Budgeted-GS: Real-Time Large-Scale Gaussian Splatting via Factoring LOD
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Abstract (arXiv)
3D Gaussian Splatting achieves excellent visual quality with real-time rendering, but at the scale of entire cities it does not fit: a trained model carries millions of primitives and gigabytes of memory, and real-time rendering at high quality on a consumer GPU remains out of reach. We introduce Budgeted-GS, a post-hoc method that turns any trained 3DGS model into a factoring tree, a multi-resolution hierarchy of moment-matched aggregates. After a construction pass of a few seconds, a single quality parameter selects, for each view, the level of detail that fits the memory of the target device, so the same city-scale model serves GPUs with widely different memory capacities. When a new scene is to be trained, the same theory applies: instead of growing a full-sized model and compressing it afterwards, budget-centered training first measures how many primitives the scene needs and then trains the model directly at that size, avoiding the wasted effort of optimizing primitives that are later discarded. Both methods are grounded in a measurable capacity floor, a budget-error law derived from optimal transport in phase space; selection rules certified by recent covering theorems decide which primitives are redundant. The floor answers how many primitives a scene actually needs and how many can safely be given up. We validate the floor on 13 public scenes under a preregistered protocol, and exercise both methods from object scenes to an official city capture, rendering it at native 1920x1080, full SH, in real time on one consumer GPU.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 23 of its 40 references that are in the map. First posted on arXiv 2 Oct 2026.
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23 of 40 references.
References · 23
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,723
- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,076
- 2022Block-NeRF: Scalable Large Scene Neural View Synthesiscited by 724
- 2023Scaffold-GS: Structured 3D Gaussians for View-Adaptive Renderingcited by 695
- 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 436
- 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 372
- 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
- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 204
- 2023EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingScited by 196
11 more
- 2024CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussianscited by 192
- 2024RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPScited by 113
- 2024PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splattingcited by 95
- 2024Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitivescited by 95
- 2024End-to-End Rate-Distortion Optimized 3D Gaussian Representationcited by 75
- 2024CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenescited by 50
- 2024GaussianCube: A Structured and Explicit Radiance Representation for 3D Generative Modelingcited by 45
- 2024Efficient Density Control for 3D Gaussian Splattingcited by 13
- 2025D2GS: Depth-and-Density Guided Gaussian Splatting for Stable and Accurate Sparse-View Reconstructioncited by 11
- 2026RAP: Fast Feedforward Rendering-Free Attribute-Guided Primitive Importance Score Prediction for Efficient 3D Gaussian Splatting Processingcited by 5
- 2025A LoD of Gaussians: Unified Training and Rendering for Ultra-Large Scale Reconstruction with External Memorycited by 2
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