Journal Article
Machine Learning

A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets

Bernhard Kerbl(TU Wien), Andréas Meuleman(Université Côte d'Azur), Georgios Kopanas(Université Côte d'Azur), Michael Wimmer(TU Wien), Alexandre Lanvin(Université Côte d'Azur), George Drettakis(Université Côte d'Azur)
July 19, 2024ACM Transactions on Graphics348 citations

348

Citations

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Influential Citations

ACM Transactions on Graphics

Venue

2024

Year

Abstract

Novel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels. We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour.

Analysis

Why This Paper Matters

This paper addresses a critical bottleneck in novel view synthesis: scaling to very large scenes. While 3D Gaussian splatting (3DGS) has achieved impressive quality and speed for small to medium scenes, its memory and computational demands prevent direct application to environments spanning kilometers. The authors propose a hierarchical representation that not only handles massive datasets but also introduces Level-of-Detail (LOD) rendering, a key feature for real-time applications. This work is significant because it bridges the gap between high-quality neural rendering and practical deployment in large-scale settings like cityscapes or long indoor corridors.

Technical Contributions

  • Hierarchical 3D Gaussian Representation: A tree structure where leaf nodes are fine-grained Gaussians and internal nodes represent coarser approximations, enabling smooth LOD transitions.
  • Divide-and-Conquer Training: Scenes are split into independent chunks (e.g., based on spatial proximity), each trained separately with 3DGS, then merged into the hierarchy. This allows parallel training and memory scalability.
  • Hierarchy Optimization: After merging, intermediate nodes are fine-tuned to improve visual quality, ensuring that LOD levels maintain fidelity.
  • Adapted Training for Sparse Coverage: Large captures often have uneven camera coverage; the authors introduce regularization to prevent artifacts in under-sampled regions.
  • Efficient LOD Selection: A runtime mechanism selects appropriate hierarchy levels based on view distance, enabling real-time rendering with adaptive resource usage.

Results

The method demonstrates real-time rendering (e.g., >30 FPS) on scenes with up to 10,000+ images, covering trajectories of several kilometers. Visual quality is preserved compared to per-chunk baselines, and LOD transitions are smooth without popping artifacts. The approach adapts to available GPU memory by adjusting the hierarchy depth, making it practical for consumer hardware. No explicit PSNR/SSIM numbers are provided in the abstract, but the qualitative results and scalability metrics are compelling.

Significance

This work has broad implications for AI-driven graphics and simulation. It enables high-fidelity, real-time rendering of entire cities or large indoor environments from casual captures, which is valuable for virtual tourism, autonomous vehicle training data generation, and immersive AR/VR. The hierarchical approach also inspires future research in scalable neural representations, potentially extending to dynamic scenes or multi-modal data. By making 3DGS practical for very large datasets, this paper pushes the frontier of what is achievable with neural rendering in real-world applications.