for Blurry Monocular Dynamic Scenes](https://mlsanity.com/paper/2605.08635/) (2026)
- [GaussianZoom: Progressive Zoom-in Generative 3D Gaussian Splatting with Geometric and Semantic Guidance](https://mlsanity.com/paper/2605.18252/) (2026)
- [AI Level of Detail: Distance-Aware ML Model Precision Selection for Real-Time Human Motion Prediction in Games](https://mlsanity.com/paper/2606.06565/) (2026)
- [HiCo-GS: Hierarchical Context Aggregation and Geometric Consistency for Octree Gaussian Splatting](https://mlsanity.com/paper/2608.14136/) (2026)
- [From Splats to Silicon: Rethinking Computational Efficiency of 3DGS](https://mlsanity.com/paper/2609.06157/) (2026)
- [TopoGS: Topology-Aware Anchor Feature Aggregation for Large-Scale 3D Gaussian Splatting](https://mlsanity.com/paper/2609.27868/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) and its subsequent works are restricted to specific hardware setups, either on only low-cost or on only high-end configurations. Approaches aimed at reducing 3DGS memory usage enable rendering on low-cost GPU but compromise rendering quality, which fails to leverage the hardware capabilities in the case of higher-end GPU. Conversely, methods that enhance rendering quality require high-end GPU with large VRAM, making such methods impractical for lower-end devices with limited memory capacity. Consequently, 3DGS-based works generally assume a single hardware setup and lack the flexibility to adapt to varying hardware constraints. To overcome this limitation, we propose Flexible Level of Detail (FLoD) for 3DGS. FLoD constructs a multi-level 3DGS representation through level-specific 3D scale constraints, where each level independently reconstructs the entire scene with varying detail and GPU memory usage. A level-by-level training strategy is introduced to ensure structural consistency across levels. Furthermore, the multi-level structure of FLoD allows selective rendering of image regions at different detail levels, providing additional memory-efficient rendering options. To our knowledge, among prior works which incorporate the concept of Level of Detail (LoD) with 3DGS, FLoD is the first to follow the core principle of LoD by offering adjustable options for a broad range of GPU settings. Experiments demonstrate that FLoD provides various rendering options with trade-offs between quality and memory usage, enabling real-time rendering under diverse memory constraints. Furthermore, we show that FLoD generalizes to different 3DGS frameworks, indicating its potential for integration into future state-of-the-art developments.
