Research map / 3D vision / Gaussian splatting
SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes
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Proposes SC-GS, which drives dense 3D Gaussians with sparse control points whose time-varying 6-DoF transforms come from a deformation MLP, enabling dynamic novel view synthesis and user-driven motion editing.
Problem
Novel view synthesis of dynamic scenes from monocular video with Gaussian splatting, where per-Gaussian motion is noisy, slow to train, and generalizes poorly, and where motion is not easily editable.
Approach
Decompose motion into a small set of sparse control points carrying learned 6-DoF transformations (predicted by an MLP over canonical location and time), interpolated to Gaussians with RBF/KNN linear blend skinning, regularized by an ARAP loss on trajectory-based control graphs, with adaptive control point densification and pruning; the sparse graph also supports ARAP-based motion editing.
Key results
- On D-NeRF, the method reaches 43.31 average PSNR, versus 34.01 for 4D-GS and 38.51 for the per-Gaussian deformation baseline.
- On NeRF-DS, average PSNR is 24.1 versus 23.9 for NeRF-DS and 21.5 for TiNeuVox-B, with the authors noting the gain is modest.
- Ablation on D-NeRF shows removing control points drops PSNR from 43.31 to 38.51, and removing the ARAP loss drops it to 42.62.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use sparse control points to drive Gaussian motion instead of per-Gaussian transformations | SC-GS · D-NeRF | PSNR: 38.51 -> 43.31 | Helped |
| Use sparse control points to drive Gaussian motion instead of per-Gaussian transformations | SC-GS · D-NeRF | SSIM: .992 -> .997 | Helped |
| Use sparse control points to drive Gaussian motion instead of per-Gaussian transformations | SC-GS · D-NeRF | LPIPS (VGG): 0.0162 -> 0.0063 | Helped |
| Use SC-GS rather than NeRF-DS | SC-GS · NeRF-DS | PSNR: 23.9 -> 24.1 | Helped |
| Use SC-GS rather than NeRF-DS | SC-GS · NeRF-DS | MS-SSIM: .898 -> .891 | Hurt |
| Use SC-GS rather than NeRF-DS | SC-GS · NeRF-DS | LPIPS (Alex): .127 -> .140 | Hurt |
| Add sparse control points (ablation) | SC-GS · D-NeRF | PSNR: 38.512 -> 43.307 | Helped |
| Add sparse control points (ablation) | SC-GS · D-NeRF | SSIM: 0.9922 -> 0.9976 | Helped |
| Add sparse control points (ablation) | SC-GS · D-NeRF | LPIPS: 0.0162 -> 0.0063 | Helped |
| Add ARAP loss (ablation) | SC-GS · D-NeRF | PSNR: 42.617 -> 43.307 | Helped |
| Add ARAP loss (ablation) | SC-GS · D-NeRF | SSIM: 0.9963 -> 0.9976 | Helped |
| Add ARAP loss (ablation) | SC-GS · D-NeRF | LPIPS: 0.0067 -> 0.0063 | Helped |
Surprising findings
- On NeRF-DS the method is not best on every scene and the authors note NeRF-DS outperforms it on certain datasets due to specular modeling.
Limitations
- Sensitive to inaccurate camera poses, causing failures on HyperNeRF datasets.
- Limited handling of specular effects, with little gain on NeRF-DS.
- Blurry videos with dynamic objects are not handled.
Experimental setup
Datasets: D-NeRF NeRF-DS
Benchmarks: D-NeRF NeRF-DS
Metrics: PSNR SSIM MS-SSIM LPIPS
Baselines: D-NeRF TiNeuVox Tensor4D K-Planes FF-NVS 4D-GS HyperNeRF NeRF-DS
Builds on: 3D Gaussian Splatting As-Rigid-As-Possible deformation Linear blend skinning 4D Gaussian Splatting
Closest papers by meaning
- MoDec-GS: Global-to-Local Motion Decomposition and Temporal Interval Adjustment for Compact Dynamic 3D Gaussian Splatting (CVPR 2025 · similarity 0.92)
- Motion Decoupled 3D Gaussian Splatting for Dynamic Object Representation (AAAI 2025 · similarity 0.92)
- Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling (AAAI 2025 · similarity 0.92)
- HAIF-GS: Hierarchical and Induced Flow-Guided Gaussian Splatting for Dynamic Scene (NeurIPS 2025 · similarity 0.91)
- Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction (CVPR 2024 · similarity 0.91)
- Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis (CVPR 2024 · similarity 0.91)
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