Research map / 3D vision / Gaussian splatting
4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
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Proposes 4D Gaussian Splatting, a holistic representation that deforms a single canonical set of 3D Gaussians with a HexPlane-based spatial-temporal encoder and a tiny multi-head MLP decoder, enabling real-time dynamic scene rendering.
Problem
Real-time, memory- and training-efficient novel view synthesis of dynamic scenes, especially from monocular sparse inputs, where complex motion is hard to model efficiently.
Approach
Instead of per-frame 3D Gaussians or per-Gaussian motion tables, a single canonical set of 3D Gaussians is deformed at each timestamp by a Gaussian deformation field: a decomposed 4D neural voxel (HexPlane/K-Planes style) encodes features from nearby Gaussians and time, and a tiny multi-head MLP predicts position, rotation and scale offsets.
Key results
- On the synthetic dataset at 800x800, 4D-GS reaches 34.05 dB PSNR and 82 FPS with 18 MB storage and 8 min training.
- On Neu3D at 1352x1014, 4D-GS achieves 30 FPS with 31.15 PSNR and 40 min training, trading some PSNR versus Im4D (32.58) and MSTH (32.37).
- Ablation without the HexPlane encoder drops synthetic PSNR from 34.05 to 27.05, and removing the phi_x position head drops it to 26.67.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use 4D-GS instead of V4D | Dynamic scene rendering · Synthesis dataset | PSNR (dB): 33.72 -> 34.05 | Helped |
| Use 4D-GS instead of V4D | Dynamic scene rendering · HyperNeRF vrig | PSNR (dB): 24.8 -> 25.2 | Helped |
| Use 4D-GS instead of HexPlane-all | Dynamic scene rendering · Neu3D | PSNR (dB): 31.70 -> 31.15 | Hurt |
| Use 4D-GS instead of MSTH | Dynamic scene rendering · Neu3D | FPS: 2(15‡) -> 30 | Helped |
| Add HexPlane encoder Rl(i, j) (ablation) | 4D-GS · Synthesis dataset | PSNR (dB): 27.05 -> 34.05 | Helped |
| Add 3D Gaussian warm-up initialization (ablation) | 4D-GS · Synthesis dataset | PSNR (dB): 31.91 -> 34.05 | Helped |
| Add position deformation head ϕx (ablation) | 4D-GS · Synthesis dataset | PSNR (dB): 26.67 -> 34.05 | Helped |
| Add rotation deformation head ϕr (ablation) | 4D-GS · Synthesis dataset | PSNR (dB): 33.08 -> 34.05 | Helped |
| Add scaling deformation head ϕs (ablation) | 4D-GS · Synthesis dataset | PSNR (dB): 33.02 -> 34.05 | Helped |
Surprising findings
- Removing the HexPlane encoder raises FPS to 140 but sharply lowers PSNR, showing a speed-quality trade-off.
- The vanilla 3D-GS baseline achieves only 23.19 dB on synthetic scenes because it lacks motion modeling.
Limitations
- Struggles with large motions, absence of background points, and inaccurate camera poses.
- Cannot separate static and dynamic Gaussians under monocular settings without extra supervision.
- Querying the deformation field for huge numbers of Gaussians hinders scaling to urban-scale reconstruction.
Experimental setup
Datasets: D-NeRF synthetic dataset HyperNeRF dataset Neu3D dataset
Benchmarks: D-NeRF synthetic HyperNeRF vrig Neu3D
Metrics: PSNR SSIM MS-SSIM LPIPS FPS training time storage
Baselines: TiNeuVox K-Planes HexPlane-Slim 3D-GS FFDNeRF MSTH V4D Im4D HyperReel NeRFPlayer HyperNeRF Nerfies
Builds on: 3D Gaussian Splatting HexPlane K-Planes D-NeRF
Closest papers by meaning
- Fully Explicit Dynamic Gaussian Splatting (NeurIPS 2024 · similarity 0.93)
- 1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering (NeurIPS 2025 · similarity 0.93)
- Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting (ICLR 2024 · similarity 0.92)
- Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis (CVPR 2024 · similarity 0.92)
- Temporal Smoothness-Aware Rate-Distortion Optimized 4D Gaussian Splatting (NeurIPS 2025 · similarity 0.92)
- Grid4D: 4D Decomposed Hash Encoding for High-Fidelity Dynamic Gaussian Splatting (NeurIPS 2024 · similarity 0.92)
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