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

arXiv: https://arxiv.org/abs/2510.09997 · HTML: https://mlsanity.com/paper/2510.09997/

## Key facts

- Cited by 8 papers in the map (data through 14 Oct 2026).
- Builds on 17 of its 33 references that are in the map.
- First posted on arXiv 11 Oct 2025.

## Builds on (most cited first, 17 of 17)

- [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)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [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)
- [BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering](https://mlsanity.com/paper/2112.05504/) (2021)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization](https://mlsanity.com/paper/2311.18159/) (2023)
- [MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Masks](https://mlsanity.com/paper/2412.20522/) (2024)
- [LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering](https://mlsanity.com/paper/2505.23158/) (2025)
- [Strata-NeRF : Neural Radiance Fields for Stratified Scenes](https://mlsanity.com/paper/2308.10337/) (2023)

## Built on by (most cited first, 8 of 8)

- [ABot-Earth 0.5: Generative 3D Earth Model](https://mlsanity.com/paper/2606.09967/) (2026)
- [Matryoshka Gaussian Splatting](https://mlsanity.com/paper/2603.19234/) (2026)
- [GaussLite: Online Task-Conditioned 3D Gaussian Splatting for Real-Time Robotic Mapping](https://mlsanity.com/paper/2606.30809/) (2026)
- [ABot-3DWorld 0: A Universal World Model to Explore Any 3D Space](https://mlsanity.com/paper/2607.11673/) (2026)
- [GraLoD: Graphics-Inspired Continuous Level-of-Detail Learning for Image Restoration](https://mlsanity.com/paper/2609.16578/) (2026)
- [LiteTex-GS: Fast and Lightweight Texturing for Gaussian Splatting](https://mlsanity.com/paper/2609.23380/) (2026)
- [SPLATIFY: Reproduce, Discover, Innovate! From Papers and Ideas to Trainable 3DGS Code](https://mlsanity.com/paper/2610.09116/) (2026)
- [GLoD-LVSM: Learning Geometry-Grounded Continuous-LoD Scene Representations for Large View Synthesis Models](https://mlsanity.com/paper/2610.20254/) (2026)

## 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.
