Recent advancements in 3D Gaussian Splatting (3DGS) have demonstrated its potential for efficient and photorealistic 3D reconstructions, which is crucial for diverse applications such as robotics and immersive media. However, current Gaussian-based methods for dynamic scene reconstruction struggle with large inter-frame displacements, leading to artifacts and temporal inconsistencies under fast object motions. To address this, we introduce TrackerSplat, a novel method that integrates advanced point tracking methods to enhance the robustness and scalability of 3DGS for dynamic scene reconstruction. TrackerSplat utilizes off-the-shelf point tracking models to extract pixel trajectories and triangulate per-view pixel trajectories onto 3D Gaussians to guide the relocation, rotation, and scaling of Gaussians before training. This strategy effectively handles large displacements between frames, dramatically reducing the fading and recoloring artifacts prevalent in prior methods. By accurately positioning Gaussians prior to gradient-based optimization, TrackerSplat overcomes the quality degradation associated with large frame gaps when processing multiple adjacent frames in parallel across multiple devices, thereby boosting reconstruction throughput while preserving rendering quality. Experiments on real-world datasets confirm the robustness of TrackerSplat in challenging scenarios with significant displacements, achieving superior throughput under parallel settings and maintaining visual quality compared to baselines. The code is available at https://github.com/yindaheng98/TrackerSplat.
Figures & tables
Figure 1. Illustration of the motivation and basic idea of TrackerSplat. (a) Ground truth from the "walking" sequence. (b), (c) Rendered frames 64 and 67, trained 1000 iterations from frame 61 with the physically-based regularization losses introduced by Dynamic3DGS ( Luiten et al., 2024 ) . Gaussians struggle to accurately follow the fast moving object, resulting in fading or incorrect recoloring. (e) Slow motion: object remains in the region for gradient computing, allowing Gaussians to maintain consistent color and follow the movement of object. (f) Fast motion: the object moves outside the region for gradient computing, position gradients fail to align with the movement of object, causing Gaussians to either fade or incorrectly recolor. (d), (g) TrackerSplat to adjust Gaussian position, rotation and scaling parameters according to point tracking results before training, enabling stable and robust training for fast-moving objects.
Figure 2. DOT point tracking on a video sequence. Colored lines show pixel trajectories over time.
Figure 3. TrackerSplat overview. Our method processes video clips captured from multiple fixed viewpoints. It begins by applying existing reconstruction techniques to initialize a set of 3D Gaussians for the first frame. For subsequent frames, the position, rotation, and scale of these Gaussians are updated based on point tracking across views, with their motions regularized by neighboring Gaussians. Finally, the Gaussian parameters of each frame are refined by training on input frames.
Figure 4. TrackerSplat parallel pipeline.
Method
GPUs
“basketball”
“boxes”
“juggle”
“stepin”
“vrheadset”
“taekwondo”
“coffee martini”
P. ST-4DGS
1
30.6 / .941 / .074
30.4 / .946 / .064
30.9 / .950 / .062
30.6 / .885 / .104
32.4 / .950 / .067
36.0 / .976 / .022
27.6 / .918 / .114
P. 4DGS
1
30.5 / .940 / .072
30.6 / .948 / .064
30.8 / .951 / .063
32.6 / .950 / .068
32.5 / .951 / .066
36.3 / .977 / .022
27.5 / .917 / .115
P. Dy.3DGS
1
30.9 / .942 / .075
31.5 / .951 / .061
31.7 / .953 / .061
32.4 / .948 / .070
32.4 / .951 / .067
36.6 / .978 / .021
27.6 / .917 / .115
P. HiCoM
1
31.4 / .943 / .074
31.6 / .949 / .065
31.9 / .951 / .063
32.9 / .951 / .067
32.9 / .953 / .064
36.9 / .979 / .020
28.0 / .917 / .116
Ours
1
32.6 / .950 / .066
32.4 / .953 / .060
32.6 / .956 / .058
32.9 / .952 / .065
33.0 / .954 / .063
36.8 / .978 / .020
27.9 / .917 / .115
P. ST-4DGS
2
30.2 / .936 / .081
30.4 / .944 / .066
31.0 / .951 / .063
32.1 / .947 / .071
32.2 / .950 / .067
35.0 / .971 / .027
27.6 / .920 / .110
Table 1. Quantitative comparison of average visual quality ( PSNR ↑ / SSIM ↑ / LPIPs ↓ ) in short-clip experiments under varying GPU parallelism settings (1, 2, 4, and 8 GPUs). Our method achieves better visual quality in most cases and demonstrates greater robustness than baselines as parallelism increases. Results for all other scenes are included in the supplementary material.
Method
GPUs
Dy.3DGS
Meet.Room
st-nerf
N3DV
Parallel ST-4DGS
1
217.8
344.7
361.9
464.2
Parallel 4DGS
1
52.3
84.9
109.9
168.0
Parallel Dyn.3DGS
1
31.7
42.1
72.1
123.3
Parallel HiCoM
1
13.1
26.9
54.1
119.0
Ours (total)
1
13.0
20.1
51.3
109.3
Ours (track+refine)
1
5.3+7.6
3.3+16.9
6.3+45.1
10.0+99.3
Table 2. Average throughput comparison (seconds per frame) between TrackerSplat and baselines under different GPU parallelism settings (1, 2, 4, and 8 GPUs). Our method achieves the highest throughput in most cases. We also separately report the runtime of the tracking stages (point tracking and motion compensation) and the refinement stage.
Figure 5. Average visual quality ( PSNR ↑ / SSIM ↑ / LPIPs ↓ ) over long-video sequences using our parallel pipeline with 8 GPUs (long-video experiments). Our method achieves higher and more stable visual quality than baselines in most cases, demonstrating its robustness. Lines ending prematurely for 4DGS and ST-4DGS indicate training failures due to GPU memory overflow (exceeding the 40GB limit of the A100 GPU) or numerical instabilities (NaN gradients). Corresponding rendered videos are provided in the supplementary material.
Figure 6. Qualitative comparison of rendered results from the final frame of representative 9-frame clips processed in parallel using 8 GPUs (short-clip experiments). Our method generates fewer artifacts and better preserves visual details compared to baselines, particularly in highly dynamic regions.
3D Gaussian Splatting has demonstrated remarkable real-time rendering capabilities and superior visual quality in novel view synthesis for static scenes. Building upon these advantages, researchers have progressively extended 3D Gaussians to dynamic scene reconstruction. Deformation field-based methods have emerged as a promising approach among various techniques. These methods maintain 3D Gaussian attributes in a canonical field and employ the deformation field to transform this field across temporal sequences. Nevertheless, these approaches frequently encounter challenges such as suboptimal rendering speeds, significant dependence on initial point clouds, and vulnerability to local optima in dim scenes. To overcome these limitations, we present FRoG, an efficient and robust framework for high-quality dynamic scene reconstruction. FRoG integrates per-Gaussian embedding with a coarse-to-fine temporal embedding strategy, accelerating rendering through the early fusion of temporal embeddings. Moreover, to enhance robustness against sparse initializations, we introduce a novel depth- and error-guided sampling strategy. This strategy populates the canonical field with new 3D Gaussians at low-deviation initial positions, significantly reducing the optimization burden on the deformation field and improving detail reconstruction in both static and dynamic regions. Furthermore, by modulating opacity variations, we mitigate the local optima problem in dim scenes, improving color fidelity. Comprehensive experimental results validate that our method achieves accelerated rendering speeds while maintaining state-of-the-art visual quality.
Han Jiao, Jiakai Sun, Lei Zhao +3
College of Computer Science and Technology, Zhejiang University, China
Dynamic scene reconstruction and novel view synthesis are fundamental to next-generation visual intelligence applications such as virtual reality, robotics, and digital twins. However, high-fidelity reconstruction of complex, time-varying scenes from arbitrary viewpoints remains a significant challenge. Existing dynamic 3DGS methods suffer from computational inefficiency, since they model all Gaussians as dynamic components. While recent decomposition-based approaches address this issue, they still struggle with degraded reconstruction quality and prolonged training time. To mitigate these limitations, we propose a novel dynamic reconstruction framework built upon an efficient static-dynamic decomposition strategy using a Feed-Forward Gaussian Splatting encoder and an optical flow model. By eliminating redundant computations on static regions, our method achieves state-of-the-art performance, outperforming existing baselines across rendering quality, training and rendering speed, and storage efficiency. Notably, on the Neural 3D dataset, our framework requires only 10 minutes for training and achieves a rendering speed of over 700 FPS on a single NVIDIA RTX 5090 GPU at resolution of 1352x1014. Furthermore, our decomposition strategy eliminates the need for COLMAP preprocessing and enables deterministic initialization, thereby enhancing both efficiency and reproducibility.
Youngtae Han, Sung-hwan Han, Youngmin Yi
Department of Artificial Intelligence Engineering, Sogang University
Dynamic scene reconstruction via 3D Gaussian Splatting (3DGS) has emerged as a compelling approach for representing evolving environments, yet understanding trade-offs between methodologies remains crucial. This paper presents a comprehensive analysis of dynamic 3DGS methods, categorizing them into two paradigms: structure-guided methods employing auxiliary representations (deformation fields, canonical spaces, grids) to model temporal changes, and gaussian-centric methods encoding dynamics directly into primitives via continuous functions or 4D representations. We evaluate representative methods from both paradigms on the D-NeRF benchmark. Our findings reveal that structure-guided methods achieve superior reconstruction fidelity and compact model sizes, while gaussian-centric approaches demonstrate significantly higher rendering speeds enabling real-time performance, though with greater quality variability and potentially substantial storage overhead. This analysis highlights a fundamental trade-off between reconstruction quality/compactness versus rendering speed, providing insights to guide future research and application development in dynamic scene reconstruction.