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HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splatting
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Presents HiFi4G, a compact explicit 4D Gaussian Splatting method for high-fidelity human performance rendering that marries 3DGS with non-rigid tracking (dual-graph, temporal/smooth regularizers) plus residual-based compression to under 2 MB per frame.
Problem
Efficiently rendering realistic, high-fidelity human performances from dense multi-view video in a rasterization-friendly, compact representation, while avoiding temporal jitter and large per-frame storage.
Approach
Combine 3D Gaussian Splatting with embedded-deformation non-rigid tracking via a dual-graph (coarse ED graph for motion priors, fine Gaussian graph for per-kernel motion), regularize with temporal and adaptive-weighted smooth terms, and compress residuals relative to keyframes with quantization and RANS entropy coding.
Key results
- On the authors' dataset, HiFi4G after compression reaches PSNR 35.788 and VMAF 84.312 at 1.648 MB per frame, versus HumanRF's 31.174 PSNR and 11.38 MB.
- On ActorsHQ, HiFi4G after compression achieves PSNR 34.704 and 2.143 MB per frame, compared with HumanRF's 34.106 PSNR at 10.95 MB.
- Compression yields roughly 25x reduction (43.42 MB to 1.648 MB per frame on the own dataset) with less than 2 MB per frame storage; optimization takes about 4 minutes per frame on an RTX 3090.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add the coarse ED-graph prior (ablation) | HiFi4G · Compact 4D Gaussians | PSNR: 29.142 -> 35.085 | Helped |
| add the Gaussian graph (ablation) | HiFi4G · Compact 4D Gaussians | PSNR: 31.185 -> 35.085 | Helped |
| add temporal regularization Etemp (ablation) | HiFi4G · Compact 4D Gaussians | PSNR: 33.555 -> 35.085 | Helped |
| add smooth regularization Esmooth (ablation) | HiFi4G · Compact 4D Gaussians | PSNR: 33.889 -> 35.085 | Helped |
| use adaptive weight wi,t instead of fixed weight 0.1 (ablation) | HiFi4G · Compact 4D Gaussians | PSNR: 33.577 -> 35.085 | Helped |
| apply residual compensation with low-bit quantization (ablation) | HiFi4G compression · Per-frame encoding | Per-frame storage: 3.67MB to under 2MB per frame | Helped |
Surprising findings
- Dynamic 3D Gaussians has much lower PSNR (22.413) than other methods on ActorsHQ, indicating fixed appearance attributes hurt quality on that dataset.
Limitations
- Relies heavily on foreground segmentation; poor segmentation causes artifacts in human-object interaction scenes.
- Requires per-frame reconstruction and mesh tracking; Gaussian optimization still takes several minutes per frame.
- Dependence on fast GPU sorting limits deployment on web viewers and mobile devices.
Experimental setup
Datasets: own multi-view capture (81 Z-CAM cameras) ActorsHQ
Benchmarks: own captured dataset ActorsHQ
Metrics: PSNR SSIM LPIPS VMAF per-frame storage (MB)
Baselines: Instant-NSR NeuS2 HumanRF Dynamic 3D Gaussians
Builds on: 3D Gaussian Splatting DynamicFusion Fusion4D embedded deformation NeuS2
Closest papers by meaning
- Temporal Smoothness-Aware Rate-Distortion Optimized 4D Gaussian Splatting (NeurIPS 2025 · similarity 0.90)
- HiCoM: Hierarchical Coherent Motion for Dynamic Streamable Scenes with 3D Gaussian Splatting (NeurIPS 2024 · similarity 0.90)
- Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis (CVPR 2024 · similarity 0.89)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.89)
- Optimized Minimal 3D Gaussian Splatting (NeurIPS 2025 · similarity 0.89)
- GauHuman: Articulated Gaussian Splatting from Monocular Human Videos (CVPR 2024 · similarity 0.89)
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