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Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting

ICLR 2024 · 3D vision › Gaussian splatting · approach: Deformable 4D Gaussian splatting · 33 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use 4DGS rather than HexPlaneDynamic novel view synthesis · Plenoptic VideoPSNR: 31.70 -> 32.01Helped
use 4DGS rather than HexPlaneDynamic novel view synthesis · Plenoptic VideoDSSIM: 0.014 -> 0.014No clear effect
use 4DGS rather than HexPlaneDynamic novel view synthesis · Plenoptic VideoLPIPS: 0.075 -> 0.055Helped
use 4DGS rather than MixVoxels-LDynamic novel view synthesis · Plenoptic VideoFPS: 16.7 -> 114Helped
use 4DGS rather than V4DDynamic novel view synthesis · D-NeRFPSNR: 33.72 -> 34.09Helped
use 4DGS rather than V4DDynamic novel view synthesis · D-NeRFSSIM: 0.98 -> 0.98No clear effect
use 4DGS rather than V4DDynamic novel view synthesis · D-NeRFLPIPS: 0.02 -> 0.02No 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 -> 31.62Helped
add 4D rotation instead of restricting space and time to be independent (ablation)4DGS · Flame Salmon and Cut Roasted Beef (average)SSIM: 0.96 -> 0.97Helped
add 4D spherindrical harmonics (ablation)4DGS · Flame Salmon and Cut Roasted Beef (average)PSNR: 31.38 -> 31.62Helped
add 4D spherindrical harmonics (ablation)4DGS · Flame Salmon and Cut Roasted Beef (average)SSIM: 0.97 -> 0.97No clear effect
add temporal splitting during densification (ablation)4DGS · Flame Salmon and Cut Roasted Beef (average)PSNR: 30.25 -> 31.62Helped

Surprising findings

Limitations

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

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