Research map / 3D vision / Gaussian splatting
CoGS: Controllable Gaussian Splatting
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Extends 3D Gaussian Splatting to monocular dynamic scenes with per-Gaussian deformation MLPs and regularizers, then adds learned mask-based control signals for real-time, controllable manipulation of articulated parts.
Problem
Monocular dynamic scene reconstruction and re-animation of articulated objects is costly with NeRFs, existing dynamic Gaussian methods need synchronized multi-view cameras, and prior controllable NeRFs require pre-computed control signals and masks.
Approach
Learns per-Gaussian offset MLPs for position, color, rotation and scale over time, regularized by neighborhood rigidity/trajectory losses, then learns a 3D Gaussian-level mask and an unsupervised PCA-based control signal extracted from Gaussian motion to drive per-part attribute offsets.
Key results
- On the 360-degree synthetic dynamic dataset, CoGS reaches 37.90 PSNR and 0.983 SSIM, versus 32.67 PSNR for the best NeRF baseline TiNeuVox-B and 23.07 PSNR for static 3D GS.
- On real dynamic scenes from HyperNeRF, CoGS achieves 29.6 PSNR and 0.950 SSIM, comparable to HyperNeRF (29.8 PSNR, 0.954 SSIM) and better than 3D GS (22.1 PSNR).
- The method achieves controllable manipulation of articulated parts (face eyes/mouth, toy car hood/trunk/doors) without pre-computed control signals or masks.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add Lnorm (ablation) | CoGS dynamic GS · Synthetic dynamic scenes | PSNR: 37.41 -> 37.90 | Helped |
| add Ldiff (ablation) | CoGS dynamic GS · Synthetic dynamic scenes | PSNR: 37.68 -> 37.90 | Helped |
| add Lrigid (ablation) | CoGS dynamic GS · Synthetic dynamic scenes | PSNR: 37.75 -> 37.90 | Helped |
| add Lnorm (ablation) | CoGS dynamic GS · Real dynamic scenes | PSNR: 29.1 -> 29.6 | Helped |
| add Ldiff (ablation) | CoGS dynamic GS · Real dynamic scenes | PSNR: 29.8 -> 29.6 | Hurt |
| add Lrigid (ablation) | CoGS dynamic GS · Real dynamic scenes | PSNR: 29.4 -> 29.6 | Helped |
Surprising findings
- Static 3D GS scores far below NeRF-based dynamic baselines on the real scenes (22.1 vs 29.8 PSNR), showing that dynamic modeling is essential.
Limitations
- Struggles with shiny or intricately lit objects common to Gaussian splatting pipelines.
- Non-rigid deformation and large-scale motion in monocular settings are difficult.
- PCA-based control signal extraction may fail on highly complex movements.
Experimental setup
Datasets: D-NeRF synthetic dynamic dataset HyperNeRF real dynamic scenes CoNeRF real face scene self-captured toy car scenes
Benchmarks: D-NeRF synthetic dynamic scenes HyperNeRF real dynamic scenes
Metrics: PSNR SSIM LPIPS
Baselines: NeRF DirectVoxGo Plenoxels T-NeRF D-NeRF TiNeuVox 3D GS NV NSFF Nerfies HyperNeRF
Builds on: 3D Gaussian Splatting HyperNeRF CoNeRF Dynamic 3D Gaussians
Closest papers by meaning
- MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting (NeurIPS 2024 · similarity 0.90)
- COLMAP-Free 3D Gaussian Splatting (CVPR 2024 · similarity 0.90)
- SfM-Free 3D Gaussian Splatting via Hierarchical Training (CVPR 2025 · similarity 0.89)
- Mani-GS: Gaussian Splatting Manipulation with Triangular Mesh (CVPR 2025 · similarity 0.89)
- GaussianPro: 3D Gaussian Splatting with Progressive Propagation (ICML 2024 · similarity 0.89)
- H3D-DGS: Exploring Heterogeneous 3D Motion Representation for Deformable 3D Gaussian Splatting (NeurIPS 2025 · similarity 0.89)
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