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Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction
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Extends 3D Gaussian Splatting to monocular dynamic scenes by learning canonical 3D Gaussians deformed by an MLP deformation field conditioned on time, plus an annealed noise smoothing scheme for pose-induced jitter.
Problem
Reconstructing and rendering monocular dynamic scenes with high fidelity and real-time speed, where implicit neural representations are slow and lose detail, and inaccurate poses cause temporal jitter in time interpolation.
Approach
Jointly optimize 3D Gaussians in canonical space with a purely implicit MLP deformation field (inputs: stop-gradient Gaussian position and time with positional encoding) that outputs offsets to position, rotation and scale, rendered via the differentiable Gaussian rasterizer; an annealed Gaussian noise added to time encoding (AST) smooths training with no extra overhead.
Key results
- On the D-NeRF synthetic scenes, the method achieves the best PSNR/SSIM/LPIPS in the table, e.g., Hell Warrior PSNR 41.54 vs 31.26 for the best baseline Tensor4D.
- On NeRF-DS (mean over seven scenes), the method reaches PSNR 24.11, SSIM 0.8525, LPIPS 0.1769, versus NeRF-DS baseline 23.60 / 0.8494 / 0.1816.
- Real-time rendering above 30 FPS on an RTX 3090 when the number of Gaussians is below 250k.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add annealing smooth training (AST) (ablation) | Deformable 3D Gaussians · NeRF-DS | PSNR: 23.97 -> 24.11 | Helped |
| add annealing smooth training (AST) (ablation) | Deformable 3D Gaussians · NeRF-DS | SSIM: 0.8346 -> 0.8525 | Helped |
| add annealing smooth training (AST) (ablation) | Deformable 3D Gaussians · NeRF-DS | LPIPS: 0.2037 -> 0.1769 | Helped |
| add AST noise annealing to time input (ablation) | Deformable 3D Gaussians · real-world time interpolation | temporal smoothness | Helped |
| reduce time positional encoding from the original order to 6pe without AST (ablation) | Deformable 3D Gaussians · real-world time interpolation | preservation of high-frequency information | Hurt |
| use original-order time positional encoding without AST (ablation) | Deformable 3D Gaussians · real-world time interpolation | temporal overfitting | Hurt |
| apply positional encoding to deformation-network inputs (ablation) | Deformable 3D Gaussians · dynamic scene rendering | rendering detail | Helped |
Surprising findings
- Explicit grid/plane structures were deliberately avoided because the low-rank assumption hurts dynamic scenes, with an MLP deformation field preferred instead.
Limitations
- Performance depends on accuracy of COLMAP pose estimation; not optimal PSNR on HyperNeRF.
- Sparse viewpoints can cause overfitting; training time and memory scale with the number of Gaussians.
- Evaluated mainly on moderate motion; complex human motion such as facial expressions untested.
Experimental setup
Datasets: D-NeRF synthetic dataset HyperNeRF NeRF-DS
Benchmarks: D-NeRF synthetic dataset NeRF-DS
Metrics: PSNR SSIM LPIPS FPS
Baselines: 3D-GS D-NeRF TiNeuVox Tensor4D K-Planes HyperNeRF NeRF-DS
Builds on: 3D Gaussian Splatting D-NeRF HyperNeRF positional encoding
Closest papers by meaning
- Motion Decoupled 3D Gaussian Splatting for Dynamic Object Representation (AAAI 2025 · similarity 0.92)
- Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle (CVPR 2024 · similarity 0.92)
- 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering (CVPR 2024 · similarity 0.92)
- Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling (AAAI 2025 · similarity 0.92)
- COLMAP-Free 3D Gaussian Splatting (CVPR 2024 · similarity 0.91)
- DGS-LRM: Real-Time Deformable 3D Gaussian Reconstruction From Monocular Videos (NeurIPS 2025 · similarity 0.91)
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