Research map / 3D vision / Gaussian splatting
Fully Explicit Dynamic Gaussian Splatting
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Proposes Ex4DGS, a fully explicit dynamic 3D Gaussian Splatting method that separates static and dynamic Gaussians, interpolates keyframed positions (cubic Hermite), rotations (Slerp) and opacity (two-Gaussian mixture), and uses progressive training and point backtracking pruning.
Problem
Dynamic novel view synthesis with Gaussian splatting is slow and memory-heavy, and existing 4D Gaussian methods rely on dense point clouds and implicit networks, limiting fast rendering and sparse-initialization robustness.
Approach
Store explicit keyframe positions and rotations only for dynamic Gaussians (static ones move linearly), interpolate them with cubic Hermite and Slerp, model temporal opacity with a two-Gaussian mixture, and grow the time window progressively while pruning by accumulated backtracked error.
Key results
- On Neural 3D Video with sparse COLMAP input, Ex4DGS reaches 32.11 average PSNR versus 31.67 for 3DGStream and 30.64 for STG, at 120.6 FPS and 115 MB.
- On Technicolor, Ex4DGS achieves 33.62 PSNR and 0.088 LPIPS, outperforming STG (33.23 PSNR) on PSNR.
- Ex4DGS renders at 62 FPS on a single 2080Ti GPU for 300-frame 1352x1014 scenes.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use Ex4DGS instead of 3DGStream with sparse COLMAP initialization | Dynamic novel view synthesis · Neural 3D Video | Average PSNR (dB): 31.67 -> 32.11 | Helped |
| Replace cubic Hermite position interpolation with linear interpolation (ablation) | Ex4DGS · Ablation study | PSNR: 32.11 -> 31.12 | Hurt |
| Remove temporal opacity modeling (ablation) | Ex4DGS · Ablation study | PSNR: 32.11 -> 31.42 | Hurt |
| Replace Slerp rotation interpolation with linear interpolation (ablation) | Ex4DGS · Ablation study | PSNR: 32.11 -> 31.26 | Hurt |
| Remove progressive growing (ablation) | Ex4DGS · Ablation study | PSNR: 32.11 -> 31.02 | Hurt |
| Replace position and rotation interpolation with linear interpolation (ablation) | Ex4DGS · Ablation study | PSNR: 32.11 -> 31.32 | Hurt |
| Remove motion regularization (ablation) | Ex4DGS · Ablation study | PSNR: 32.11 -> 31.37 | Hurt |
| Remove dynamic point extraction (ablation) | Ex4DGS · Ablation study | PSNR: 32.11 -> 28.58 | Hurt |
| Remove point backtracking (ablation) | Ex4DGS · Ablation study | PSNR: 32.11 -> 31.40 | Hurt |
| Set dynamic point conversion rate to 2% (ablation) | Ex4DGS · Cook Spinach | PSNR: 32.36 -> 33.04 | Helped |
| Use keyframe interval 10 rather than smaller intervals (ablation) | Ex4DGS · Cook Spinach, skipped frames 1 | PSNR: 31.17 -> 33.04 | Helped |
| Add dynamic Gaussians to handle stationary objects whose colors change | 3DGS · Coffee Martini | PSNR: 21.69 -> 26.07 | Helped |
Surprising findings
- Concurrent explicit dynamic Gaussian methods (4DGS, 4DGaussians, STG) yield unsatisfactory results when initialized with sparse first-frame point clouds.
- Color-only changes (e.g., shadows, reflections) cause large quality loss if not modeled as dynamic points.
Limitations
- Gets stuck in local minima for newly appeared objects not initialized with 3D points.
- Training on monocular videos is challenging due to scale ambiguity; all Gaussians become dynamic.
Experimental setup
Datasets: Neural 3D Video dataset Technicolor dataset
Benchmarks: Neural 3D Video dataset Technicolor dataset
Metrics: PSNR SSIM LPIPS FPS training time model size
Baselines: NeRFPlayer HyperReel DyNeRF HexPlane K-Planes MixVoxels Im4D 4K4D STG 4DGS 4DGaussians 3DGStream
Builds on: 3D Gaussian Splatting Mip-Splatting Spherical Linear Interpolation cubic Hermite spline
Closest papers by meaning
- 1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering (NeurIPS 2025 · similarity 0.94)
- Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling (AAAI 2025 · similarity 0.93)
- Motion Decoupled 3D Gaussian Splatting for Dynamic Object Representation (AAAI 2025 · similarity 0.93)
- 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering (CVPR 2024 · similarity 0.93)
- Temporal Smoothness-Aware Rate-Distortion Optimized 4D Gaussian Splatting (NeurIPS 2025 · similarity 0.93)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.93)
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