Research map / 3D vision / Gaussian splatting
3D Geometry-Aware Deformable Gaussian Splatting for Dynamic View Synthesis
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Proposes a 3D geometry-aware deformable Gaussian Splatting method that voxelizes canonical Gaussians with a sparse 3D U-Net to extract local geometric features that drive a deformation MLP for dynamic view synthesis from monocular video.
Problem
Dynamic view synthesis from monocular video requires geometrically coherent deformation modeling, which implicit NeRF-based deformation fields and point-wise or interpolated features fail to capture.
Approach
Treats canonical 3D Gaussians as a point cloud, extracts local geometric features with a sparse 3D U-Net over voxels, fuses them with point features, and predicts per-Gaussian position, rotation (continuous 6D) and scale deformations over time; density control is done on transformed Gaussians at each timestamp.
Key results
- On the D-NeRF synthetic dataset, the method reaches 38.0134 average PSNR in ablation (full model) and clearly outperforms 4D-GS on most scenes, e.g., 42.2101 PSNR vs 38.2610 on Jumping Jacks-like scenes such as Stand Up.
- On HyperNeRF averages over Cut Lemon, Chicken, 3D Printer and Split Cookie, the method reports 27.52 PSNR, 0.80 SSIM and 0.25 LPIPS versus 26.98 PSNR for 4D-GS.
- Ablation shows removing geometric features drops average PSNR from 38.01 to 37.58 and using a quaternion instead of 6D rotation drops it to 37.88 (per-table numbers).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add geometry-aware features to the canonical field (ablation) | 3D Geometry-Aware Deformable Gaussian Splatting · Synthetic dataset ablation average | PSNR: 37.5757 -> 38.0134 | Helped |
| Use continuous 6D rotation representation instead of quaternion (ablation) | 3D Geometry-Aware Deformable Gaussian Splatting · Synthetic dataset ablation average | PSNR: 37.8750 -> 38.0134 | Helped |
| Control density using transformed Gaussians at timestamps, not only canonical Gaussians (ablation) | 3D Geometry-Aware Deformable Gaussian Splatting · Synthetic dataset ablation average | PSNR: 37.8026 -> 38.0134 | Helped |
| Use sparse-convolution geometry features instead of PointNet-like features (ablation) | 3D Geometry-Aware Deformable Gaussian Splatting · Synthetic dataset ablation average | PSNR: 36.7353 -> 38.0134 | Helped |
| Use sparse-convolution geometry features instead of plane-projection features (ablation) | 3D Geometry-Aware Deformable Gaussian Splatting · Synthetic dataset ablation average | PSNR: 35.9054 -> 38.0134 | Helped |
| Add the proposed components instead of using the vanilla model (ablation) | 3D Geometry-Aware Deformable Gaussian Splatting · Synthetic dataset ablation average | PSNR: 35.2307 -> 38.0134 | Helped |
| Use geometry-aware deformation instead of 4D-GS | Dynamic view synthesis on D-NeRF scenes · D-NeRF: T-Rex | PSNR: 33.3912 -> 39.0285 | Helped |
| Use geometry-aware deformation instead of 4D-GS | Dynamic view synthesis on HyperNeRF scenes · HyperNeRF average (Cut Lemon, Chicken, 3D Printer, Split Cookie) | PSNR: 26.98 -> 27.52 | Helped |
Surprising findings
- On HyperNeRF's Broom and Chicken-like scenes, the method does not beat all baselines (e.g., lower MS-SSIM than TiNeuVox on 3D Printer and Broom), and 3D-GS achieves much lower HyperNeRF scores than the NeRF-based methods.
Limitations
- Explicit motion modeling via foreground/background segmentation cues is not yet addressed.
- Rendering speed is modest (12 FPS), and performance on some real HyperNeRF scenes lags baselines.
Experimental setup
Datasets: D-NeRF HyperNeRF
Benchmarks: D-NeRF HyperNeRF
Metrics: PSNR SSIM LPIPS MS-SSIM
Baselines: 3D-GS D-NeRF TiNeuVox NDVG FDNeRF 4D-GS
Builds on: 3D Gaussian Splatting D-NeRF NeRF positional encoding sparse convolution 6D rotation representation
Closest papers by meaning
- LITA-GS: Illumination-Agnostic Novel View Synthesis via Reference-Free 3D Gaussian Splatting and Physical Priors (CVPR 2025 · similarity 0.88)
- Swift4D: Adaptive divide-and-conquer Gaussian Splatting for compact and efficient reconstruction of dynamic scene (ICLR 2025 · similarity 0.88)
- Template-free Articulated Gaussian Splatting for Real-time Reposable Dynamic View Synthesis (NeurIPS 2024 · similarity 0.88)
- SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes (CVPR 2024 · similarity 0.87)
- Generative Sparse-View Gaussian Splatting (CVPR 2025 · similarity 0.87)
- DisC-GS: Discontinuity-aware Gaussian Splatting (NeurIPS 2024 · similarity 0.87)
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