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SplineGS: Robust Motion-Adaptive Spline for Real-Time Dynamic 3D Gaussians from Monocular Video

CVPR 2025 · 3D vision › Gaussian splatting · approach: Deformable 4D Gaussian splatting · 14 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use SplineGS rather than MoSca for SfM-free reconstructionNVIDIA dataset · NVIDIA dataset (SfM-free)PSNR: 26.61 -> 27.21Helped
Use SplineGS rather than MoSca for SfM-free reconstructionNVIDIA dataset · NVIDIA dataset (SfM-free)LPIPS: 0.069 -> 0.053Helped
Use SplineGS rather than RoDynRF for SfM-free reconstructionNVIDIA dataset · NVIDIA dataset (SfM-free)FPS: 0.45 -> 400Helped
Use SplineGS for synthesis at unseen intermediate timestampsNVIDIA dataset · NVIDIA dataset, novel view and time synthesisPSNR: 23.36 -> 25.92Helped
Use SplineGS for synthesis at unseen intermediate timestampsNVIDIA dataset · NVIDIA dataset, novel view and time synthesistOF: 0.921 -> 0.703Helped
Use cubic Hermite MAS rather than MLP deformation (ablation)SplineGS · NVIDIA datasetPSNR: 23.51 -> 27.21Helped
Use cubic Hermite MAS rather than grid-based deformation (ablation)SplineGS · NVIDIA datasetPSNR: 25.48 -> 27.21Helped
Use cubic Hermite MAS rather than a Bézier curve (ablation)SplineGS · NVIDIA datasetPSNR: 27.19 -> 27.21Helped
Adaptively prune control points with MACP instead of fixing Nc = 4 (ablation)SplineGS · NVIDIA datasetPSNR: 26.62 -> 27.21Helped
Adaptively prune control points with MACP instead of fixing Nc = Nf (ablation)SplineGS · NVIDIA datasetPSNR: 27.08 -> 27.21Helped
Add photometric consistency loss Lpc (ablation)SplineGS · NVIDIA datasetPSNR: 17.49 -> 27.21Helped
Add geometric consistency loss Lgc (ablation)SplineGS · NVIDIA datasetPSNR: 26.33 -> 27.21Helped

Surprising findings

Limitations

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

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