We present Inst4DGS, an instance-decomposed 4D Gaussian Splatting (4DGS) approach with long-horizon per-Gaussian trajectories. While dynamic 4DGS has advanced rapidly, instance-decomposed 4DGS remains underexplored, largely due to the difficulty of associating inconsistent instance labels across independently segmented multi-view videos. We address this challenge by introducing per-video label-permutation latents that learn cross-video instance matches through a differentiable Sinkhorn layer, enabling direct multi-view supervision with consistent identity preservation. This explicit label alignment yields sharp decision boundaries and temporally stable identities without identity drift. To further improve efficiency, we propose instance-decomposed motion scaffolds that provide low-dimensional motion bases per object for long-horizon trajectory optimization. Experiments on Panoptic Studio and Neural3DV show that Inst4DGS jointly supports tracking and instance decomposition while achieving state-of-the-art rendering and segmentation quality. On the Panoptic Studio dataset, Inst4DGS improves PSNR from 26.10 to 28.36, and instance mIoU from 0.6310 to 0.9129, over the strongest baseline.
Figures & tables
Figure 2: Temporally consistent identity reconstruction. Our method maintains stable instance identities over time while achieving high-fidelity tracking and rendering. In contrast, TRASE [ 15 ] exhibits limited motion tracking and identity drift (red box).
Figure 3: Inst4DGS Pipeline: Given multi-view videos and per-video segmentation labels, our method reconstructs an instance-decomposed 4DGS scene with long-term per-instance trajectories. The pipeline has two stages: (1) instance-decomposed 3DGS initialization and (2) sequential 4D optimization. A per-video learnable latent differentiably aligns inconsistent instance labels across views, and per-instance motion bases provide a low-dimensional motion scaffold for efficient optimization.
Figure 4: Example of local and canonical instance maps produced by our method. Because each video stream is segmented independently, SAM3 annotations contain conflicting labels across views (blue circle). Our method resolves this by learning cross-view label permutations to produce consistent canonical labels (white circles). Our differentiable permutation module maps canonical labels ( 4th row) to view-specific local labels ( 3rd row), enabling direct supervision despite cross-view inconsistencies.
Capability
Dataset
Method
Tracking
Instance
PanopticStudio
Neural3DV
PSNR ↑
SSIM ↑
LPIPS ↓
mIoU ↑
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
mIoU ↑
Time ↓
SpacetimeGaussians [ 16 ]
×
×
26.99
0.9211
0.0744
×
28.16
28.04
0.9364
0.0569
×
50.04
Dynamic3DGaussians [ 18 ]
✓
×
26.64
0.8548
0.2832
×
157.09
28.26
0.9029
0.1785
×
-
SA4D [ 8 ]
△
✓
21.42
0.7674
0.3588
0.4618
23.36
28.24
0.9290
0.1454
0.7263
61.78
TRASE [ 15 ]
△
✓
26.10
0.8990
0.1674
0.6402
102.60
29.29
0.9278
0.1417
0.8978
244.80
Table 1: Photometric rendering comparison across datasets. ✓ indicates support for the corresponding capability, where Tracking denotes long-term trajectory tracking and Instance denotes instance-decomposed reconstruction. △ denotes tracking via implicit deformation field. We also report training time in minutes.
Figure 5: Qualitative photometric rendering comparison. SA4D and TRASE fail under diverse motions in Panoptic Studio (basketball, football, softball), while our method preserves high-fidelity renderings. We also outperform STSG and Dynamic3DGS, which lack instance-decomposed rendering capability.
Figure 6: Qualitative instance segmentation comparison. SA4D and TRASE are not aligned with test-view labels since they lack cross-view label matching. Our method yields sharper boundaries via direct label supervision, while TRASE shows blurred boundaries and SA4D has incomplete coverage (blue). Although SAM3 may miss the fast-moving ball (white), our unseen-object masking prevents locally untracked objects from degrading our results.
Method
coffee_martini
cook_spinach
cut_roasted_beef
flame_steak
sear_steak
mIoU ↑
mAcc ↑
mIoU ↑
mAcc ↑
mIoU ↑
mAcc ↑
mIoU ↑
mAcc ↑
mIoU ↑
mAcc ↑
GaussianGrouping
0.8295
0.9890
0.8974
0.9941
0.9512
0.9972
0.8279
0.9900
0.9261
0.9959
SAGA
0.2201
0.8081
0.8125
0.9881
0.6982
0.9767
0.8439
0.9911
0.8959
0.9941
SA4D
0.8583
0.9910
0.8987
0.9941
0.8645
0.9914
0.8898
0.9940
0.9047
0.9948
DGD
0.7875
0.9865
0.8150
0.9883
0.8170
0.9877
0.6771
0.9776
0.7638
0.9854
CGC
0.8359
0.9895
0.9034
0.9945
0.9052
0.9943
0.8530
0.9920
0.8794
0.9934
Table 2: Dynamic segmentation performance on Neural3DV scenes. We report Dynamic mIoU and mAcc. Our method shows the best segmentation performance.
Method
basketball
football
tennis
softball
coffee_martini
flame_steak
mIoU ↑
mAcc ↑
mIoU ↑
mAcc ↑
mIoU ↑
mAcc ↑
mIoU ↑
mAcc ↑
mIoU ↑
mAcc ↑
mIoU ↑
mAcc ↑
SA4D
0.3789
0.9418
0.5029
0.9536
0.4892
0.9693
0.4762
0.9721
0.9392
0.9966
0.5134
0.9640
TRASE
0.5716
0.9577
0.6994
0.9804
0.6317
0.9766
0.6581
0.9813
0.9221
0.9931
0.8734
0.9920
Ours
0.9314
0.9936
0.9269
0.9928
0.8769
0.9841
0.9165
0.9919
0.9851
0.9979
0.8988
0.9931
Table 3: Instance segmentation performance across scenes. We report instance mIoU and mAcc. While TRASE performs competitively on Neural3DV scenes ( flame_steak , coffee_martini ), its performance drops on Panoptic Studio scenes. In contrast, our method consistently achieves high-fidelity instance segmentation across both datasets.
Setting
Rendering
Dynamic Seg.
Instance Seg.
PSNR ↑
SSIM ↑
LPIPS ↓
mIoU dyn↑
mAcc dyn↑
mIoU ↑
mAcc ↑
Motion Model Ablation
w/o Motion Bases
19.2514
0.7778
0.5435
0.3299
0.9303
0.1057
0.9080
w/o Instance Grouping
28.1538
0.9170
0.0858
0.9253
0.9926
0.8802
0.9882
Instance Model Ablation
w/o Permutation (No Sinkhorn + No ST + No Track Masking)
24.4539
0.8578
0.2720
0.0989
0.1455
0.1076
0.502
Table 4: Ablation study : Our instance-decomposed motion bases and Sinkhorn-based label matching jointly contribute to improved rendering quality and instance segmentation performance.
Volumetric video seeks to model dynamic scenes as temporally coherent 4D representations. While recent Gaussian-based approaches achieve impressive rendering fidelity, they primarily emphasize appearance but are largely agnostic to instance-level structure, limiting stable tracking and semantic reasoning in highly dynamic scenarios. In this paper, we present Director, a unified spatio-temporal Gaussian representation that jointly models human performance, high-fidelity rendering, and instance-level semantics. Our key insight is that embedding instance-consistent semantics naturally complements 4D modeling, enabling more accurate scene decomposition while supporting robust dynamic scene understanding. To this end, we leverage temporally aligned instance masks and sentence embeddings derived from Multimodal Large Language Models to supervise the learnable semantic features of each Gaussian via two MLP decoders, enabling language-aligned 4D representations and enforcing identity consistency over time. To enhance temporal stability, we bridge 2D optical flow with 4D Gaussians and finetune their motions, yielding reliable initialization and reducing drift. For the training, we further introduce a geometry-aware SDF constraints, along with regularization terms that enforces surface continuity, enhancing temporal coherence in dynamic foreground modeling. Experiments demonstrate that Director achieves temporally coherent 4D reconstructions while simultaneously enabling instance segmentation and open-vocabulary querying.
Recent 4D Gaussian Splatting (4DGS) methods often fail under fast motion with large inter-frame displacements, where Gaussian attributes are poorly learned during training, and fast-moving objects are often lost from the reconstruction. In this work, we introduce Spatiotemporal Position Implicit Network for 4DGS, coined SPIN-4DGS, which learns Gaussian attributes from explicitly collected spatiotemporal positions rather than modeling temporal displacements, thereby enabling more faithful splatting under fast motions with large inter-frame displacements. To avoid the heavy memory overhead of explicitly optimizing attributes across all spatiotemporal positions, we instead predict them with a lightweight feed-forward network trained under a rasterization-based reconstruction loss. Consequently, SPIN-4DGS learns shared representations across Gaussians, effectively capturing spatiotemporal consistency and enabling stable high-quality Gaussian splatting even under challenging motions. Across extensive experiments, SPIN-4DGS consistently achieves higher fidelity under large displacements, with clear improvements in PSNR and SSIM on challenging sports scenes from the CMU Panoptic dataset. For example, SPIN-4DGS notably outperforms the strongest baseline, D3DGS, by achieving +1.83 higher PSNR on the Basketball scene.
Seung-gyeom Kim, Areum Kim, Yongjae Yoo +1
Department of Applied Artificial Intelligence, Hanyang University · Hanyang University ERICA
Recent 4D Gaussian Splatting (4DGS) methods achieve impressive dynamic scene reconstruction but often rely on piecewise linear velocity approximations and short temporal windows. This disjointed modeling leads to severe temporal fragmentation, forcing primitives to be repeatedly eliminated and regenerated to track complex nonlinear dynamics. This makeshift approximation eliminates the long-term temporal identity of objects and causes an inevitable proliferation of Gaussians, hindering scalability to extended video sequences. To address this, we propose TRiGS, a novel 4D representation that utilizes unified, continuous geometric transformations. By integrating SE(3) transformations, hierarchical Bezier residuals, and learnable local anchors, TRiGS models geometrically consistent rigid motions for individual primitives. This continuous formulation preserves temporal identity and effectively mitigates unbounded memory growth. Extensive experiments demonstrate that TRiGS achieves high fidelity rendering on standard benchmarks while uniquely scaling to extended video sequences (e.g., 600 to 1200 frames) without severe memory bottlenecks, significantly outperforming prior works in temporal stability.
Suwoong Yeom, Joonsik Nam, Seunggyu Choi +7
Sogang University · POSTECH · Seoul National University +2