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Splatter a Video: Video Gaussian Representation for Versatile Processing
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Represents a monocular video as dynamic 3D Gaussians in an orthographic camera space, supervised by distilled optical flow and depth priors plus a rigidity loss, and applies the representation to tracking, depth/feature consistency, editing, interpolation, novel view and stereo video generation.
Problem
Video representations for processing either struggle with complex motion and occlusion (2D/2.5D atlases, canonical images) or are implicit 3D fields ill-suited for explicit manipulation; monocular videos lack the 3D information needed to fit a consistent 3D structure.
Approach
Embed a video into explicit 3D Gaussians in a canonical orthographic camera space, give each Gaussian polynomial+Fourier motion coefficients, and regularize learning with distilled RAFT optical flow, Marigold depth, segmentation masks, and an as-rigid-as-possible loss, so that the representation supports explicit editing and 3D-aware processing.
Key results
- Average PSNR of 28.44 on a DAVIS subset (7 videos), versus 27.75 for CoDeF and 24.07 for OmniMotion.
- Removing the rigid loss reduces reconstruction PSNR by 1.51 dB according to the ablation.
- Trained on a single NVIDIA 3090 in about 15-20 minutes per video.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use video Gaussian representation instead of CoDeF | Video reconstruction · Average across Bear, Cow, Elephant, Breakdance-Flare, Train, Camel, and Kite-surf | PSNR: 27.75 -> 28.44 | Helped |
| Use video Gaussian representation instead of CoDeF | Video reconstruction · Bear, Cow, Elephant, Breakdance-Flare, Train, Camel, and Kite-surf | PSNR: 29.17 -> 30.17; 28.82 -> 28.24; 30.50 -> 29.82; 25.99 -> 27.18; 26.53 -> 28.09; 26.10 -> 27.74; 27.17 -> 27.82 | Mixed |
| Add rigid motion constraint (ablation) | Video Gaussian representation · Video reconstruction | PSNR: 1.51 dB | Helped |
| Add depth prior (ablation) | Video Gaussian representation · Novel view synthesis | novel view synthesis capability | Helped |
Surprising findings
- Without the depth prior, Gaussians collapse into a flat 2D plane, making the method resemble 2D layer-based methods.
Limitations
- Struggles with large scene changes and large deformations, which are hard to optimize.
- Relies on existing correspondence estimators such as RAFT, which can fail for rapid, highly non-rigid motion.
- Per-video optimization rather than a generalizable model.
Experimental setup
Datasets: DAVIS
Benchmarks: DAVIS
Metrics: PSNR
Baselines: OmniMotion CoDeF
Builds on: 3D Gaussian Splatting OmniMotion CoDeF Gaussian-Flow
Closest papers by meaning
- HiCoM: Hierarchical Coherent Motion for Dynamic Streamable Scenes with 3D Gaussian Splatting (NeurIPS 2024 · similarity 0.88)
- Large Images Are Gaussians: High-Quality Large Image Representation with Levels of 2D Gaussian Splatting (AAAI 2025 · similarity 0.88)
- Fully Explicit Dynamic Gaussian Splatting (NeurIPS 2024 · similarity 0.88)
- SfM-Free 3D Gaussian Splatting via Hierarchical Training (CVPR 2025 · similarity 0.88)
- Gaussian Graph Network: Learning Efficient and Generalizable Gaussian Representations from Multi-view Images (NeurIPS 2024 · similarity 0.88)
- Motion Decoupled 3D Gaussian Splatting for Dynamic Object Representation (AAAI 2025 · similarity 0.88)
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