Research map / 3D vision / Gaussian splatting
Grid4D: 4D Decomposed Hash Encoding for High-Fidelity Dynamic Gaussian Splatting
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Grid4D decomposes 4D space-time input into one spatial and three temporal 3D hash encodings with a directional attention decoder and a feature-space smoothness regularizer, for Gaussian-splatting dynamic scene rendering.
Problem
Plane-based explicit deformation fields for dynamic Gaussian splatting rely on a low-rank assumption and over-decompose 4D space-time encodings, causing feature overlap and weaker rendering quality; explicit grids also lack smoothness.
Approach
Decompose the 4D (x,y,z,t) encoding into one spatial 3D hash grid and three temporal 3D hash grids (no low-rank assumption), aggregate them with a directional attention score in (-1,1) generated from spatial features, and regularize hash features with a neighborhood-consistency loss.
Key results
- On D-NeRF, Grid4D reaches mean PSNR 42.00 / SSIM 0.994 / LPIPS 0.008, versus 41.65 PSNR for SC-GS and 40.16 for DeformGS.
- On HyperNeRF interpolation split, Grid4D achieves 28.56 PSNR versus 27.54 for 4D-GS; on the rig split it gets 25.50 versus 24.99.
- Grid4D renders faster than 4D-GS and DeformGS in the reported FPS table on most D-NeRF scenes, but training time (55 min) is longer than 4D-GS (20 min) and shorter than DeformGS (33 min) and SC-GS (75 min).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use Grid4D instead of SC-GS | D-NeRF · D-NeRF mean | PSNR: 41.65 -> 42.00 | Helped |
| use Grid4D instead of SC-GS | D-NeRF · D-NeRF mean | LPIPS: 0.009 -> 0.008 | Helped |
| replace four 3D hash encodings with a 4D hyper-grid hash encoding (ablation) | Grid4D · D-NeRF | PSNR: 42.00 -> 28.45 | Hurt |
| add smooth regularization (ablation) | Grid4D · D-NeRF | PSNR: 39.47 -> 42.00 | Helped |
| use attention rather than direct concatenation decoding (ablation) | Grid4D · D-NeRF | PSNR: 41.37 -> 42.00 | Helped |
| use directional attention scores in (-1, 1) rather than scores in (0, 1) (ablation) | Grid4D · D-NeRF | PSNR: 41.32 -> 42.00 | Helped |
| set temporal hash encoder max level L to 8 instead of 32 (ablation) | Grid4D · D-NeRF | PSNR: 41.34 -> 42.00 | Hurt |
| set temporal hash encoder max level L to 16 instead of 32 (ablation) | Grid4D · D-NeRF | PSNR: 41.69 -> 42.00 | Hurt |
| set multi-head decoder depth to one (ablation) | Grid4D · D-NeRF | PSNR: 41.96 -> 42.00 | Hurt |
| set multi-head decoder depth to two (ablation) | Grid4D · D-NeRF | PSNR: 41.75 -> 42.00 | Hurt |
| replace rotation-and-translation position deformation with direct position offsets (ablation) | Grid4D · D-NeRF | PSNR: 41.80 -> 42.00 | Hurt |
| add smooth regularization to the MLP decoder (ablation) | Grid4D · D-NeRF | PSNR: 42.00 -> 41.92 | Hurt |
Surprising findings
- Adding smooth regularization directly to the MLP decoder did not help (41.92 vs 42.00 PSNR), which the authors attribute to MLPs' inherent smoothness.
- Deeper multi-head decoders (d=2) performed worse than shallow ones, attributed to training difficulty of deep MLPs.
Limitations
- No training speed improvement; smooth regularization requires encoding input twice.
- Artifacts remain on scenes with large and complex motions.
- Mean rendering quality on HyperNeRF rig split is not best in all per-scene results; the authors note Grid4D does not surpass others in several scenes.
Experimental setup
Datasets: D-NeRF HyperNeRF Neu3D
Benchmarks: D-NeRF HyperNeRF Neu3D
Metrics: PSNR SSIM LPIPS MS-SSIM FPS
Baselines: HexPlane TiNeuVox 4D-GS DeformGS SC-GS
Builds on: 3D Gaussian splatting multiresolution hash encoding 4D-GS DeformGS SC-GS
Closest papers by meaning
- Swift4D: Adaptive divide-and-conquer Gaussian Splatting for compact and efficient reconstruction of dynamic scene (ICLR 2025 · similarity 0.93)
- 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering (CVPR 2024 · similarity 0.92)
- Temporal Smoothness-Aware Rate-Distortion Optimized 4D Gaussian Splatting (NeurIPS 2025 · similarity 0.91)
- Fully Explicit Dynamic Gaussian Splatting (NeurIPS 2024 · similarity 0.90)
- Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting (ICLR 2024 · similarity 0.90)
- Motion Decoupled 3D Gaussian Splatting for Dynamic Object Representation (AAAI 2025 · similarity 0.89)
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