Research map / 3D vision / Gaussian splatting
Superpoint Gaussian Splatting for Real-Time High-Fidelity Dynamic Scene Reconstruction
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Proposes Superpoint Gaussian Splatting (SP-GS), which clusters 3D Gaussians into superpoints that share a rigid deformation predicted by a tiny MLP, enabling real-time dynamic scene rendering with high fidelity.
Problem
Novel view synthesis for dynamic scenes is slow and lower quality with NeRF-based methods using time-variant MLPs; per-Gaussian deformation networks in 3D-GS-based extensions greatly reduce rendering speed.
Approach
Learn a soft association matrix that groups canonical 3D Gaussians into a small number of superpoints, predict rigid rotation and translation per superpoint with a deformation MLP, and propagate them to Gaussians, with a property reconstruction loss enforcing as-rigid-as-possible grouping.
Key results
- On D-NeRF, SP-GS reaches 37.98 PSNR at 227.25 FPS at 800x800, versus 40.23 PSNR and 45.05 FPS for D-3D-GS.
- On HyperNeRF (536x960), SP-GS reaches 117.86 FPS with 25.61 PSNR, compared with 66.21 FPS for 4D-GS (25.02 PSNR).
- On NeRF-DS, SP-GS achieves 251.70 FPS versus 15.27 FPS for D-3D-GS, with PSNR 23.15 vs 23.78.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add the non-rigid deformation network | SP-GS · D-NeRF | FPS: 227.25 -> 119.35 | Hurt |
| Add the non-rigid deformation network | SP-GS · HyperNeRF | PSNR: 25.61 -> 26.78 | Helped |
| Add the non-rigid deformation network | SP-GS · NeRF-DS | PSNR: 23.15 -> 23.33 | No clear effect |
| Add the non-rigid deformation network | SP-GS · NeRF-DS | FPS: 251.70 -> 66.13 | Hurt |
| Add property reconstruction loss (ablation) | SP-GS · D-NeRF | PSNR: 37.59 -> 37.98 | Helped |
| Add property reconstruction loss (ablation) | SP-GS · D-NeRF | LPIPS: 0.0172 -> 0.0164 | Helped |
| Use a warm-up training stage (ablation) | SP-GS · D-NeRF | PSNR: 21.56 -> 37.98 | Helped |
| Use interpolation instead of the deformation network at inference (ablation) | SP-GS · D-NeRF | FPS: 168.01 -> 219.95 | Helped |
| Use interpolation instead of the deformation network at inference (ablation) | SP-GS · D-NeRF | PSNR: 36.2281 -> 36.2280 | No clear effect |
| Increase deformation network width from 64 to 256 at depth 8 (ablation) | SP-GS · D-NeRF | PSNR: 35.8021 -> 36.4452 | Helped |
| Vary the number of superpoints from 50 to 500 (ablation) | SP-GS · D-NeRF | PSNR: 35.69 to 36.52 | No clear effect |
Surprising findings
- SP-GS trails the D-3D-GS heavy per-Gaussian deformation baseline in PSNR on D-NeRF and NeRF-DS, trading some quality for speed.
- Removing the warm-up stage collapses PSNR from 37.98 to 21.56 on D-NeRF.
Limitations
- Relies on COLMAP-based sparse point cloud initialization, which fails for dynamic scenes and degrades camera poses and convergence.
- Rigid-motion assumption per superpoint; non-rigid motion needs an optional extra network (SP-GS+NG) that lowers FPS.
- Under-performs D-3D-GS on some metrics (PSNR on D-NeRF and NeRF-DS).
Experimental setup
Datasets: D-NeRF HyperNeRF NeRF-DS NVIDIA Dynamic Scene Dataset
Benchmarks: D-NeRF HyperNeRF NeRF-DS NVIDIA Dynamic Scene Dataset
Metrics: PSNR SSIM MS-SSIM LPIPS FPS
Baselines: D-NeRF TiNeuVox K-Planes HexPlane Tensor4D TI-DNeRF NeRFPlayer 4D-GS D-3D-GS 3D-GS
Builds on: 3D Gaussian Splatting Deformable 3D Gaussians HexPlane NeRF
Closest papers by meaning
- Fully Explicit Dynamic Gaussian Splatting (NeurIPS 2024 · similarity 0.92)
- Motion Decoupled 3D Gaussian Splatting for Dynamic Object Representation (AAAI 2025 · similarity 0.92)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.92)
- Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis (CVPR 2024 · similarity 0.91)
- SplatFormer: Point Transformer for Robust 3D Gaussian Splatting (ICLR 2025 · similarity 0.91)
- IBGS: Image-Based Gaussian Splatting (NeurIPS 2025 · similarity 0.91)
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