A LoD of Gaussians: Unified Training and Rendering for Ultra-Large Scale Reconstruction with External Memory
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Abstract (arXiv)
Gaussian Splatting has emerged as a high-performance technique for novel view synthesis, enabling real-time rendering and high-quality reconstruction of small scenes. However, scaling to larger environments has so far relied on partitioning the scene into chunks -- a strategy that introduces artifacts at chunk boundaries, complicates training across varying scales, and is poorly suited to unstructured scenarios such as city-scale flyovers combined with street-level views. Moreover, rendering remains fundamentally limited by GPU memory, as all visible chunks must reside in VRAM simultaneously. We introduce A LoD of Gaussians, a framework for training and rendering ultra-large-scale Gaussian scenes on a single consumer-grade GPU -- without partitioning. Our method stores the full scene out-of-core (e.g., in CPU memory) and trains a Level-of-Detail (LoD) representation directly, dynamically streaming only the relevant Gaussians. A hybrid data structure combining Gaussian hierarchies with Sequential Point Trees enables efficient, view-dependent LoD selection, while a lightweight caching and view scheduling system exploits temporal coherence to support real-time streaming and rendering. Together, these innovations enable seamless multi-scale reconstruction and interactive visualization of complex scenes -- from broad aerial views to fine-grained ground-level details.
Key facts. Cited by 2 papers in the map (data through 14 Oct 2026). Builds on 23 of its 40 references that are in the map. First posted on arXiv 1 Jul 2025.
Builds on
23 of 40 references.
References · 23
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 436
- 2021Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughscited by 398
- 2024gsplat: An Open-Source Library for Gaussian Splattingcited by 285
- 2024Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussianscited by 230
- 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 217
- 2024A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasetscited by 216
- 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 213
- 2023MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyondcited by 185
- 2024Reducing the Memory Footprint of 3D Gaussian Splattingcited by 133
- 2021Capturing, Reconstructing, and Simulating: the UrbanScene3D Datasetcited by 118
- 2023Grid-guided Neural Radiance Fields for Large Urban Scenescited by 100
11 more
- 2024CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenescited by 50
- 2024On Scaling Up 3D Gaussian Splatting Trainingcited by 49
- 2024Horizon-GS: Unified 3D Gaussian Splatting for Large-Scale Aerial-to-Ground Scenescited by 30
- 2024FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Renderingcited by 26
- 2025LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Renderingcited by 25
- 2024NeRF-XL: Scaling NeRFs with Multiple GPUscited by 19
- 2024RetinaGS: Scalable Training for Dense Scene Rendering with Billion-Scale 3D Gaussianscited by 16
- 2024A Hierarchical Compression Technique for 3D Gaussian Splatting Compressioncited by 14
- 2025OccluGaussian: Occlusion-Aware Gaussian Splatting for Large Scene Reconstruction and Renderingcited by 10
- 2025Virtualized 3D Gaussians: Flexible Cluster-based Level-of-Detail System for Real-Time Rendering of Composed Scenescited by 10
- 2024ULSR-GS: Ultra Large-scale Surface Reconstruction Gaussian Splatting with Multi-View Geometric Consistencycited by 6
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Citing papers per year: 2026: 2.
2 papers.