Deploying a trained 3D Gaussian Splatting scene under shrinking compute budgets requires one primitive set to remain effective when rendered at smaller prefixes. In this continuous level of detail (LoD) setting, the challenge is to decide which Gaussians should retain capacity as the budget decreases. A pilot study on 3DGS-MCMC reconstructions shows that image complexity, computed from the input views before optimization, predicts where reconstruction error concentrates in image and 3D space. It also reveals that simple regions contain too many Gaussians and degrade as much as complex ones at lower budgets, despite being inherently cheaper to represent. Subsequently, in KoalaGS, during training we use this complexity prior to bias relocation toward poorly reconstructed areas while ensuring smooth degradation across LoDs. A primitive importance score then enables inference at low-capacity, while preserving the scene structure. Tested across three datasets, KoalaGS maintains competitive full-capacity quality while significantly improving quality across the budget spectrum, yielding smoother transitions across LoDs, and enabling faster progressive streaming.
Figures & tables
Figure 1: Analysis methodology. ( 1(a) ) We measure the spatial correlation between the complexity map of the input image (left), and the quality map (center), obtained after 3DGS-MCMC optimization. We then project and aggregate these 2D fields onto the Gaussian particles to obtain complexity/quality fields in 3D (right). ( 1(b) ) Complexity and quality inversely correlate both in the 2D image plane and in the 3D object space. Note that for easier visualization, we inverted colors of all complexity maps .
Pearson ρ
Spearman rs
Domain
Complexity
PSNR
SSIM
PSNR
SSIM
Avg. Rank
2D
Shannon
−0.605
−0.259
−0.590
−0.346
3
Laplacian
−0.546
−0.207
−0.649
−0.365
2
Delentropy
−0.647
−0.379
−0.638
−0.498
1
Average
−0.599
−0.282
−0.626
−0.403
–
3D
Shannon
−0.588
−0.557
−0.170
−0.165
3
Table 1: Correlation between local complexity and reconstruction quality. On DL3DV, across 140 scenes, complexity is negatively correlated with PSNR and SSIM in both the image plane and object space, indicating that more complex regions tend to reconstruct worse. Delentropy gives the strongest average rank. Best correlations are shown in bold.
Figure 2: Relation between complexity and Gaussian density. ( 2(a) ) Each bin counts the Gaussians inside a voxel of that complexity aggregated across DL3DV scenes. On the y-axis, the straight rise of the percentiles indicates an exponential growth (note y-axis is log-scaled). ( 2(b) ) Considering an indoor scene reconstructed with 3DGS-MCMC, we lower capacity by dropping primitives in order of opacity, plotting the average PSNR reached at each complexity for every budget. We observe that the simplest regions lose almost as much quality as the most complex ones, so even flat surfaces are broken into multiple low opacity Gaussians.
100% Capacity
10% Capacity
1% Capacity
0.1% Capacity
Method
#GS [k]
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
DB
OctreeGS [ 27 ]
1,457
30.23
0.908
0.254
-
-
-
-
-
-
-
-
-
FlexGS [ 5 ]
2,547
29.29
0.898
0.320
29.27
0.897
0.349
24.68
0.824
0.472
-
-
-
3DGS MCMC [ 8 ]
2,950
29.70
0.907
0.236
24.36
0.792
0.362
16.81
0.656
0.520
12.67
0.601
0.599
LightGaussian [ 15 ]
2,950
29.73
0.907
0.240
26.21
0.849
0.333
19.59
0.742
0.482
15.26
0.675
0.546
MGS [ 2 ]
2,950
29.29
0.905
0.247
28.61
0.888
0.282
23.28
0.800
0.416
16.58
0.692
0.531
Table 2: Performance at log-spaced LoD targets. Metrics at 100%, 10%, 1%, and 0.1% budgets across three datasets. Among full-LoD methods, ours performs on par at full capacity and generally better at lower budgets. For partial-LoD methods, dashes (-) denote unreachable operating points.
Figure 3: Qualitative comparison across the LoD spectrum. Methods perform similarly at full capacity but diverge sharply at lower budgets. Ours better preserves scene coverage at low budgets and remains competitive with FlexGS while enabling prefix rendering.
Figure 4: Quality metrics across the LoD spectrum. Our method matches full-capacity baselines and degrades more gracefully as budgets shrink. Below 10%, 3DGS MCMC collapses and LightGaussian improves little. OctreeGS has limited discrete LoDs, FlexGS fluctuates between trained budgets, and MGS follows ours but with lower quality throughout. Results are on MipNerf.
Total [0.1%, 100%]
[0.1%, 1%] ( ×100 )
[1%, 10%] ( ×10 )
[10%, 100%]
Method
AUC PSNR ↑
AUC SSIM ↑
AUC LPIPS ↓
AUC PSNR ↑
AUC SSIM ↑
AUC LPIPS ↓
AUC PSNR ↑
AUC SSIM ↑
AUC LPIPS ↓
AUC PSNR ↑
AUC SSIM ↑
AUC LPIPS ↓
DB
FlexGS [ 5 ]
27.47
0.867
0.363
-
-
-
25.28
0.788
0.350
24.94
0.788
0.328
3DGS MCMC [ 8 ]
27.96
0.870
0.274
13.69
0.573
0.497
19.49
0.664
0.378
25.87
0.798
0.231
LightGaussian [ 15 ]
28.61
0.888
0.268
16.29
0.650
0.457
21.44
0.730
0.347
26.31
0.809
0.229
MGS [ 2 ]
28.95
0.897
0.259
18.81
0.685
0.414
24.62
0.778
0.289
26.30
0.813
0.226
Ours
29.51
0.902
0.254
19.19
0.690
0.413
24.86
0.778
0.288
26.83
0.817
0.221
Table 3: Area Under the Curve (AUC) across Capacity Intervals. For all intervals, our method outperforms all other prefix-renderable continuous LoD methods, exhibiting large gaps in smaller intervals [0.1%,1%] . Intervals are scaled for direct comparison.
Figure 5: Variance analysis across LoD. For both MGS and ours, we report the inter and intra LoD variances on MipNerf( lower is better ). Our method consistently outperforms MGS.
Components
AUC [0.1%, 100%]
100% Capacity
Dens.
Score
Var.
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
None
✗
✗
✗
28.74
0.855
0.196
29.55
0.863
0.164
Single
✓
✗
✗
28.81
0.859
0.190
29.79
0.889
0.151
✗
✓
✗
28.94
0.861
0.188
29.62
0.882
0.159
✗
✗
✓
28.79
0.855
0.190
29.59
0.870
0.160
Pair
✓
✓
✗
28.99
0.862
0.187
29.75
0.885
0.154
Table 4: Full ablation. All combinations of complexity-aware densification (Dens.), importance scoring (Score), and the spatial variance loss (Var.) on MipNerf.
Figure 6: Time to quality in streaming. Rendering quality of Bonsai [ 34 ] , over a 50 Mbps link. Prefix methods send each primitive once, so every arrival refines the model, and ours reaches every quality level first. FlexGS resends the full set for each budget, so time is delayed and quality oscillates.
Appendix figures & tables9 assets
Supplementary material from the paper’s appendix.
Appendix
Hyperparameter
Value
Spatial-variance loss weight λvar
2.0
Importance-score weight λ
2.0
Complexity EMA rate η
0.8
Training LoD sampling distribution
τ∼U(0,100%)
Dropout rate on normalized complexity C~
0.2
Training steps
30000
Appendix
Table 5: Hyperparameters used in our method.
Figure 7: Qualitative comparison on Garden. Renders of the outdoor Garden scene from MipNerf360 [ 34 ] at four budgets.
Figure 8: Qualitative comparison on Room. Renders of the indoor Room scene from MipNerf360 [ 34 ] at four budgets.
100% Capacity
AUC [0.1%, 100%]
Dataset
δ
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
TandT [ 35 ]
0
24.52
0.856
0.153
23.91
0.829
0.193
0.2
24.65
0.868
0.150
24.02
0.839
0.189
0.4
24.46
0.852
0.152
23.86
0.828
0.192
0.6
24.44
0.847
0.163
23.85
0.818
0.195
0.8
24.39
0.841
0.171
23.80
0.811
0.199
Appendix
Table 6: Complexity dropout rate. Sweep of the dropout rate δ on TandT and DB. δ=0 always applies the complexity term and δ=1 reduces to opacity sampling. Our default is shaded.
Indoor
Outdoor
Method
100%
10%
1%
0.1%
100%
10%
1%
0.1%
FlexGS ∗ [ 5 ]
339
578
833
–
351
609
1021
–
LightGaussian [ 15 ]
300
379
697
1101
189
435
855
1364
3DGS MCMC [ 8 ]
300
568
688
732
189
805
1093
1177
MGS [ 2 ]
302
595
731
829
193
769
1050
1151
Ours
302
450
475
463
198
649
833
874
Appendix
Table 7: Rendering speed. Average frame rate (FPS ↑ ) on MipNerf360 at four levels of detail. Indoor scenes are rendered at half resolution and outdoor scenes at quarter resolution. FlexGS is excluded from the ranking.
Figure 16
Method
Statistic
[0,1)
[1,2)
[2,3)
[3,4)
[4,5]
MGS [ 2 ]
Count
22.9k
110.0k
240.1k
466.5k
460.5k
Share
1.8%
8.5%
18.5%
35.8%
35.4%
Ours
Count
21.1k
100.7k
233.8k
471.5k
472.9k
Share
1.6%
7.7%
18.0%
36.3%
36.4%
Appendix
Table 8: Full capacity allocation. Number and share of Gaussians per complexity bin at a budget of 1300k. Our densification shifts Gaussians towards the most complex bins.
Components
AUC [0.1%, 100%]
100% Capacity
10% Capacity
1% Capacity
0.1% Capacity
Dens.
Score
Var.
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
None
✗
✗
✗
28.74
0.855
0.196
29.55
0.863
0.164
27.02
0.794
0.275
20.12
0.543
0.540
14.59
0.393
0.623
Single
✓
✗
✗
28.81
0.859
0.190
29.79
0.889
0.151
27.53
0.805
0.263
20.76
0.560
0.511
15.68
0.424
0.616
✗
✓
✗
28.94
0.861
0.188
29.62
0.882
0.159
27.69
0.818
0.259
20.95
0.564
0.511
15.94
0.457
0.615
✗
✗
✓
28.79
0.855
0.190
29.59
0.870
0.160
27.44
0.804
0.268
20.39
0.553
0.520
15.10
0.412
0.621
Pair
✓
✓
✗
28.99
0.862
0.187
29.75
0.885
0.154
27.75
0.819
0.259
20.99
0.565
0.510
16.08
0.457
0.615
Appendix
Table 9: Full ablation. All combinations of complexity aware densification (Dens.), importance scoring (Score), and the spatial variance loss (Var.) on MipNeRF360.
Table 10: Coverage across LoDs. Number of "hole" pixels, i.e. , pixels whose accumulated opacity is below 0.05 , on the test set of the indoor Bonsai and outdoor Bicycle scenes [ 34 ] . Lower is better.