Research map / 3D vision / Gaussian splatting
Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting
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Represents a dynamic scene as a set of 4D Gaussians with 4D rotations and time-evolving 4D spherindrical harmonics, trained end-to-end for real-time, high-quality dynamic novel view synthesis.
Problem
Novel view synthesis of dynamic 3D scenes from monocular or multi-view video, requiring photorealistic rendering at any time with real-time speed while sharing information across space and time.
Approach
Approximates the spatio-temporal 4D volume with anisotropic 4D Gaussians whose 4D rotations (pair of quaternions) let them capture motion, factorizes each into a conditional 3D Gaussian and a marginal temporal 1D Gaussian for rasterization, and models time-varying view-dependent color with 4D spherindrical harmonics (Fourier in time times SH in view direction).
Key results
- On the Plenoptic Video benchmark, 4DGS reaches 32.01 PSNR, 0.014 DSSIM and 0.055 LPIPS at 114 FPS, versus 31.70 PSNR for HexPlane and 31.02 for the concurrent 4DGS at 36 FPS.
- On D-NeRF monocular synthetic scenes, 4DGS achieves 34.09 PSNR, 0.98 SSIM and 0.02 LPIPS, above V4D (33.72 PSNR).
- Ablation on flame salmon and cut roasted beef: the full model averages 31.62 PSNR versus 30.79 for the No-4DRot variant, 31.38 for No-4DSH, and 30.25 for No-Time split.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use 4DGS rather than HexPlane | Dynamic novel view synthesis · Plenoptic Video | PSNR: 31.70 -> 32.01 | Helped |
| use 4DGS rather than HexPlane | Dynamic novel view synthesis · Plenoptic Video | DSSIM: 0.014 -> 0.014 | No clear effect |
| use 4DGS rather than HexPlane | Dynamic novel view synthesis · Plenoptic Video | LPIPS: 0.075 -> 0.055 | Helped |
| use 4DGS rather than MixVoxels-L | Dynamic novel view synthesis · Plenoptic Video | FPS: 16.7 -> 114 | Helped |
| use 4DGS rather than V4D | Dynamic novel view synthesis · D-NeRF | PSNR: 33.72 -> 34.09 | Helped |
| use 4DGS rather than V4D | Dynamic novel view synthesis · D-NeRF | SSIM: 0.98 -> 0.98 | No clear effect |
| use 4DGS rather than V4D | Dynamic novel view synthesis · D-NeRF | LPIPS: 0.02 -> 0.02 | No clear effect |
| add 4D rotation instead of restricting space and time to be independent (ablation) | 4DGS · Flame Salmon and Cut Roasted Beef (average) | PSNR: 30.79 -> 31.62 | Helped |
| add 4D rotation instead of restricting space and time to be independent (ablation) | 4DGS · Flame Salmon and Cut Roasted Beef (average) | SSIM: 0.96 -> 0.97 | Helped |
| add 4D spherindrical harmonics (ablation) | 4DGS · Flame Salmon and Cut Roasted Beef (average) | PSNR: 31.38 -> 31.62 | Helped |
| add 4D spherindrical harmonics (ablation) | 4DGS · Flame Salmon and Cut Roasted Beef (average) | SSIM: 0.97 -> 0.97 | No clear effect |
| add temporal splitting during densification (ablation) | 4DGS · Flame Salmon and Cut Roasted Beef (average) | PSNR: 30.25 -> 31.62 | Helped |
Surprising findings
- Optimizing the rendering loss alone, without motion supervision, yields coarse scene dynamics that match optical flow from VideoFlow.
- Simple batch sampling in time was found superior to prior regularization for reducing temporal flickering and jitter.
Limitations
- Distant static background is hard to capture without initial points; spherical initialization only yields a background sphere of Gaussians.
- Initialization relies on COLMAP point clouds from the first frame or random points, so performance depends on initialization.
- Urban experiments require LiDAR points and sky/cube-map modeling, and not all settings are fully specified.
Experimental setup
Datasets: Plenoptic Video dataset D-NeRF dataset Waymo Open Dataset
Benchmarks: Plenoptic Video dataset D-NeRF dataset
Metrics: PSNR DSSIM SSIM LPIPS FPS
Baselines: DyNeRF HexPlane K-Planes MixVoxels-L NeRFPlayer HyperReel 4DGS (Yang et al. concurrent) T-NeRF D-NeRF TiNeuVox V4D
Builds on: 3D Gaussian Splatting NeRF spherical harmonics
Closest papers by meaning
- 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering (CVPR 2024 · similarity 0.92)
- Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis (CVPR 2024 · similarity 0.92)
- FreeTimeGS: Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction (CVPR 2025 · similarity 0.91)
- Motion Decoupled 3D Gaussian Splatting for Dynamic Object Representation (AAAI 2025 · similarity 0.91)
- Swift4D: Adaptive divide-and-conquer Gaussian Splatting for compact and efficient reconstruction of dynamic scene (ICLR 2025 · similarity 0.91)
- Fully Explicit Dynamic Gaussian Splatting (NeurIPS 2024 · similarity 0.91)
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