mlsanityData to 7 Oct 2026

CLoD-GS: Continuous Level-of-Detail via 3D Gaussian Splatting

arXiv 2510.09997 ↗First posted 11 Oct 2025cs.GR cs.CVcited by 6

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Abstract (arXiv)

Level of Detail (LoD) is a fundamental technique in real-time computer graphics for managing the rendering costs of complex scenes while preserving visual fidelity. Traditionally, LoD is implemented using discrete levels (DLoD), where multiple, distinct versions of a model are swapped out at different distances. This long-standing paradigm, however, suffers from two major drawbacks: it requires significant storage for multiple model copies and causes jarring visual ``popping" artifacts during transitions, degrading the user experience. We argue that the explicit, primitive-based nature of the emerging 3D Gaussian Splatting (3DGS) technique enables a more ideal paradigm: Continuous LoD (CLoD). A CLoD approach facilitates smooth, seamless quality scaling within a single, unified model, thereby circumventing the core problems of DLOD. To this end, we introduce CLoD-GS, a framework that integrates a continuous LoD mechanism directly into a 3DGS representation. Our method introduces a learnable, distance-dependent decay parameter for each Gaussian primitive, which dynamically adjusts its opacity based on viewpoint proximity. This allows for the progressive and smooth filtering of less significant primitives, effectively creating a continuous spectrum of detail within one model. To train this model to be robust across all distances, we introduce a virtual distance scaling mechanism and a novel coarse-to-fine training strategy with rendered point count regularization. Our approach not only eliminates the storage overhead and visual artifacts of discrete methods but also reduces the primitive count and memory footprint of the final model. Extensive experiments demonstrate that CLoD-GS achieves smooth, quality-scalable rendering from a single model, delivering high-fidelity results across a wide range of performance targets.

Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 17 of its 33 references that are in the map. First posted on arXiv 11 Oct 2025.

Builds on

17 of 33 references.

References · 17

  1. 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,029
  2. 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
  3. 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,698
  4. 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
  5. 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,957
  6. 2021Plenoxels: Radiance Fields without Neural Networkscited by 1,607
  7. 2022TensoRF: Tensorial Radiance Fieldscited by 1,275
  8. 2021Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapescited by 426
  9. 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 420
  10. 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 365
  11. 2021BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Renderingcited by 228
  12. 2024Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussianscited by 225
5 more
  1. 2024A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasetscited by 214
  2. 2023CompGS: Smaller and Faster Gaussian Splatting with Vector Quantizationcited by 127
  3. 2024MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Maskscited by 39
  4. 2025LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Renderingcited by 25
  5. 2023Strata-NeRF : Neural Radiance Fields for Stratified Scenescited by 7

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2026: 6.

6 papers.