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4D Gaussian Splatting for Real-Time Dynamic Scene Rendering

Paper · 2023 · Guanjun Wu, Taoran Yi, Jiemin Fang et al.

Summary

Rendering dynamic scenes from new viewpoints and timestamps is hard to do both accurately and quickly. NeRF-style methods remain slow at render time. The obvious extension of 3D Gaussian Splatting (3D-GS) is to fit separate Gaussians for every frame, as Dynamic3DGS does, but then storage grows with sequence length. The authors propose 4D Gaussian Splatting (4D-GS). It keeps one canonical set of 3D Gaussians and learns a Gaussian deformation field that shifts each Gaussian and alters its rotation and scale for a given timestamp. The field pairs a spatial-temporal structure encoder with a tiny MLP decoder. The encoder uses multi-resolution factorized voxel planes inspired by HexPlane. The decoder has separate heads for position, rotation and scaling. Nearby Gaussians read shared plane features, so their motions are coupled rather than learned in isolation. The deformed Gaussians are drawn with ordinary differentiable splatting. 4D-GS runs in real time (82 FPS at 800×800 on an RTX 3090) and matches or beats earlier state-of-the-art quality. Its memory depends only on the number of Gaussians plus the network size.

Key points

  • Reported speed is up to 82 FPS at 800×800 on synthetic data and 30 FPS at 1352×1014 on real data, measured on a single RTX 3090.
  • Memory cost is O(N + F), meaning the number of Gaussians plus the deformation network parameters. Per-timestamp tables as in Dynamic3DGS cost O(tN).
  • The full model scores PSNR 34.05 dB, SSIM 0.98 and LPIPS 0.02 on the synthetic-data ablation, with about 8 minutes of training and 18 MB of storage.
  • Ablations show which parts matter:
    • Removing the HexPlane encoder cuts PSNR to 27.05, although training is faster (4 mins, 140 FPS).
    • Skipping the static initialization gives 31.91.
    • Dropping the position head gives 26.67.
    • Dropping the rotation or scaling head costs about 1 dB each.
  • Stated limitations:
    • Large motions, missing background points and inaccurate camera poses make optimization difficult.
    • Static and dynamic parts are hard to separate in monocular input.
    • Urban-scale scenes are too costly, because so many Gaussians must query the deformation field.

Interesting ideas

  • I1. One canonical set plus a learned deformation. Storing a single base representation and a compact time-conditioned network avoids duplicating state per frame. The same pattern suits any time-varying data where storage would otherwise grow with sequence length.
  • I2. Shared factorized features for neighbours. Gaussians are encoded through multi-resolution 2D planes (xy, xz, yz and their pairings with t), so neighbouring elements share information. This regularizes their behaviour and avoids tearing artifacts. Low-rank plane factorization is a cheap way to give local smoothness to any set of points indexed by coordinates.
  • I3. Separate small heads for separate attributes. Splitting the decoder into position, rotation and scaling heads lets the ablation measure each one's contribution. In this paper, position turned out to matter most.
  • I4. Static warm-up before joint training. The Gaussians are first fitted as a static scene for the first few thousand iterations, and only then is the deformation field trained jointly. Starting with the simpler subproblem before adding the time dimension is a general curriculum trick for stabilizing optimization.
  • I5. Treating speed as a budget, not a single number. The authors relate FPS to the Gaussian count, noting up to 90 FPS below 30,000 Gaussians. They also state that resolution, scene complexity and network capacity all have to be balanced. Reporting such trade-off curves alongside headline numbers is a sound evaluation habit.

Our summary of the paper, in our own words — not its text. The work belongs to its authors; read it at the links above.

 Institutions

 Fields, topics and concepts

Cite

Cite as Guanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie, Xiaopeng Zhang, Wei Wei, Wenyu Liu, Qi Tian and Xinggang Wang. 2023. 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering. arXiv:2310.08528.

The paper itself, not this page. BibTeX from the library's record of the work. DOI 10.48550/arxiv.2310.08528 · arXiv 2310.08528

@misc{wu20234d,
  title = {{4D Gaussian Splatting for Real-Time Dynamic Scene Rendering}},
  author = {Guanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie, Xiaopeng Zhang, Wei Wei, Wenyu Liu, Qi Tian and Xinggang Wang},
  year = {2023},
  doi = {10.48550/arxiv.2310.08528},
  eprint = {2310.08528},
  archivePrefix = {arXiv},
  url = {https://doi.org/10.48550/arxiv.2310.08528}
}

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