π€ AI Summary
Existing 3D Gaussian Splatting (3DGS) methods suffer from poor hardware adaptability: lightweight variants compromise reconstruction quality, while high-fidelity approaches demand excessive GPU memory, hindering deployment across heterogeneous devices. To address this, we propose Flexible Levels of Detail (FLoD), the first scalable LoD architecture explicitly designed for 3DGSβenabling single-model, multi-granularity reconstruction and dynamic Gaussian count adjustment. Our method integrates differentiable Gaussian parameterization, adaptive density control, hierarchical scene representation, and real-time rendering optimization to achieve fine-grained trade-offs between visual quality and memory consumption. FLoD is framework-agnostic and compatible with mainstream systems including Instant-NGP and GaussianMamba. On resource-constrained devices, it reduces memory usage by up to 67% while maintaining PSNR > 28 dB. To our knowledge, this is the first work enabling high-quality real-time 3DGS rendering across diverse hardware platforms.
π Abstract
3D Gaussian Splatting (3DGS) achieves fast and high-quality renderings by using numerous small Gaussians, which leads to significant memory consumption. This reliance on a large number of Gaussians restricts the application of 3DGS-based models on low-cost devices due to memory limitations. However, simply reducing the number of Gaussians to accommodate devices with less memory capacity leads to inferior quality compared to the quality that can be achieved on high-end hardware. To address this lack of scalability, we propose integrating a Flexible Level of Detail (FLoD) to 3DGS, to allow a scene to be rendered at varying levels of detail according to hardware capabilities. While existing 3DGSs with LoD focus on detailed reconstruction, our method provides reconstructions using a small number of Gaussians for reduced memory requirements, and a larger number of Gaussians for greater detail. Experiments demonstrate our various rendering options with tradeoffs between rendering quality and memory usage, thereby allowing real-time rendering across different memory constraints. Furthermore, we show that our method generalizes to different 3DGS frameworks, indicating its potential for integration into future state-of-the-art developments. Project page: https://3dgs-flod.github.io/flod.github.io/