Virtualized 3D Gaussians: Flexible Cluster-based Level-of-Detail System for Real-Time Rendering of Composed Scenes
Xijie Yang, Linning Xu, Lihan Jiang, Dahua Lin, Bo Dai
摘要
3D Gaussian Splatting (3DGS) enables the reconstruction of intricate digital 3D assets from multi-view images by leveraging a set of 3D Gaussian primitives for rendering. Its explicit and discrete representation facilitates the seamless composition of complex digital worlds, offering significant advantages over previous neural implicit methods. However, when applied to large-scale compositions, such as crowd-level scenes, it can encompass numerous 3D Gaussians, posing substantial challenges for real-time rendering. To address this, inspired by Unreal Engine 5's Nanite system, we propose Virtualized 3D Gaussians (V3DG), a cluster-based LOD solution that constructs hierarchical 3D Gaussian clusters and dynamically selects only the necessary ones to accelerate rendering speed. Our approach consists of two stages: (1) Offline Build, where hierarchical clusters are generated using a local splatting method to minimize visual differences across granularities, and (2) Online Selection, where footprint evaluation determines perceptible clusters for efficient rasterization during rendering. We curate a dataset of synthetic and real-world scenes, including objects, trees, people, and buildings, each requiring 0.1 billion 3D Gaussians to capture fine details. Experiments show that our solution balances rendering efficiency and visual quality across user-defined tolerances, facilitating downstream interactive applications that compose extensive 3DGS assets for consistent rendering performance.
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引用它的顶会 Paper7
- Faster-GS: Analyzing and Improving Gaussian Splatting OptimizationFlorian Hahlbohm, Linus Franke, Martin Eisemann, Marcus A. MagnorCVPR 2026 · 被引用 16 次
- Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian SplattingYuanyuan Gao, YUNING GONG, Yifei Liu, Jingfeng Li 等CVPR 2026 · 被引用 6 次
- NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian SplattingBrent Zoomers, Florian Hahlbohm, Joni Vanherck, Lode Jorissen 等CVPR 2026 · 被引用 3 次
- Gabor Fields: Orientation-Selective Level-of-Detail for Volume RenderingJorge Condor, Nicolai Hermann, Mehmet Ata Yurtsever, Piotr DidykSIGGRAPH 2026 · 被引用 2 次
- A LoD of Gaussians: Out-of-Core Training and Rendering for Seamless Ultra-Large Scene ReconstructionFelix Windisch, Thomas Köhler, Lukas Radl, Mattia D'Urso 等SIGGRAPH 2026
它引用的顶会 Paper19
- 3D Gaussian Splatting for Real-Time Radiance Field RenderingBernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George DrettakisSIGGRAPH 2023 · 被引用 5,687 次
- Instant neural graphics primitives with a multiresolution hash encodingThomas Müller, Alex Evans, Christoph Schied, Alexander KellerSIGGRAPH 2022 · 被引用 4,089 次
- Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance FieldsJonathan T. Barron, Ben Mildenhall, Matthew Tancik, Peter Hedman 等ICCV 2021 · 被引用 2,700 次
- Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance FieldsJonathan T. Barron, Ben Mildenhall, Dor Verbin, Pratul P. Srinivasan 等CVPR 2022 · 被引用 1,603 次
- Plenoxels: Radiance Fields without Neural NetworksSara Fridovich-Keil, Alex Yu, Matthew Tancik, Qinhong Chen 等CVPR 2022 · 被引用 1,237 次
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