Dynamic Gaussian Splatting
Latest papers
14 papers1 paper in the last four weeks, down 67% on the four weeks before. 0.0% of all new papers.
We present Stable Signer V3, an interactive high-resolution sign language avatar system built on 4D Deformable Primitive Splatting. It addresses three limitations of existing avatars: restricted facial expression, inaccurate identity-specific body deformation, and loss of fine appearance details. Shared Face Primitive Splatting adds transferable superquadric primitives for richer expression control; Test-Time Body Primitive Splatting learns an identity-specific virtual muscle layer for more faithful motion; and Test-Time Tunneling Super-Resolution uses TunnelingNet to recover identity-specific high-resolution details. Both test-time modules are optimized once per signer identity; inference then runs entirely from the stored identity parameters. Together, they reduce facial geometry error by 71.4%, body-boundary error by 35.1% across ten identities, and high-resolution RGB reconstruction error by 24.2% on held-out evaluations, while retaining interactive streaming.
CC-4DGS: Computational Deformation and Point-Cloud Compression for Storage-Efficient Dynamic Gaussian Splatting
Dynamic four-dimensional (4D) Gaussian Splatting has emerged as a powerful explicit representation for high-quality view synthesis, yet existing methods still require tens to hundreds of megabytes per scene due to their heavy reliance on large multi-resolution hash tables and high-dimensional Gaussian attributes. This paper presents CC-4DGS, a storage-efficient and scalable framework that rethinks both deformation modeling and canonical attribute storage. First, we introduce a computational deformation field (CDF) that replaces large multi-resolution learnable hash tables with deterministic dense hash encoding and compact neural decoders, enabling on-the-fly synthesis of deformation features while reducing deformation storage to only 1--3 MB per scene. Second, we propose a compression of canonical point-cloud attributes (CCA) pipeline that compresses high-dimensional spherical harmonic appearance terms and auxiliary Gaussian attributes via conditional autoencoding, selective quantization, and residual codebooks, achieving 3--5 point-cloud reduction with negligible quality loss. Together, these components yield a unified representation that preserves real-time rendering performance while reducing total storage to 20--30 MB. Extensive experiments across the N3DV and Technicolor Light Field datasets demonstrate that CC-4DGS achieves reconstruction accuracy comparable to state-of-the-art methods such as Swift4D, while offering significantly improved storage efficiency and favorable runtime-memory trade-offs.
EvoGS: Modeling Deformation Evolution for Dynamic Gaussian Splatting
Recent extensions of 3D Gaussian Splatting (3DGS) enable real-time novel view synthesis in dynamic scenes by learning time-conditioned Gaussian deformations. However, existing MLP-based methods typically estimate deformations independently at each timestamp, making them less robust to large or abrupt motions. To address this issue, we propose EvoGS, a 3DGS-based dynamic reconstruction framework that models Gaussian deformation as a temporal evolution process. EvoGS maintains persistent deformation states for each Gaussian, extrapolates future states from historical deformation states, and corrects the predictions with MLP-derived observations. The correction is adaptively weighted using a temporal residual memory and evolution statistics such as deformation velocity and trajectory deviation. To further improve reconstruction quality, EvoGS introduces deformation-aware densification. Clone and split operations are performed along corrected deformation directions, while an uncertainty-aware strategy suppresses densification for Gaussians with unstable deformation histories. Experiments show that EvoGS improves dynamic novel view synthesis quality and achieves competitive performance across benchmarks.
SMG: Semantic Motion Graph for Monocular Dynamic Gaussian Splatting
We study dynamic Gaussian Splatting from monocular videos. While recent advancements in dynamic Gaussian splatting offer a promising foundation for modeling dynamic scenes, they often overfit to the training views and fail under occlusion or complex scene motion due to the lack of reliable regularization signals in under-constrained regions. We propose Semantic Motion Graph (SMG), a novel approach models the Gaussian motion as the low-rank semantic motion. Our key insight is that the real-world scene motion is often structured by semantic coherence: regions that are spatially close and semantically related tend to exhibit consistent dynamics. To leverage this prior, we construct SMG to model structured motion of the scene. The Gaussian motion is driven by the motion of SMG nodes. We further observe that the uncertainty of Gaussian motion arises from both unreliable off-the-shelf priors and weakly constrained regions during optimization. SMG addresses this by using reliable graph nodes to guide the motion of nearby unreliable nodes. To evaluate dynamic Gaussian splatting under challenging real-world scenarios, we introduce a new multiview dataset collected under an ego-exo setup. Extensive experiments demonstrate that SMG achieves state-of-the-art performance on monocular dynamic Gaussian splatting across challenging real-world benchmarks. Project page: https://smg-gaussian.github.io/.
AdaAnchor4D: Anchor-Conditioned Spatiotemporal Feature Aggregation for Monocular UAV 4D Reconstruction
Monocular UAV videos provide valuable observations for dynamic reconstruction of complex urban scenes. However, such scenes exhibit pronounced spatiotemporal heterogeneity: different regions follow distinct temporal activity patterns, while the motion states of some dynamic regions may further evolve over time. Although dynamic Gaussian methods based on decomposed shared spatiotemporal feature fields have achieved efficient and accurate reconstruction in object-centric or relatively compact scenes, their commonly adopted fixed plane-wise feature combination mechanisms are less suited to the heterogeneous local dynamics of UAV scenes, often leading to ghosting artifacts and blurred dynamic details. To address this challenge, we propose AdaAnchor4D, an adaptive anchor deformation framework for monocular UAV dynamic scene reconstruction. At its core, Anchor-Conditioned Feature Aggregation (ACFA) adaptively aggregates shared spatiotemporal features using anchor-specific aggregation embeddings and temporal information, allowing different local units to obtain dynamic representations tailored to their local and temporal states. Decoupled Local Geometry Deformation (DLGD) separates anchor-state deformation from local Gaussian geometry deformation, while Density-Adaptive Coordinate Warping (DACW) reparameterizes feature-query coordinates according to the axis-wise anchor distributions, alleviating the mismatch between non-uniform geometric sampling and uniform grid parameterization. Experiments on UAV-Arc4D, VisDrone, and UAVDT show that AdaAnchor4D achieves higher rendering quality than representative dynamic Gaussian methods while maintaining real-time rendering performance. The code will be made publicly available.
Implicit 4D Gaussian Splatting for Fast Motion with Large Inter-Frame Displacements
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.
Grassmannian Splatting I: Moving rank-2 Spacetime Surfels for Dynamic Scene Rendering
We introduce Grassmannian splatting, a dynamic scene representation whose primitives are Gaussians supported on 3-planes in spacetime : generically, spatial 2-planes in uniform translation along their normals. Each primitive carries a unit normal and an unconstrained factor , with covariance
For generic and , conditioning on time returns a rank-2 surfel at every frame. The normal of the disk and its velocity along that normal are read off from ; the disk shape and the tangential drift of its center are set by . Existing native 4D Gaussian splatting methods [\it{Yang et. al. 2023,Duan et. al. 2024}] slice full-rank spacetime covariances, so their per-frame primitive is a volumetric ellipsoid; since conditioning lowers rank by exactly one, a rank-2 surfel in the slice requires a rank-3 spacetime covariance, and the parameterization above realizes exactly these. The motion model is closed form, i.e. no deformation field is learned, and no custom CUDA is required: the conditioned disk feeds a standard 3DGS rasterizer through its precomputed-covariance interface. A soft clamp in the Schur denominator regularizes the static orientation and continuously bridges rank-3 static and rank-2 dynamic behavior, so static and moving primitives form a single continuous family. On the 17 HyperNeRF scenes of MonoDyGauBench, training is fastest among all compared methods (4.9 to 5.6 times faster than the strongest quality baselines), while ranking second in PSNR, MS-SSIM, and LPIPS. Code: https://github.com/PaulCelanCoding/grassmannian-splatting
Unified Panoramic-Gaussian Representation for Monocular 4D Scene Synthesis
4D scene synthesis from monocular videos has made significant progress in recent years. However, existing methods are typically constrained by view interpolation. As a result, they struggle to infer unseen regions beyond the observed views. In this paper, we reformulate the task as 4D scene synthesis with unseen regions, which extends beyond traditional interpolation settings. Camera-conditioned video generation enables unseen region synthesis by guiding generation along specified cameras. However, these methods lack explicit 3D priors and are optimized with random camera trajectories. This design leads to severe inconsistencies under large trajectory deviations. To address this limitation, we build a unified training and inference framework with panoramic trajectory guidance. While this design improves cross-view consistency, the panoramic representation alone fails to model dynamic content effectively. Object motion in panoramic space introduces scale and shape distortions. To address this, we propose PanoGaussian, a unified Panoramic-Gaussian representation that distills the panoramic representation into an explicit dynamic Gaussian representation to capture dynamic physical priors of the 4D scene. Experiments demonstrate that PanoGaussian achieves consistent 4D scene synthesis even under large viewpoint variations.
MVFusion-GS: Motion-Variance Guided Temporal Attention for High-Quality Dynamic Gaussian Splatting
3D Gaussian Splatting (3DGS) enables real-time novel view synthesis for static scenes. Extending it to dynamic scenes via deformation fields has recently attracted significant attention, particularly for dynamic scene reconstructionband distractor-free. However, existing deformation networks lack explicit motion awareness: they neither capture long-term motion intensity nor exploit short-term temporal coherence, leading to inaccurate foreground deformation and pseudo-static residuals in the background. We present MVFusion-GS, a method that enhances deformation networks with two complementary motion-aware mechanisms. The Motion-Variance Guided Refinement aggregates per-Gaussian deformation statistics across time to estimate motion variance and uses it to guide dynamic-static separation during deformation prediction. The MotionFormer Temporal Attention module applies Transformer self-attention over neighboring timesteps to model local motion dependencies and improve temporal consistency. Extensive experiments on both dynamic scene reconstruction and distractor-free reconstruction benchmarks demonstrate state-of-the-art performance, showing that explicit motion awareness improves both foreground motion modeling and static background reconstruction.
PersistGS: Differentiable Physics for Object Permanence in 4D Gaussian Splatting
Dynamic 3D Gaussian Splatting (3DGS) methods reconstruct time-varying scenes from synchronized multi-camera video using photometric supervision. When a moving object becomes fully occluded from all training cameras, this supervision vanishes: the Gaussians representing it receive no gradient signal and degrade. Existing approaches to incomplete observations in neural reconstruction rely on learned generative priors that prioritize visual plausibility over physical correctness. We propose , a method that restores object permanence during occlusion by coupling differentiable rigid body simulation with 3D Gaussian Splatting. Our approach decomposes the scene into per-object Gaussians and collision meshes, estimates friction and velocity from the observed pre-occlusion trajectory via differentiable simulation, and uses the resulting SE(3) trajectory to position object Gaussians throughout the occlusion period. Because the predicted trajectory satisfies the governing equations of rigid body dynamics, it faithfully captures contact events (bounces, friction-based deceleration, direction changes) that kinematic extrapolation cannot model. We introduce a centroid silhouette loss that isolates positional gradients from appearance noise, yielding 40% lower trajectory error than photometric supervision. We evaluate using cameras withheld from training that observe the object during its occlusion. Experiments on synthetic scenes show that PersistGS outperforms constant velocity extrapolation by +2.46dB PSNR and comes within 0.19dB of a ground-truth trajectory upper bound.
ClipGStream: Clip-Stream Gaussian Splatting for Any Length and Any Motion Multi-View Dynamic Scene Reconstruction
Dynamic 3D scene reconstruction is essential for immersive media such as VR, MR, and XR, yet remains challenging for long multi-view sequences with large-scale motion. Existing dynamic Gaussian approaches are either Frame-Stream, offering scalability but poor temporal stability, or Clip, achieving local consistency at the cost of high memory and limited sequence length. We propose ClipGStream, a hybrid reconstruction framework that performs stream optimization at the clip level rather than the frame level. The sequence is divided into short clips, where dynamic motion is modeled using clip-independent spatio-temporal fields and residual anchor compensation to capture local variations efficiently, while inter-clip inherited anchors and decoders maintain structural consistency across clips. This Clip-Stream design enables scalable, flicker-free reconstruction of long dynamic videos with high temporal coherence and reduced memory overhead. Extensive experiments demonstrate that ClipGStream achieves state-of-the-art reconstruction quality and efficiency. The project page is available at: https://liangjie1999.github.io/ClipGStreamWeb/
Learning Explicit Continuous Motion Representation for Dynamic Gaussian Splatting from Monocular Videos
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.
ColonSplat: Reconstruction of Peristaltic Motion in Colonoscopy with Dynamic Gaussian Splatting
Accurate 3D reconstruction of colonoscopy data, accounting for complex peristaltic movements, is crucial for advanced surgical navigation and retrospective diagnostics. While recent novel view synthesis and 3D reconstruction methods have demonstrated remarkable success in general endoscopic scenarios, they struggle in the highly constrained environment of the colon. Due to the limited field of view of a camera moving through an actively deforming tubular structure, existing endoscopic methods reconstruct the colon appearance only for initial camera trajectory. However, the underlying anatomy remains largely static; instead of updating Gaussians' spatial coordinates (xyz), these methods encode deformation through either rotation, scale or opacity adjustments. In this paper, we first present a benchmark analysis of state-of-the-art dynamic endoscopic methods for realistic colonoscopic scenes, showing that they fail to model true anatomical motion. To enable rigorous evaluation of global reconstruction quality, we introduce DynamicColon, a synthetic dataset with ground-truth point clouds at every timestep. Building on these insights, we propose ColonSplat, a dynamic Gaussian Splatting framework that captures peristaltic-like motion while preserving global geometric consistency, achieving superior geometric fidelity on C3VDv2 and DynamicColon datasets. Project page: https://wmito.github.io/ColonSplat
MoDGS: Dynamic Gaussian Splatting from Casually-captured Monocular Videos with Depth Priors
In this paper, we propose MoDGS, a new pipeline to render novel views of dy namic scenes from a casually captured monocular video. Previous monocular dynamic NeRF or Gaussian Splatting methods strongly rely on the rapid move ment of input cameras to construct multiview consistency but struggle to recon struct dynamic scenes on casually captured input videos whose cameras are either static or move slowly. To address this challenging task, MoDGS adopts recent single-view depth estimation methods to guide the learning of the dynamic scene. Then, a novel 3D-aware initialization method is proposed to learn a reasonable deformation field and a new robust depth loss is proposed to guide the learning of dynamic scene geometry. Comprehensive experiments demonstrate that MoDGS is able to render high-quality novel view images of dynamic scenes from just a casually captured monocular video, which outperforms state-of-the-art meth ods by a significant margin. The code is publicly available now.