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DGS-LRM: Real-Time Deformable 3D Gaussian Reconstruction From Monocular Videos
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Feed-forward transformer (DGS-LRM) that predicts per-pixel deformable 3D Gaussians with 3D scene flow from a posed monocular video in one pass, trained on a customized multi-view Kubric dataset with ground-truth scene flow.
Problem
Feed-forward reconstruction methods handle only static scenes; predicting deformable 3D representations of dynamic scenes from monocular posed video is hard due to scarce training data with motion ground truth and suitable 3D representations.
Approach
Predict per-pixel deformable Gaussians whose translational deformation vectors warp each Gaussian to any timestamp, trained with dual-view synthetic multi-view Kubric supervision (photometric, depth, and scene flow losses), with temporal tokenization and distant reference frames for efficiency and geometry.
Key results
- On DyCheck with dynamic-object masking, DGS-LRM reaches 11.97 mPSNR in 0.495 s versus L4GM's 5.84 mPSNR at 4.8 s.
- Without masking, DGS-LRM gets 14.89 mPSNR in 0.495 s, close to optimization-based PGDVS (15.88, 3 hours).
- On PointOdyssey, DGS-LRM (FC) attains ATE-3D 0.21 over 120 frames, comparable to SpatialTracker's 0.22.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Replace L4GM with DGS-LRM | DyCheck DynMask · DyCheck DynMask | mPSNR: 5.84 -> 11.97 | Helped |
| Replace L4GM with DGS-LRM | DyCheck DynMask · DyCheck DynMask | mLPIPS: 0.67 -> 0.51 | Helped |
| Use DGS-LRM with flow chaining instead of SpatialTracker | PointOdyssey · PointOdyssey | ATE-3D: 0.22 -> 0.21 | Helped |
| Add dual-view sampling (ablation) | DGS-LRM training · Kubric holdout | rendering quality | Helped |
| Add scene flow supervision (ablation) | DGS-LRM training · DyCheck | rendering quality | Helped |
| Add distant reference frames (ablation) | DGS-LRM · DyCheck | rendering quality | Helped |
| Use temporal tokenization (ablation) | DGS-LRM · Training and inference | memory consumption | Helped |
| Add real-world videos to the training data (ablation) | DGS-LRM · Real-world reconstruction | reconstruction quality | No clear effect |
| Deform Gaussian attributes other than translation (ablation) | DGS-LRM · Dynamic reconstruction | reconstruction quality | No clear effect |
Surprising findings
- Reconstruction quality is comparable to hours-long optimization methods despite a single 0.495 s feed-forward pass on a 24-frame clip.
- Training on pure synthetic Kubric data generalizes to real-world videos without needing real-world training data, which yielded no major improvement when added.
Limitations
- Cannot handle temporally distant discrete frames or teleporting cameras; requires continuous video with non-stationary camera.
- Scene flow struggles with extremely large motion, partly due to the physically simulated synthetic training distribution.
- Novel-view artifacts grow as the rendered view deviates from the input trajectory.
Experimental setup
Datasets: Kubric (customized MOVi-E setting) DyCheck iPhone DAVIS PointOdyssey
Benchmarks: DyCheck iPhone PointOdyssey DAVIS
Metrics: mPSNR mLPIPS PSNR ATE-3D delta_0.1 delta_0.2 reconstruction time
Baselines: D3DGS PGDVS L4GM SpatialTracker Chained RAFT3D Lifted CoTracker
Builds on: LRM GS-LRM MovieGen temporal autoencoder MegaSaM Kubric
Closest papers by meaning
- Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle (CVPR 2024 · similarity 0.92)
- MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting (NeurIPS 2024 · similarity 0.92)
- Motion Decoupled 3D Gaussian Splatting for Dynamic Object Representation (AAAI 2025 · similarity 0.91)
- Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction (CVPR 2024 · similarity 0.91)
- H3D-DGS: Exploring Heterogeneous 3D Motion Representation for Deformable 3D Gaussian Splatting (NeurIPS 2025 · similarity 0.91)
- 4D Gaussian Splatting in the Wild with Uncertainty-Aware Regularization (NeurIPS 2024 · similarity 0.91)
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