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Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis

CVPR 2024 · 3D vision › Gaussian splatting · approach: Deformable 4D Gaussian splatting · 186 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use Spacetime Gaussian Feature Splatting instead of HexPlaneDynamic view synthesis · Neural 3D Video DatasetPSNR: 31.71 -> 32.74Helped
use Spacetime Gaussian Feature Splatting instead of HyperReelDynamic view synthesis · Google Immersive DatasetPSNR: 28.8 -> 29.2Helped
use Spacetime Gaussian Feature Splatting instead of HyperReelDynamic view synthesis · Technicolor DatasetPSNR: 32.7 -> 33.6Helped
add temporal opacity (ablation)Spacetime Gaussian Feature Splatting · Technicolor DatasetPSNR: 31.0 -> 33.6Helped
add polynomial motion (ablation)Spacetime Gaussian Feature Splatting · Technicolor DatasetPSNR: 32.6 -> 33.6Helped
add polynomial rotation (ablation)Spacetime Gaussian Feature Splatting · Technicolor DatasetPSNR: 33.4 -> 33.6Helped
add feature splatting for view- and time-dependent appearance (ablation)Spacetime Gaussian Feature Splatting · Technicolor DatasetPSNR: 33.0 -> 33.6Helped
add guided sampling of Gaussians (ablation)Spacetime Gaussian Feature Splatting · Technicolor DatasetPSNR: 33.3 -> 33.6Helped
initialize with SfM point clouds every 4 frames instead of every 1 frame (ablation)Spacetime Gaussian Feature Splatting · Technicolor Dataset, TheaterPSNR: 31.58 -> 31.51Hurt
initialize with SfM point clouds every 16 frames instead of every 1 frame (ablation)Spacetime Gaussian Feature Splatting · Technicolor Dataset, TheaterPSNR: 31.58 -> 31.04Hurt

Surprising findings

Limitations

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

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