Organizations: School of Computer Science and Engineering, Sun Yat-sen University, China · Key Laboratory of Machine Intelligence and Advanced Computing, Ministry of Education, China
We present an approach for high-quality dynamic Gaussian Splatting from monocular videos. To this end, we in this work go one step further beyond previous methods to explicitly model continuous position and orientation deformation of dynamic Gaussians, using an SE(3) B-spline motion bases with a compact set of control points. To improve computational efficiency while enhancing the ability to model complex motions, an adaptive control mechanism is devised to dynamically adjust the number of motion bases and control points. Besides, we develop a soft segment reconstruction strategy to mitigate long-interval motion interference, and employ a multi-view diffusion model to provide multi-view cues for avoiding overfitting to training views. Extensive experiments demonstrate that our method outperforms state-of-the-art methods in novel view synthesis. Our code is available at https://github.com/hhhddddddd/se3bsplinegs.
Figures & tables
Figure 2: Overview of our method. We first initialize static Gaussians via depth reprojection and dynamic Gaussians from tracking points, by modeling their transformations with learnable SE(3) B-spline Motion Bases. We then adjust the number of motion bases and control points based on an adaptive control mechanism. Next, we employ a soft segment reconstruction strategy to fuse dynamic Gaussians at different reference timestamps to the observation timestamp, and further supplement the monocular video with scene-level multi-view cues derived from a multi-view diffusion model.
Figure 3: Visual comparison of novel view synthesis on the iPhone dataset [ 12 ] .
Figure 4: Visual comparison of novel view synthesis on the NVIDIA dataset. Note, images are cropped to highlight dynamic regions.
Figure 5: Visual ablation study on scenes from the iPhone and NVIDIA datasets.
Method
iPhone
NVIDIA
Param.
Training Time
FPS
mPSNR ↑
mSSIM ↑
mLPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
MarbleGS [ 37 ]
16.08
0.568
0.433
24.56
0.667
0.110
51.6M
13 hrs
8.367
SoM [ 40 ]
17.13
0.674
0.279
24.58
0.651
0.124
173.4M
1 hr
38.754
HiMoR [ 24 ]
16.02
0.558
0.325
24.89
0.694
0.118
185.2M
1 hr
34.156
MoDec-GS [ 21 ]
14.65
0.320
0.461
23.94
0.628
0.132
86.1M
1 hr
9.074
SplineGS [ 32 ]
15.52
0.483
0.371
27.12
0.872
0.052
158.4M
2 hrs
387.469
Table 1: Quantitative comparison of novel view synthesis on the iPhone [ 12 ] and NVIDIA [ 48 ] datasets. Note that all training times are measured on the skating scene using a single NVIDIA RTX 4090 GPU, and FPS is measured on the same GPU at 480 × 360 resolution.
Method
iPhone
NVIDIA
mPSNR ↑
mSSIM ↑
mLPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
w/o Adap.
18.84
0.685
0.350
26.87
0.803
0.128
w/o Soft.
19.02
0.628
0.328
27.06
0.832
0.085
w/o Lsds
19.39
0.715
0.288
27.13
0.845
0.074
w/o Lsmo
19.18
0.713
0.295
27.15
0.861
0.076
Ours
20.17
0.729
0.274
27.81
0.871
0.049
Table 2: Ablation studies on the iPhone and NVIDIA dataset. “w/o Adap.” denotes removing the adaptive control in SE(3) B-spline motion bases, “w/o Soft.” means omitting soft segment reconstruction, and “w/o Lsds ” and “w/o Lsmo ” refer to ignoring multi-view SDS loss and the camera smoothness loss, respectively.
Method
mPSNR ↑
mSSIM ↑
mLPIPS ↓
w/ Pose trans.
18.17
0.675
0.328
w/ Motion scaff.
19.26
0.698
0.296
Ours
20.17
0.729
0.274
Table 3: Ablation study of SE(3) B-spline motion bases on the iPhone dataset. “w/ Pose trans.” means replacing our motion representation with the SE(3)-based pose transformation used in SoM [ 40 ] . “w/ Motion scaff.” indicates replacing the representation with the motion scaffolds used in MoSca [ 22 ] .
Figure 6: Effect of SE(3) B-spline Motion Bases.
Figure 7: Failure cases. Our method fails to handle dynamic scenes with large non-rigid motion.
Metric
MarbleGS [ 37 ]
HiMoR [ 24 ]
MoSca [ 22 ]
Ours
PCK-T ↑
0.803
0.809
0.821
0.833
Table 4: Comparison of correspondence on the iPhone dataset.
Method
iPhone
NVIDIA
mPSNR ↑
mSSIM ↑
mLPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
w/ Prior pert.
20.11
0.725
0.278
27.74
0.867
0.051
Ours
20.17
0.729
0.274
27.81
0.871
0.049
Table 5: Effect of 2D prior errors. “w/ Prior pert.” indicates that the 2D tracking prior is perturbed by adding random noise within the range of [-15, 15].
Figure 8: Visual comparison of novel view synthesis.
Figure 9: Effect of pruning strategy.
Method
iPhone
NVIDIA
mPSNR ↑
mSSIM ↑
mLPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
w/ Random
19.84
0.721
0.283
27.59
0.853
0.062
w/ All
19.37
0.716
0.293
27.26
0.848
0.065
Ours
20.17
0.729
0.274
27.81
0.871
0.049
Table 6: Ablation on the iPhone and NVIDIA datasets. “w/ Random” denotes randomly pruning a control point with error below ϵprune , while “w/ All” prunes all control points with errors below ϵprune .
Figure 10: Effect of soft segmentation reconstruction.
Figure 11: Visual comparison of novel view synthesis on the scene “Apple” of the iPhone dataset [ 12 ] . The time interval between adjacent images is ten frames.
Figure 12: Visual comparison of novel view synthesis on the scene “Paper-windmill” of the iPhone dataset [ 12 ] . The time interval between adjacent images is ten frames.
Figure 13: Visual comparison of novel view synthesis on the scene “Balloon1” of the NVIDIA dataset [ 48 ] . The time interval between adjacent images is two frames.
Figure 14: Visual comparison of novel view synthesis on the scene “Umbrella” of the NVIDIA dataset [ 48 ] . The time interval between adjacent images is two frames.