Research map / 3D vision / Gaussian splatting
SplineGS: Robust Motion-Adaptive Spline for Real-Time Dynamic 3D Gaussians from Monocular Video
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SplineGS proposes a COLMAP-free dynamic 3D Gaussian Splatting framework that models each dynamic Gaussian's trajectory with cubic Hermite splines whose control points are pruned adaptively, enabling real-time rendering from monocular videos.
Problem
Novel view and time synthesis of dynamic scenes from in-the-wild monocular videos, where COLMAP camera estimates are unreliable and existing dynamic 3DGS deformation models are slow or inflexible.
Approach
Represent each dynamic 3D Gaussian's mean trajectory with a cubic Hermite spline over learnable control points, prune control points per Gaussian by a least-squares error threshold (MACP), and jointly optimize camera poses and intrinsics with photometric and geometric consistency instead of SfM preprocessing.
Key results
- On the NVIDIA dataset (SfM-free setting), SplineGS reaches 27.21 average PSNR and 0.053 LPIPS at 400 FPS, versus 25.38 PSNR for RoDynRF (SfM-free) and 26.61 for MoSca (SfM-free).
- In the novel view and time synthesis experiment, SplineGS achieves 25.92 PSNR, 0.098 LPIPS and 0.703 tOF, outperforming RoDynRF (21.58 PSNR) and STGS (15.72 PSNR).
- Ablation: replacing MAS with a Bezier curve gives 27.19 PSNR and an MLP gives 23.51 PSNR; removing the photometric consistency loss drops PSNR to 17.49.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use SplineGS rather than MoSca for SfM-free reconstruction | NVIDIA dataset · NVIDIA dataset (SfM-free) | PSNR: 26.61 -> 27.21 | Helped |
| Use SplineGS rather than MoSca for SfM-free reconstruction | NVIDIA dataset · NVIDIA dataset (SfM-free) | LPIPS: 0.069 -> 0.053 | Helped |
| Use SplineGS rather than RoDynRF for SfM-free reconstruction | NVIDIA dataset · NVIDIA dataset (SfM-free) | FPS: 0.45 -> 400 | Helped |
| Use SplineGS for synthesis at unseen intermediate timestamps | NVIDIA dataset · NVIDIA dataset, novel view and time synthesis | PSNR: 23.36 -> 25.92 | Helped |
| Use SplineGS for synthesis at unseen intermediate timestamps | NVIDIA dataset · NVIDIA dataset, novel view and time synthesis | tOF: 0.921 -> 0.703 | Helped |
| Use cubic Hermite MAS rather than MLP deformation (ablation) | SplineGS · NVIDIA dataset | PSNR: 23.51 -> 27.21 | Helped |
| Use cubic Hermite MAS rather than grid-based deformation (ablation) | SplineGS · NVIDIA dataset | PSNR: 25.48 -> 27.21 | Helped |
| Use cubic Hermite MAS rather than a Bézier curve (ablation) | SplineGS · NVIDIA dataset | PSNR: 27.19 -> 27.21 | Helped |
| Adaptively prune control points with MACP instead of fixing Nc = 4 (ablation) | SplineGS · NVIDIA dataset | PSNR: 26.62 -> 27.21 | Helped |
| Adaptively prune control points with MACP instead of fixing Nc = Nf (ablation) | SplineGS · NVIDIA dataset | PSNR: 27.08 -> 27.21 | Helped |
| Add photometric consistency loss Lpc (ablation) | SplineGS · NVIDIA dataset | PSNR: 17.49 -> 27.21 | Helped |
| Add geometric consistency loss Lgc (ablation) | SplineGS · NVIDIA dataset | PSNR: 26.33 -> 27.21 | Helped |
Surprising findings
- Removing the photometric consistency loss collapses PSNR to 17.49, showing camera estimation is essential without SfM.
- Ex4DGS and STGS, designed for multi-view settings, struggle with geometry alignment over time when trained on monocular video.
Limitations
- Relies on pre-computed motion masks (Track Anything) and metric depth (UniDepth) and 2D tracks (CoTracker) as priors.
- Evaluated mainly on the NVIDIA dataset; DAVIS evaluation is qualitative only.
- Fixed-degree polynomials and MLPs are shown inferior, but the MACP threshold epsilon is a hand-set hyperparameter.
Experimental setup
Datasets: NVIDIA dynamic dataset DAVIS
Benchmarks: NVIDIA dynamic dataset DAVIS
Metrics: PSNR LPIPS tOF FPS training time
Baselines: DynNeRF MonoNeRF STGS SC-GS D3DGS 4DGS SP-GS Casual-FVS Kinematic Fields E-D3DGS CTNeRF D-NPC
Builds on: 3D Gaussian Splatting STGS D3DGS CoTracker UniDepth
Closest papers by meaning
- MoDGS: Dynamic Gaussian Splatting from Casually-captured Monocular Videos with Depth Priors (ICLR 2025 · similarity 0.91)
- Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling (AAAI 2025 · similarity 0.90)
- MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting (NeurIPS 2024 · similarity 0.90)
- 4D Gaussian Splatting in the Wild with Uncertainty-Aware Regularization (NeurIPS 2024 · similarity 0.90)
- KeyGS: A Keyframe-Centric Gaussian Splatting Method for Monocular Image Sequences (AAAI 2025 · similarity 0.90)
- World from Motion: Generative Dynamic Gaussian Reconstruction from Monocular Video (NeurIPS 2026 · similarity 0.90)
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