FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering
Yunji Seo, Young Sun Choi, Hyun Seung Son, Youngjung Uh

TL;DR
FLoD introduces a multi-level 3D Gaussian Splatting framework that allows adjustable detail levels and memory-efficient rendering, enabling real-time visualization across diverse hardware configurations.
Contribution
FLoD is the first to incorporate a flexible level of detail into 3D Gaussian Splatting, supporting adjustable rendering quality and memory usage across different hardware setups.
Findings
Enables real-time rendering with adjustable quality and memory trade-offs.
Generalizes across various 3DGS frameworks, facilitating broader adoption.
Provides a multi-level scene reconstruction with consistent structural integrity.
Abstract
3D Gaussian Splatting (3DGS) and its subsequent works are restricted to specific hardware setups, either on only low-cost or on only high-end configurations. Approaches aimed at reducing 3DGS memory usage enable rendering on low-cost GPU but compromise rendering quality, which fails to leverage the hardware capabilities in the case of higher-end GPU. Conversely, methods that enhance rendering quality require high-end GPU with large VRAM, making such methods impractical for lower-end devices with limited memory capacity. Consequently, 3DGS-based works generally assume a single hardware setup and lack the flexibility to adapt to varying hardware constraints. To overcome this limitation, we propose Flexible Level of Detail (FLoD) for 3DGS. FLoD constructs a multi-level 3DGS representation through level-specific 3D scale constraints, where each level independently reconstructs the entire…
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