# Budgeted-GS: Real-Time Large-Scale Gaussian Splatting via Factoring LOD

arXiv: https://arxiv.org/abs/2610.03162 · HTML: https://mlsanity.com/paper/2610.03162/

## 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.

## Builds on (most cited first, 23 of 23)

- [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)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [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)
- [3D Gaussian Splatting as Markov Chain Monte Carlo](https://mlsanity.com/paper/2404.09591/) (2024)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (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)
- [RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS](https://mlsanity.com/paper/2403.13806/) (2024)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (2024)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [End-to-End Rate-Distortion Optimized 3D Gaussian Representation](https://mlsanity.com/paper/2406.01597/) (2024)
- [CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes](https://mlsanity.com/paper/2411.00771/) (2024)
- [GaussianCube: A Structured and Explicit Radiance Representation for 3D Generative Modeling](https://mlsanity.com/paper/2403.19655/) (2024)
- [Efficient Density Control for 3D Gaussian Splatting](https://mlsanity.com/paper/2411.10133/) (2024)
- [D2GS: Depth-and-Density Guided Gaussian Splatting for Stable and Accurate Sparse-View Reconstruction](https://mlsanity.com/paper/2510.08566/) (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)
- [A LoD of Gaussians: Unified Training and Rendering for Ultra-Large Scale Reconstruction with External Memory](https://mlsanity.com/paper/2507.01110/) (2025)

## 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.
