Research map / 3D vision / Gaussian splatting
Dynamic Gaussian Splatting from Defocused and Motion-blurred Monocular Videos
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Proposes a unified dynamic Gaussian Splatting framework that handles both defocus and motion blur in monocular videos by predicting per-pixel blur kernels and intensity with a blur prediction network under a blur-aware sparsity constraint, plus dynamic Gaussian densification and unseen-view supervision.
Problem
Novel view synthesis of dynamic scenes from monocular videos degraded by either defocus blur or motion blur; existing dynamic Gaussian methods handle only one blur type and rely on sharp inputs.
Approach
Model both defocus and motion blur as per-pixel blur-kernel convolution blended with sharp rendering; predict kernels and blur intensity with a BP-Net conditioned on camera embedding, rendered image/depth/mask, and pixel coordinates; constrain kernel sparsity by blur intensity; densify dynamic Gaussians via foreground remapping; and supervise with unseen-view appearance warped from training views.
Key results
- On D2RF defocus blur, achieves 29.39 PSNR / 0.859 SSIM / 0.078 LPIPS, versus 28.49 PSNR for De4DGS.
- On DyBluRF motion blur, achieves 27.01 PSNR / 0.876 SSIM / 0.056 LPIPS, versus 26.62 PSNR for De4DGS.
- Renders at 65.143 FPS at 512x288 on an RTX 3090, with about 1 hour training per scene.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use unified blur synthesis with BP-Net and the proposed scene optimization | Dynamic Gaussian Splatting · D2RF defocus blur and DyBluRF motion blur | PSNR: D2RF: 29.39 vs 28.32; DyBluRF: 27.01 vs 26.62 | Helped |
| add blur-aware sparsity constraint (ablation) | Dynamic Gaussian Splatting · D2RF defocus blur | PSNR: 29.03 -> 29.39 | Helped |
| add blur-aware sparsity constraint (ablation) | Dynamic Gaussian Splatting · DyBluRF motion blur | PSNR: 26.63 -> 27.01 | Helped |
| add BP-Net shortcut connections (ablation) | BP-Net · D2RF defocus blur | PSNR: 29.12 -> 29.39 | Helped |
| add BP-Net shortcut connections (ablation) | BP-Net · DyBluRF motion blur | PSNR: 26.74 -> 27.01 | Helped |
| add dynamic Gaussian densification (ablation) | Dynamic Gaussian Splatting · D2RF defocus blur | PSNR: 29.19 -> 29.39 | Helped |
| add dynamic Gaussian densification (ablation) | Dynamic Gaussian Splatting · DyBluRF motion blur | PSNR: 26.53 -> 27.01 | Helped |
| use unseen view information during training (ablation) | Dynamic Gaussian Splatting · D2RF defocus blur | PSNR: 29.09 -> 29.39 | Helped |
| use unseen view information during training (ablation) | Dynamic Gaussian Splatting · DyBluRF motion blur | PSNR: 26.66 -> 27.01 | Helped |
| use blur kernel size K=11 rather than K=9 (ablation) | Dynamic Gaussian Splatting · D2RF defocus blur | PSNR: 28.29 -> 28.30 | No clear effect |
Surprising findings
- Feeding video-deblurred images to dynamic reconstruction baselines often yields only marginal gains, which the authors attribute to lack of 3D consistency in deblurred frames.
Limitations
- Depends on 2D priors (depth estimation, segmentation), whose errors degrade results.
- Fails on dynamic scenes with large non-rigid motion blur.
- Requires per-scene optimization like vanilla 3DGS.
Experimental setup
Datasets: D2RF DyBluRF D2RF-v2 DyBluRF-v2 Deblur-NeRF
Benchmarks: D2RF DyBluRF D2RF-v2 DyBluRF-v2 Deblur-NeRF
Metrics: PSNR SSIM LPIPS KL divergence FPS
Baselines: D3DGS Shape-of-Motion D2RF DyBluRF De4DGS DeformableGS BAGS De3DGS BSSTNet
Builds on: Shape-of-Motion 3D Gaussian Splatting D2RF DyBluRF Deblur4DGS
Closest papers by meaning
- BARD-GS: Blur-Aware Reconstruction of Dynamic Scenes via Gaussian Splatting (CVPR 2025 · similarity 0.91)
- MoDGS: Dynamic Gaussian Splatting from Casually-captured Monocular Videos with Depth Priors (ICLR 2025 · similarity 0.90)
- 4D Gaussian Splatting in the Wild with Uncertainty-Aware Regularization (NeurIPS 2024 · similarity 0.90)
- Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling (AAAI 2025 · similarity 0.90)
- HiCoM: Hierarchical Coherent Motion for Dynamic Streamable Scenes with 3D Gaussian Splatting (NeurIPS 2024 · similarity 0.89)
- SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes (CVPR 2024 · similarity 0.88)
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