Research map / 3D vision / Gaussian splatting
Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis
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Proposes Spacetime Gaussians (3D Gaussians extended with temporal opacity and polynomial motion/rotation) with splatted neural feature rendering and error/depth-guided Gaussian sampling for real-time, compact multi-view dynamic view synthesis.
Problem
Novel view synthesis of dynamic real-world scenes that jointly achieves photorealistic quality, real-time high-resolution rendering, and compact storage.
Approach
Extend 3D Gaussians to 4D with a temporal radial basis opacity and polynomial position/rotation trajectories, replace spherical harmonics with compact per-Gaussian features decoded by a tiny MLP, and add guided sampling of new Gaussians where training error is high and coarse depth indicates range.
Key results
- On the Neural 3D Video Dataset, the method reaches 32.05 PSNR at 140 FPS with 200 MB total model size for 300 frames, with best LPIPS (0.044) among compared methods.
- On the Google Immersive Dataset, it reports 29.2 PSNR and 99 FPS versus HyperReel's 28.8 PSNR and 4 FPS, at 1.2 MB per frame.
- On the Technicolor Dataset, it reports 33.6 PSNR at 86.7 FPS and 1.1 MB per frame, outperforming HyperReel (32.7 PSNR, 4 FPS).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use Spacetime Gaussian Feature Splatting instead of HexPlane | Dynamic view synthesis · Neural 3D Video Dataset | PSNR: 31.71 -> 32.74 | Helped |
| use Spacetime Gaussian Feature Splatting instead of HyperReel | Dynamic view synthesis · Google Immersive Dataset | PSNR: 28.8 -> 29.2 | Helped |
| use Spacetime Gaussian Feature Splatting instead of HyperReel | Dynamic view synthesis · Technicolor Dataset | PSNR: 32.7 -> 33.6 | Helped |
| add temporal opacity (ablation) | Spacetime Gaussian Feature Splatting · Technicolor Dataset | PSNR: 31.0 -> 33.6 | Helped |
| add polynomial motion (ablation) | Spacetime Gaussian Feature Splatting · Technicolor Dataset | PSNR: 32.6 -> 33.6 | Helped |
| add polynomial rotation (ablation) | Spacetime Gaussian Feature Splatting · Technicolor Dataset | PSNR: 33.4 -> 33.6 | Helped |
| add feature splatting for view- and time-dependent appearance (ablation) | Spacetime Gaussian Feature Splatting · Technicolor Dataset | PSNR: 33.0 -> 33.6 | Helped |
| add guided sampling of Gaussians (ablation) | Spacetime Gaussian Feature Splatting · Technicolor Dataset | PSNR: 33.3 -> 33.6 | Helped |
| initialize with SfM point clouds every 4 frames instead of every 1 frame (ablation) | Spacetime Gaussian Feature Splatting · Technicolor Dataset, Theater | PSNR: 31.58 -> 31.51 | Hurt |
| initialize with SfM point clouds every 16 frames instead of every 1 frame (ablation) | Spacetime Gaussian Feature Splatting · Technicolor Dataset, Theater | PSNR: 31.58 -> 31.04 | Hurt |
Surprising findings
- Removing guided sampling caused little performance drop on Technicolor, since scenes are richly textured and well covered by SfM points.
- Using SfM points from fewer frames for initialization slightly lowers quality but significantly reduces model size.
Limitations
- Cannot be trained on-the-fly, limiting streaming applications.
- Currently restricted to multi-view video inputs; monocular setting not addressed.
Experimental setup
Datasets: Neural 3D Video Dataset Google Immersive Dataset Technicolor Dataset
Benchmarks: Neural 3D Video Dataset Google Immersive Dataset Technicolor Dataset
Metrics: PSNR DSSIM LPIPS FPS model size
Baselines: DyNeRF HyperReel NeRFPlayer K-Planes MixVoxels-L MixVoxels-X HexPlane StreamRF Neural Volumes LLFF
Builds on: 3D Gaussian Splatting NeuRBF HyperReel K-Planes
Closest papers by meaning
- Fully Explicit Dynamic Gaussian Splatting (NeurIPS 2024 · similarity 0.92)
- Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting (ICLR 2024 · similarity 0.92)
- Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling (AAAI 2025 · similarity 0.92)
- 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering (CVPR 2024 · similarity 0.92)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.91)
- Superpoint Gaussian Splatting for Real-Time High-Fidelity Dynamic Scene Reconstruction (ICML 2024 · similarity 0.91)
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