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

Published:07/19/2024
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TL;DR Summary

This paper introduces a hierarchical 3D Gaussian representation with a "divide-and-conquer" training and consolidation method to overcome resource limits of 3D Gaussian Splatting. It enables real-time, high-quality rendering of massive, multi-kilometer scenes by adaptively managi

Abstract

A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets BERNHARD KERBL ∗ , Inria, Université Côte d’Azur, France and TU Wien, Austria ANDREAS MEULEMAN ∗ and GEORGIOS KOPANAS, Inria, Université Côte d’Azur, France MICHAEL WIMMER, TU Wien, Austria ALEXANDRE LANVIN and GEORGE DRETTAKIS, Inria, Université Côte d’Azur, France (a) Calibrated Cameras (b) Subdivision into Chunks (c) Per-Chunk Hierarchy Generation (d) Hierarchy Consolidation (e) Real-Time Rendering (>30 FPS) 2h/chunk (in parallel) 22k images 1.6km trajectory Fig. 1. (a) Starting from thousands of calibrated cameras, covering a large area, we subdivide the scene into chunks (b). We introduce a 3D Gaussian Splatting hierarchy to allow efficient rendering of massive data, that we further optimize to enhance visual quality (c). We consolidate the hierarchies (d) enabling us to perform real-time rendering of very large datasets. Please see the video for real-time navigation of our large-scale scenes (project page: https://repo-sam.inria.fr/fungraph/hierarchical-3d-gaussians/). Novel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an e

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1. Bibliographic Information

  • Title: A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets
  • Authors: Bernhard Kerbl, Andreas Meuleman, Georgios Kopanas, Michael Wimmer, Alexandre Lanvin, and George Drettakis.
  • Affiliations: The authors are affiliated with Inria, Université Côte d'Azur (France), and TU Wien (Austria).
  • Journal/Conference: ACM Transactions on Graphics (TOG), Volume 43, Issue 4, Article 62. This indicates it was presented at SIGGRAPH 2024, the premier international conference and exhibition on computer graphics and interactive techniques. Publication at SIGGRAPH signifies a work of high impact and technical quality.
  • Publication Year: 2024
  • Abstract: The paper addresses a key limitation of 3D Gaussian Splatting (3DGS): its inability to scale to very large scenes due to resource constraints. The authors introduce a hierarchical representation of 3D Gaussians that functions as a Level-of-Detail (LOD) system, enabling efficient rendering of distant content. They propose a "divide-and-conquer" strategy to train massive scenes by breaking them into independent "chunks." The method includes consolidating these chunks into a unified, optimizable hierarchy, adapting the 3DGS training process for sparse data common in large captures, and enabling smooth transitions between detail levels. The result is a complete system for real-time rendering of scenes spanning several kilometers, captured with affordable equipment.
  • Original Source Link: The paper is available at /files/papers/68e0a61889df04cda4fa280f/paper.pdf and is a formally published work.

2. Executive Summary

  • Background & Motivation (Why):

    • Core Problem: While 3D Gaussian Splatting (3DGS) has revolutionized novel view synthesis with its high quality and real-time rendering speeds, it struggles to handle very large, kilometer-scale scenes. The memory and computational requirements for training and rendering millions (or billions) of Gaussians on standard GPUs become prohibitive.
    • Gaps in Prior Work: Previous large-scale methods, such as Block-NeRF, are based on Neural Radiance Fields (NeRFs), which are extremely slow to train and do not support real-time rendering. The original 3DGS method lacks a mechanism to manage detail, forcing the entire scene to be loaded and rendered at full quality, which is inefficient and unscalable.
    • Innovation: This paper's core innovation is to combine the strengths of the explicit, primitive-based 3DGS representation with classic, well-established computer graphics techniques: divide-and-conquer and Level-of-Detail (LOD). They design a novel hierarchical data structure specifically for 3D Gaussians that is not just a static simplification but can be further optimized to improve visual quality.
  • Main Contributions / Findings (What):

    1. A Novel Hierarchy for 3DGS: They introduce a method to merge 3D Gaussians into a tree-like hierarchy. This structure allows for efficient selection of the appropriate detail level based on screen-space size (granularity) and supports smooth, artifact-free visual transitions between levels.
    2. An Optimizable Hierarchy: A key contribution is that the intermediate nodes of this hierarchy (which are themselves 3D Gaussians) can be further optimized after the initial geometric merging. This optimization process improves the visual quality of the coarser representations, providing a better quality-performance trade-off.
    3. Chunk-Based Divide-and-Conquer Pipeline: To handle massive datasets, they propose a complete workflow that breaks the scene into manageable chunks. These chunks can be trained in parallel, each with adaptations to handle sparse input data. The trained chunks are then consolidated into a single, seamless, hierarchical model of the entire scene. This is the first system to demonstrate real-time, dynamic LOD rendering for radiance fields at such a massive scale.

3. Prerequisite Knowledge & Related Work

  • Foundational Concepts:

    • Novel View Synthesis (NVS): The process of creating photorealistic images of a 3D scene from viewpoints where no photos were taken. This is the primary goal of methods like NeRF and 3DGS.
    • Neural Radiance Fields (NeRF): A technique that represents a 3D scene as a continuous function (a neural network) mapping a 3D position and viewing direction to color and density. Rendering is done by querying this network along camera rays (volume rendering). NeRFs produce stunning quality but are computationally intensive.
    • 3D Gaussian Splatting (3DGS): A more recent NVS technique that represents a scene with millions of tiny, semi-transparent 3D ellipsoids called Gaussians. These are rendered using a fast, differentiable "splatting" process (projecting and rasterizing onto the screen). 3DGS offers high quality, rapid training, and real-time rendering, making it a strong foundation for this paper's work.
    • Level-of-Detail (LOD): A fundamental concept in real-time graphics where distant objects are rendered with simpler models (fewer polygons, lower-resolution textures) to reduce computational load without sacrificing perceived visual quality. This paper applies the LOD concept to 3D Gaussians.
  • Previous Works:

    • Early large-scale methods like Block-NeRF also used a divide-and-conquer approach but relied on slow NeRF models, requiring massive computational resources and offering no real-time rendering.
    • Other NeRF-based methods (Mip-NeRF 360, Instant-NGP) improved speed and quality but were primarily designed for bounded, object-centric scenes, not sprawling, kilometer-long environments. Their internal data structures (like hash grids) often have memory requirements that grow cubically with scene size.
    • The original 3DGS paper demonstrated impressive results but lacked a scalability solution. As scene size increases, the number of Gaussians grows, eventually exceeding GPU memory and processing power.
  • Differentiation: This work is the first to build a fully-featured, dynamic LOD system for 3DGS. Unlike NeRF-based approaches that operate on implicit fields or discrete grids, this method builds a hierarchy on explicit geometric primitives. The most significant differentiator is the optimizable nature of the hierarchy's interior nodes, which goes beyond simple geometric aggregation and actively improves the visual fidelity of the coarser LODs.

4. Methodology (Core Technology & Implementation)

The paper's methodology can be broken down into three main parts: building the hierarchy, optimizing it, and the large-scale training pipeline.

Part 1: Hierarchical LOD for 3D Gaussian Splatting (Sec. 4)

The goal is to merge groups of detailed (leaf) Gaussians into a single, coarser (parent) Gaussian that approximates their collective appearance.

  • Hierarchy Generation (Sec. 4.1):

    1. A standard Bounding Volume Hierarchy (BVH) is first built top-down over all the initial 3D Gaussians to spatially group them.
    2. Starting from the leaf nodes, child Gaussians are recursively merged upwards to form parent nodes. Each parent node is itself a complete 3D Gaussian primitive with position, covariance, color, and opacity.
    3. Merging Mean and Covariance: The mean (μμ, position) and covariance (ΣΣ, shape/rotation) of a new parent node are calculated as a weighted average of its N children's properties. μ(l+1)=iNwiμi(l),Σ(l+1)=iNwi(Σi(l)+(μi(l)μ(l+1))(μi(l)μ(l+1))T) \begin{array} { l } { { \displaystyle \mu ^ { ( l + 1 ) } = \sum _ { i } ^ { N } w _ { i } \mu _ { i } ^ { ( l ) } , } } \\ { { \Sigma ^ { ( l + 1 ) } = \sum _ { i } ^ { N } w _ { i } ( \Sigma _ { i } ^ { ( l ) } + ( \mu _ { i } ^ { ( l ) } - \mu ^ { ( l + 1 ) } ) ( \mu _ { i } ^ { ( l ) } - \mu ^ { ( l + 1 ) } ) ^ { T } ) } } \end{array}
      • μ(l+1)μ^(l+1) and Σ(l+1)Σ^(l+1) are the mean and covariance of the new parent node at level l+1l+1.
      • μi(l)μ_i^(l) and Σi(l)Σ_i^(l) are the properties of the i-th child node at level l.
      • wiw_i are normalized weights that determine the influence of each child.
    4. Merging Weights: The weights wiw_i are designed to be proportional to the visual contribution of each child Gaussian. The unnormalized weight w'_i is defined as: wi=oiΣi w _ { i } ^ { \prime } = \mathrm { o } _ { \mathrm { i } } \sqrt { | \Sigma _ { i } ^ { \prime } | }
      • oio_i is the opacity of the i-th child.
      • Σi|Σ'_i| is the determinant of the child's projected 2D covariance matrix, which is proportional to its area on the screen. This ensures that larger, more opaque Gaussians have more influence on the parent's properties.
    5. Merging Appearance: Spherical Harmonics (SH) coefficients (for view-dependent color) are merged using the same weighted average.
    6. A New falloff Property: Simple opacity merging is insufficient. As shown in Image 5, multiple blended Gaussians can create a plateau effect with a slower fall-off than a single Gaussian. To replicate this, the authors introduce a new property called falloff for parent nodes, which replaces opacity. This value can be greater than 1, but during rendering, the final alpha contribution is clamped at 1. This allows a single parent Gaussian to better approximate the appearance of a dense cluster of children.
  • Hierarchy Cut Selection and Level Switching (Sec. 4.2):

    • Cut Selection: For any given viewpoint, the renderer must decide which level of the hierarchy to display (a "cut" through the tree). This decision is based on a granularity metric, ε(n)ε(n), defined as the projected screen size of a node's bounding box. If a node's granularity is smaller than a user-defined threshold τετ_ε (e.g., 1 pixel), but its parent's is not, that node is selected for rendering. This process is illustrated in Image 6.

    • Smooth Transitions: To avoid popping artifacts when switching between levels, the paper implements smooth interpolation. The interpolation weight tnt_n for a node n is calculated based on its granularity ε(n)ε(n), its parent's granularity ε(p)ε(p), and the target granularity τετ_ε: tn = τϵϵ(n)ϵ(p)ϵ(n). t _ { n } ~ = ~ { \frac { \tau _ { \epsilon } - \epsilon ( n ) } { \epsilon ( p ) - \epsilon ( n ) } } .

      • This weight tnt_n smoothly blends all Gaussian attributes (position, color, shape) from the parent to its children as the viewpoint changes.
    • Orientation Matching: A naive interpolation of rotation and scale can cause undesired spinning artifacts because a 3D Gaussian's shape can be represented by multiple combinations of rotation and scale. To fix this, the authors perform an orientation matching step during hierarchy creation, which reorients each child's axes to minimize the rotation relative to its parent, ensuring smoother visual transitions (see Image 7).

Part 2: Optimizing and Compacting the Hierarchy (Sec. 5)

  • Optimizing the Hierarchy (Sec. 5.1): This is a standout feature. After the initial geometric construction, the hierarchy is further refined through an optimization process similar to the original 3DGS training.

    • The system renders views using random target granularities (τετ_ε), forcing it to use different cuts through the hierarchy.
    • The loss between the rendered image and the ground truth image is calculated, and gradients are backpropagated through the rendering and interpolation steps.
    • This allows the system to fine-tune the properties (position, color, falloff, etc.) of the intermediate nodes to make them better visual approximations of their descendants. The original leaf nodes are kept frozen to preserve maximum detail.
    • As shown in the last column of Image 4, this optimization significantly improves the sharpness and detail of distant objects represented by coarser LODs.
  • Compacting the Hierarchy (Sec. 5.2): To reduce memory overhead and improve optimization efficiency, the hierarchy is pruned to remove redundant nodes (e.g., parents that are not much larger than their children).

Part 3: Large Scene Training Pipeline (Sec. 6)

The overall workflow for handling massive datasets is depicted in Image 2.

  1. Coarse Initialization: A very coarse 3DGS model is first trained on the entire dataset with densification disabled. This creates a low-quality but complete "scaffold" of the scene, which serves as a consistent background and skybox for all subsequent steps.
  2. Chunk Subdivision: The scene is divided into a grid of spatial chunks (e.g., 100x100 meters).
  3. Chunk-scale Training: Each chunk is trained independently and in parallel. This training phase includes several key adaptations for sparse, large-scale data:
    • Modified Densification: The policy for adding new Gaussians is changed from being based on the mean screen-space gradient to the maximum gradient. This is more robust for sparse camera captures, where a Gaussian might only be seen from a few viewpoints.
    • Depth Regularization: To combat poor geometry reconstruction on texture-less surfaces like roads (a common issue in sparse captures), the authors use depth maps from a monocular depth estimation network (DPT) as a regularization term. This encourages the Gaussians to form a more plausible surface.
    • Exposure Optimization: An affine transformation is optimized for each image to compensate for exposure changes across the long capture sessions.
  4. Hierarchy Generation & Optimization: For each trained chunk, a hierarchical LOD structure is built and optimized as described in Parts 1 and 2.
  5. Consolidation: Finally, all the individually trained and optimized hierarchies are merged. A cleanup step removes redundant Gaussians at the chunk boundaries to ensure a seamless final representation.

5. Experimental Setup

  • Datasets: The method is validated on four very large, street-level datasets.
    • SMALLCITY, CAMPUS, BIGCITY: Three datasets captured by the authors using a helmet-mounted rig with 5-6 GoPro cameras. These range from a 450m trajectory (SMALLCITY) to a 7km trajectory with over 38,000 images (BIGCITY).
    • WAYVE: A 1km dataset provided by the company Wayve.
    • Mill 19: To demonstrate versatility, they also test on this aerial dataset from the Mega-NeRF paper.
  • Evaluation Metrics: Standard metrics for NVS quality are used:
    • PSNR (Peak Signal-to-Noise Ratio): Measures pixel-wise reconstruction accuracy. Higher is better.
    • SSIM (Structural Similarity Index): Measures perceptual similarity in structure, contrast, and luminance. Higher is better.
    • LPIPS (Learned Perceptual Image Patch Similarity): Uses a deep network to measure perceptual difference. Lower is better.
    • FPS (Frames Per Second): Measures rendering speed. Higher is better.
  • Baselines: The method is compared against several state-of-the-art NVS techniques on a single-chunk basis (as the baselines cannot handle the full scenes): Mip-NeRF 360, Instant-NGP, F2-NeRF, and the original 3DGS.

6. Results & Analysis

  • Core Results:

    • Single-Chunk Quality: As shown in the comprehensive comparison in Table 2, the proposed method at its highest detail level (Ours (leaves)) significantly outperforms all baselines, including the original 3DGS, across all datasets and metrics. This validates the effectiveness of their training adaptations (depth regularization, modified densification) for sparse data. The visual comparisons in Image 3 confirm this, showing their method produces sharper and more detailed results.

    • Hierarchy Performance: Table 2 also demonstrates the quality-speed trade-off of the LOD system. As the target granularity τετ_ε increases (moving to coarser levels), PSNR/SSIM/LPIPS scores decrease, but FPS increases dramatically. For example, in the SMALLCITY scene, moving from the leaves to τ3=15pxτ_3=15px increases FPS from 58 to 157.

    • Impact of Hierarchy Optimization: The "Ours opt" rows in Table 2 show the benefit of optimizing the hierarchy. At coarser levels (e.g., τ3τ_3), the optimized hierarchy (Ours opt (3)) achieves significantly better quality (25.68 PSNR) than the unoptimized one (Ours(τ3)Ours (τ_3), 23.04 PSNR) for a similar framerate. This confirms that the optimization step is crucial for maintaining quality at lower detail levels.

    • Scalability and Resource Management: Table 5 provides a compelling analysis of the system's performance on the full, massive scenes. For the BIGCITY scene, at a medium quality setting (τ2τ_2), the system renders only 8% of the total Gaussians, achieving 56 FPS. The original 3DGS would be unable to even load this scene into memory on the test GPU. This demonstrates the immense resource savings and scalability enabled by the hierarchical LOD.

  • Ablations / Parameter Sensitivity:

    • The visual ablations in Image 4 powerfully illustrate the importance of each component. Without consolidation, the scene is a blurry mess. Without depth regularization, the road geometry is poor. Without per-chunk bundle adjustment, the result is blurry. Without exposure compensation, lighting is inconsistent. And without hierarchy optimization, distant details are lost.

    • The quantitative ablations in Table 6 further break down the impact of the modified densification and depth regularization, showing that both contribute positively to the final quality, with depth regularization providing a particularly large boost in perceptual metrics (LPIPS).

7. Conclusion & Reflections

  • Conclusion Summary: The paper successfully presents the first comprehensive solution for creating and rendering massive, kilometer-scale radiance fields in real-time. By introducing a novel, optimizable hierarchy for 3D Gaussian Splatting and pairing it with a robust divide-and-conquer training pipeline, the authors overcome the critical scalability limitations of prior methods. Their system makes the capture and interactive exploration of neighborhood-scale digital twins accessible using affordable consumer hardware.

  • Limitations & Future Work:

    • Data-Related Artifacts: The authors acknowledge that many remaining visual artifacts are due to challenges in the input data, such as sparse camera coverage, imperfect camera pose estimation, and dynamic objects (like moving cars) that are not fully removed.
    • Limited Extrapolation: Due to the nature of the ground-level capture (a single path), the ability to navigate far from the camera trajectory is limited.
    • Future Directions: The authors suggest that the 3DGS hierarchy could be a foundational element for more advanced applications, such as creating scene graphs for editing, animation, or collision detection within radiance fields. They also propose adding dynamic LOD selection to target a specific performance budget automatically.
  • Personal Insights & Critique:

    • This paper is a significant engineering and research achievement. It represents a mature fusion of modern neural rendering (3DGS) with timeless principles of real-time computer graphics (LOD hierarchies).
    • The concept of an optimizable hierarchy is particularly brilliant. It elevates the LOD from a simple approximation to an integral part of the learned representation, ensuring that quality is maximized even at coarse levels.
    • The work's practical impact is immense. It democratizes the creation of large-scale virtual environments, moving beyond academic datasets to real-world, user-captured scenes. This has profound implications for fields like urban planning, virtual tourism, and autonomous vehicle simulation.
    • The primary challenge remaining is not with the rendering methodology itself, but with the "capture-to-render" pipeline. Improving automatic data cleanup, dynamic object removal, and robust camera tracking for massive, casual captures will be critical next steps for the field.

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