Dynamic Scene Reconstruction
Momentum
24 papers in the last four weeks, up 200% on the four weeks before. 0.2% of all new papers.
Latest papers 181
We present TT4D, a large-scale, high-fidelity table tennis dataset. It provides hours of reconstructed singles and doubles gameplay from monocular broadcast videos, featuring multimodal annotations like high-quality camera calibrations, precise 3D ball positions, ball spin, time segmentation, and 3D human meshes over time. This rich data provides a new foundation for virtual replay, in-depth player analysis, and robot learning. The dataset's combination of scale and precision is achieved through a novel reconstruction pipeline. Prior methods first partition a game sequence into individual shot segments based on the 2D ball track, and only then attempt reconstruction. However, 2D-based time segmentation collapses under occlusion and varied camera viewpoints, preventing reliable reconstruction. We invert this paradigm by first lifting the entire unsegmented 2D ball track to 3D through a learned lifting network. This 3D trajectory then allows us to reliably perform time segmentation. The learned lifting network also infers the ball's spin, handles unreliable ball detections, and successfully reconstructs the ball trajectory in cases of high occlusion. This lift-first design is necessary, as our pipeline is the only method capable of reconstructing table tennis gameplay from general-view broadcast monocular videos. We demonstrate the dataset's fidelity through two downstream tasks: estimating the racket's pose & velocity at impact, and training a generative model of competitive rallies.
Stop Holding Your Breath: CT-Informed Gaussian Splatting for Dynamic Bronchoscopy
Bronchoscopic navigation relies on registering endoscopic video to a preoperative CT scan, but respiratory motion deforms the airway by 5-20 mm, creating CT-to-body divergence that limits localization accuracy. In practice, this is mitigated through breath-hold protocols, which attempt to match the intraoperative anatomy to a static CT, but are difficult to reproduce and disrupt clinical workflow. We propose to eliminate the need for breath-hold protocols by leveraging patient-specific respiratory modeling. Paired inhale-exhale CT scans, already acquired for planning, implicitly define the patient-specific deformation space of the breathing airway. By registering these scans, we reduce respiratory motion to a single scalar breathing phase per frame, constraining all reconstructions to anatomically observed configurations. We embed this representation within a mesh-anchored Gaussian splatting framework, where a lightweight estimator infers breathing phase directly from endoscopic RGB, enabling continuous, deformation-aware reconstruction throughout the respiratory cycle without breath-holds or external sensing. To enable quantitative evaluation, we introduce RESPIRE, a physically grounded bronchoscopy simulation pipeline with per-frame ground truth for geometry, pose, breathing phase, and deformation. Experiments on RESPIRE show that our approach achieves geometrically faithful reconstruction, over 20x faster training, and 1.22 mm target localization accuracy (within the 3mm clinically relevant tolerances) outperforming unconstrained single-CT baselines. Please check out our website for additional visuals: https://asdunnbe.github.io/RESPIRE/
RayFormer: Modeling Inter- and Intra-Ray Similarity for NeRF-Based Video Snapshot Compressive Imaging
Video snapshot compressive imaging (SCI) enables the reconstruction of dynamic scenes from a single snapshot measurement. Recently, NeRF-based methods have shown promising reconstruction performance. However, such methods typically adopt random ray sampling strategies and fail to capture content structural similarities, resulting in limited reconstruction quality. To address these issues, we first propose a patch-level ray sampling strategy to enable the modeling of content structure. Then, we propose an Inter- and Intra-Ray Transformer (RayFormer) to capture the structural similarities, modeling both inter-ray similarities among spatially neighboring points at the same depth and intra-ray correlations between adjacent points along the viewing ray. Finally, benefiting from the patch-level sampling strategy, the total variation prior is incorporated into the objective function to enhance spatial smoothness and suppress artifacts. Experiments in both simulated and real-world scenes demonstrate that the proposed method achieves state-of-the-art (SOTA) reconstruction performance.
Color-Encoded Illumination for High-Speed Volumetric Scene Reconstruction
The task of capturing and rendering 3D dynamic scenes from 2D images has become increasingly popular in recent years. However, most conventional cameras are bandwidth-limited to 30-60 FPS, restricting these methods to static or slowly evolving scenes. While overcoming bandwidth limitations is difficult for general scenes, recent years have seen a flurry of computational imaging methods that yield high-speed videos using conventional cameras for specific applications (e.g., motion capture and particle image velocimetry). However, most of these methods require modifications to a camera's optics or the addition of mechanically moving components, limiting them to a single-view high-speed capture. Consequently, these methods cannot be readily used to capture a 3D representation of rapid scene motion. In this paper, we propose a novel method to capture and reconstruct a volumetric representation of a high-speed scene using only unaugmented low-speed cameras. Instead of modifying the hardware or optics of each individual camera, we encode high-speed scene dynamics by illuminating the scene with a rapid, sequential color-coded sequence. This results in simultaneous multi-view capture of the scene, where high-speed temporal information is encoded in the spatial intensity and color variations of the captured images. To construct a high-speed volumetric representation of the dynamic scene, we develop a novel dynamic Gaussian Splatting-based approach that decodes the temporal information from the images. We evaluate our approach on simulated scenes and real-world experiments using a multi-camera imaging setup, showing first-of-a-kind high-speed volumetric scene reconstructions.
Unified 4D World Action Modeling from Video Priors with Asynchronous Denoising
We propose X-WAM, a Unified 4D World Model that unifies real-time robotic action execution and high-fidelity 4D world synthesis (video + 3D reconstruction) in a single framework, addressing the critical limitations of prior unified world models (e.g., UWM) that only model 2D pixel-space and fail to balance action efficiency and world modeling quality. To leverage the strong visual priors of pretrained video diffusion models, X-WAM imagines the future world by predicting multi-view RGB-D videos, and obtains spatial information efficiently through a lightweight structural adaptation: replicating the final few blocks of the pretrained Diffusion Transformer into a dedicated depth prediction branch for the reconstruction of future spatial information. Moreover, we propose Asynchronous Noise Sampling (ANS) to jointly optimize generation quality and action decoding efficiency. ANS applies a specialized asynchronous denoising schedule during inference, which rapidly decodes actions with fewer steps to enable efficient real-time execution, while dedicating the full sequence of steps to generate high-fidelity video. Rather than entirely decoupling the timesteps during training, ANS samples from their joint distribution to align with the inference distribution. Pretrained on over 5,800 hours of robotic data, X-WAM achieves 79.2% and 90.7% average success rate on RoboCasa and RoboTwin 2.0 benchmarks, while producing high-fidelity 4D reconstruction and generation surpassing existing methods in both visual and geometric metrics.
Bringing a Personal Point of View: Evaluating Dynamic 3D Gaussian Splatting for Egocentric Scene Reconstruction
Egocentric video provides a unique view into human perception and interaction, with growing relevance for augmented reality, robotics, and assistive technologies. However, rapid camera motion and complex scene dynamics pose major challenges for 3D reconstruction from this perspective. While 3D Gaussian Splatting (3DGS) has become a state-of-the-art method for efficient, high-quality novel view synthesis, variants, that focus on reconstructing dynamic scenes from monocular video are rarely evaluated on egocentric video. It remains unclear whether existing models generalize to this setting or if egocentric-specific solutions are needed. In this work, we evaluate dynamic monocular 3DGS models on egocentric and exocentric video using paired ego-exo recordings from the EgoExo4D dataset. We find that reconstruction quality is consistently lower in egocentric views. Analysis reveals that the difference in reconstruction quality, measured in peak signal-to-noise ratio, stems from the reconstruction of static, not dynamic, content. Our findings underscore current limitations and motivate the development of egocentric-specific approaches, while also highlighting the value of separately evaluating static and dynamic regions of a video.
Flow4DGS-SLAM: Optical Flow-Guided 4D Gaussian Splatting SLAM
Handling the dynamic environments is a significant research challenge in Visual Simultaneous Localization and Mapping (SLAM). Recent research combines 3D Gaussian Splatting (3DGS) with SLAM to achieve both robust camera pose estimation and photorealistic renderings. However, using SLAM to efficiently reconstruct both static and dynamic regions remains challenging. In this work, we propose an efficient framework for dynamic 3DGS SLAM guided by optical flow. Using the input depth and prior optical flow, we first propose a category-agnostic motion mask generation strategy by fitting a camera ego-motion model to decompose the optical flow. This module separates dynamic and static Gaussians and simultaneously provides flow-guided camera pose initialization. We boost the training speed of dynamic 3DGS by explicitly modeling their temporal centers at keyframes. These centers are propagated using 3D scene flow priors and are dynamically initialized with an adaptive insertion strategy. Alongside this, we model the temporal opacity and rotation using a Gaussian Mixture Model (GMM) to adaptively learn the complex dynamics. The empirical results demonstrate our state-of-the-art performance in tracking, dynamic reconstruction, and training efficiency.
Vista4D: Video Reshooting with 4D Point Clouds
We present Vista4D, a robust and flexible video reshooting framework that grounds the input video and target cameras in a 4D point cloud. Specifically, given an input video, our method re-synthesizes the scene with the same dynamics from a different camera trajectory and viewpoint. Existing video reshooting methods often struggle with depth estimation artifacts of real-world dynamic videos, while also failing to preserve content appearance and failing to maintain precise camera control for challenging new trajectories. We build a 4D-grounded point cloud representation with static pixel segmentation and 4D reconstruction to explicitly preserve seen content and provide rich camera signals, and we train with reconstructed multiview dynamic data for robustness against point cloud artifacts during real-world inference. Our results demonstrate improved 4D consistency, camera control, and visual quality compared to state-of-the-art baselines under a variety of videos and camera paths. Moreover, our method generalizes to real-world applications such as dynamic scene expansion and 4D scene recomposition. See our project page for results, code, and models: https://eyeline-labs.github.io/Vista4D
GeoRect4D: Geometry-Compatible Generative Rectification for Dynamic Sparse-View 3D Reconstruction
Reconstructing dynamic 3D scenes from sparse multi-view videos is highly ill-posed, often leading to geometric collapse, trajectory drift, and floating artifacts. Recent attempts introduce generative priors to hallucinate missing content, yet naive integration frequently causes structural drift and temporal inconsistency due to the mismatch between stochastic 2D generation and deterministic 3D geometry. In this paper, we propose GeoRect4D, a novel unified framework for sparse-view dynamic reconstruction that couples explicit 3D consistency with generative refinement via a closed-loop optimization process. Specifically, GeoRect4D introduces a degradation-aware feedback mechanism that incorporates a robust anchor-based dynamic 3DGS substrate with a single-step diffusion rectifier to hallucinate high-fidelity details. This rectifier utilizes a structural locking mechanism and spatiotemporal coordinated attention, effectively preserving physical plausibility while restoring missing content. Furthermore, we present a progressive optimization strategy that employs stochastic geometric purification to eliminate floaters and generative distillation to infuse texture details into the explicit representation. Extensive experiments demonstrate that GeoRect4D achieves state-of-the-art performance in reconstruction fidelity, perceptual quality, and spatiotemporal consistency across multiple datasets.
UniCon3R: Unified Contact-aware 4D Human-Scene Reconstruction from Monocular Video
We introduce UniCon3R, a unified feed-forward framework for online human-scene 4D reconstruction from monocular video. Current feed-forward human-scene reconstruction methods suffer from artifacts, where bodies float above the ground or penetrate parts of the scene. A key reason is the lack of effective interaction modelling between the human and the environment. Our goal is to exploit contact between the human and the scene during inference to actively improve the human mesh reconstruction. To that end, we explicitly model interaction by inferring 4D contact from the human pose and scene geometry and use the contact as a corrective cue for generating the pose. This enables UniCon3R to jointly recover scene geometry and spatially aligned 4D humans within the scene. Experiments on standard human-centric video benchmarks show that UniCon3R outperforms state-of-the-art baselines on physical plausibility and global human motion estimation while preserving fast, feed-forward inference speeds. The results validate our central claim: contact serves as a powerful internal prior, thus establishing a new paradigm for physically grounded joint human-scene reconstruction. Project page is available at https://surtantheta.github.io/UniCon3R .
Paparazzo: Active Mapping of Moving 3D Objects
Current 3D mapping pipelines generally assume static environments, which limits their ability to accurately capture and reconstruct moving objects. To address this limitation, we introduce the novel task of active mapping of moving objects, in which a mapping agent must plan its trajectory while compensating for the object's motion. Our approach, Paparazzo, provides a learning-free solution that robustly predicts the target's trajectory and identifies the most informative viewpoints from which to observe it, to plan its own path. We also contribute a comprehensive benchmark designed for this new task. Through extensive experiments, we show that Paparazzo significantly improves 3D reconstruction completeness and accuracy compared to several strong baselines, marking an important step toward dynamic scene understanding. Project page: https://davidea97.github.io/paparazzo-page/
D-Prism: Differentiable Primitives for Structured Dynamic Modeling
Capturing both geometry and rigid motion for structured dynamic objects, like multi-part assemblies or jointed mechanisms, remains a key challenge. Existing dynamic methods, such as deformable meshes or 3DGS, rely on unstructured representations and fail to jointly model suitable geometry and articulated motion. Primitive-based methods excel at structured static scenes, but their dynamic potential is still unexplored. We propose D-Prism, the first framework to achieve high-fidelity structured dynamic modeling by extending differentiable primitives to the dynamic domain. Specifically, we bind 3DGS to primitive surfaces, leveraging their respective strengths in appearance and geometry. We introduce a deformation network to control primitive motion, ensuring it accurately matches the object's movement. Furthermore, we design a novel adaptive control strategy to dynamically adjust primitive counts, better matching objects' true spatial footprint. Experiments confirm that our method excels at structured dynamic modeling, providing both structured geometry and precise motion tracking.
Incoherent Deformation, Not Capacity: Diagnosing and Mitigating Overfitting in Dynamic Gaussian Splatting
Dynamic 3D Gaussian Splatting methods achieve strong training-view PSNR on monocular video but generalize poorly: on the D-NeRF benchmark we measure an average train-test PSNR gap of 6.18 dB, rising to 11 dB on individual scenes. We report two findings that together account for most of that gap. Finding 1 (the role of splitting). A systematic ablation of the Adaptive Density Control pipeline (split, clone, prune, frequency, threshold, schedule) shows that splitting is responsible for over 80% of the gap: disabling split collapses the cloud from 44K to 3K Gaussians and the gap from 6.18 dB to 1.15 dB. Across all threshold-varying ablations, gap is log-linear in count (r = 0.995, bootstrap 95% CI [0.99, 1.00]), which suggests a capacity-based explanation. Finding 2 (the role of deformation coherence). We show that the capacity explanation is incomplete. A local-smoothness penalty on the per-Gaussian deformation field -- Elastic Energy Regularization (EER) -- reduces the gap by 40.8% while growing the cloud by 85%. Measuring per-Gaussian strain directly on trained checkpoints, EER reduces mean strain by 99.72% (median 99.80%) across all 8 scenes; on 8/8 scenes the median Gaussian under EER is less strained than the 1st-percentile (best-behaved) Gaussian under baseline. Alongside EER, we evaluate two further regularizers: GAD, a loss-rate-aware densification threshold, and PTDrop, a jitter-weighted Gaussian dropout. GAD+EER reduces the gap by 48%; adding PTDrop and a soft growth cap reaches 57%. We confirm that coherence generalizes to (a) a different deformation architecture (Deformable-3DGS, +40.6% gap reduction at re-tuned lambda), and (b) real monocular video (4 HyperNeRF scenes, reducing the mean PSNR gap by 14.9% at the same lambda as D-NeRF, with near-zero quality cost). The overfitting in dynamic 3DGS is driven by incoherent deformation, not parameter count.
TokenGS: Decoupling 3D Gaussian Prediction from Pixels with Learnable Tokens
In this work, we revisit several key design choices of modern Transformer-based approaches for feed-forward 3D Gaussian Splatting (3DGS) prediction. We argue that the common practice of regressing Gaussian means as depths along camera rays is suboptimal, and instead propose to directly regress 3D mean coordinates using only a self-supervised rendering loss. This formulation allows us to move from the standard encoder-only design to an encoder-decoder architecture with learnable Gaussian tokens, thereby unbinding the number of predicted primitives from input image resolution and number of views. Our resulting method, TokenGS, demonstrates improved robustness to pose noise and multiview inconsistencies, while naturally supporting efficient test-time optimization in token space without degrading learned priors. TokenGS achieves state-of-the-art feed-forward reconstruction performance on both static and dynamic scenes, producing more regularized geometry and more balanced 3DGS distribution, while seamlessly recovering emergent scene attributes such as static-dynamic decomposition and scene flow.
Stitch4D: Sparse Multi-Location 4D Urban Reconstruction via Spatio-Temporal Interpolation
Dynamic urban environments are often captured by cameras placed at spatially separated locations with little or no view overlap. However, most existing 4D reconstruction methods assume densely overlapping views and struggle under sparse multi-location observations, producing unstable reconstructions in unobserved intermediate regions. To address this practical yet underexplored setting, we propose Stitch4D, a unified 4D reconstruction framework that compensates for missing spatial coverage in sparsely observed urban environments. Stitch4D synthesizes intermediate bridge views between distant camera locations and jointly optimizes real and synthesized observations in a unified coordinate frame with inter-location consistency constraints. By recovering intermediate spatial coverage before optimization, Stitch4D mitigates geometric collapse and improves reconstruction stability in sparse regions. To evaluate this setting, we introduce Urban Sparse 4D (U-S4D), a controlled CARLA-based benchmark for free-viewpoint reconstruction under sparse multi-location configurations. Experiments on U-S4D show that Stitch4D consistently outperforms representative 4D reconstruction baselines in image-quality metrics. These results suggest that recovering intermediate spatial coverage is an effective strategy for stabilizing 4D reconstruction in sparse urban environments. The project page is provided in https://stitch4d-project-page.vercel.app/.
GP-4DGS: Probabilistic 4D Gaussian Splatting from Monocular Video via Variational Gaussian Processes
We present GP-4DGS, a novel framework that integrates Gaussian Processes (GPs) into 4D Gaussian Splatting (4DGS) for principled probabilistic modeling of dynamic scenes. While existing 4DGS methods focus on deterministic reconstruction, they are inherently limited in capturing motion ambiguity and lack mechanisms to assess prediction reliability. By leveraging the kernel-based probabilistic nature of GPs, our approach introduces three key capabilities: (i) uncertainty quantification for motion predictions, (ii) motion estimation for unobserved or sparsely sampled regions, and (iii) temporal extrapolation beyond observed training frames. To scale GPs to the large number of Gaussian primitives in 4DGS, we design spatio-temporal kernels that capture the correlation structure of deformation fields and adopt variational Gaussian Processes with inducing points for tractable inference. Our experiments show that GP-4DGS enhances reconstruction quality while providing reliable uncertainty estimates that effectively identify regions of high motion ambiguity. By addressing these challenges, our work takes a meaningful step toward bridging probabilistic modeling and neural graphics.
Does it matter which Gaussians you pick in 4D Gaussian streaming?
Anchor-driven 4D Gaussian streaming methods such as Instant Gaussian Stream (IGS) update a dynamic scene each frame from a compact set of Gaussian anchors, chosen by default with Farthest Point Sampling (FPS) at a fixed budget of . Because these anchors act as control points that drive the whole scene through linear blend skinning, the rule used to choose them ought to affect reconstruction quality. We test this by holding the IGS pipeline fixed and changing only the sampler, comparing FPS, random, uniform, an opacity-scale heuristic, and a learned policy across budgets and refinement settings on N3DV and MeetingRoom. At deployment budgets the sampler has no measurable effect: a cheap random or uniform sampler at anchors matches FPS@8192 within measurement error, the default budget is over-provisioned, and the result holds on a second backbone (3DGStream). The learned policy is mixed rather than consistently better: it can improve the N3DV validation set at tight budgets, but does not give a stable cross-dataset rule, and selection is never the bottleneck because refinement dominates runtime. We will release our full sweep and evaluation protocol as a sampler benchmark.
Dense Dynamic Scene Reconstruction and Camera Pose Estimation from Multi-View Videos
We address the challenging problem of dense dynamic scene reconstruction and camera pose estimation from multiple freely moving cameras -- a setting that arises naturally when multiple observers capture a shared event. Prior approaches either handle only single-camera input or require rigidly mounted, pre-calibrated camera rigs, limiting their practical applicability. We propose a two-stage optimization framework that decouples the task into robust camera tracking and dense depth refinement. In the first stage, we extend single-camera visual SLAM to the multi-camera setting by constructing a spatiotemporal connection graph that exploits both intra-camera temporal continuity and inter-camera spatial overlap, enabling consistent scale and robust tracking. To ensure robustness under limited overlap, we introduce a wide-baseline initialization strategy using feed-forward reconstruction models. In the second stage, we refine depth and camera poses by optimizing dense inter- and intra-camera consistency using wide-baseline optical flow. Additionally, we introduce MultiCamRobolab, a new real-world dataset with ground-truth poses from a motion capture system. Finally, we demonstrate that our method significantly outperforms state-of-the-art feed-forward models on both synthetic and real-world benchmarks, while requiring less memory.
Articulat3D: Reconstructing Articulated Digital Twins From Monocular Videos with Geometric and Motion Constraints
Building high-fidelity digital twins of articulated objects from visual data remains a central challenge. Existing approaches depend on multi-view captures of the object in discrete, static states, which severely constrains their real-world scalability. In this paper, we introduce Articulat3D, a novel framework that constructs such digital twins from casually captured monocular videos by jointly enforcing explicit 3D geometric and motion constraints. We first propose Motion Prior-Driven Initialization, which leverages 3D point tracks to exploit the low-dimensional structure of articulated motion. By modeling scene dynamics with a compact set of motion bases, we facilitate soft decomposition of the scene into multiple rigidly moving groups. Building on this initialization, we introduce Geometric and Motion Constraints Refinement, which enforces physically plausible articulation through learnable kinematic primitives parameterized by a joint axis, a pivot point, and per-frame motion scalars, yielding reconstructions that are both geometrically accurate and temporally coherent. Extensive experiments demonstrate that Articulat3D achieves state-of-the-art performance on synthetic benchmarks and real-world casually captured monocular videos, significantly advancing the feasibility of digital twin creation under uncontrolled real-world conditions. Our project page is available at https://maxwell-zhao.github.io/Articulat3D/.
Constrained Dynamic Gaussian Splatting
While Dynamic Gaussian Splatting enables high-fidelity 4D reconstruction, its deployment is severely hindered by a fundamental dilemma: unconstrained densification leads to excessive memory consumption incompatible with edge devices, whereas heuristic pruning fails to achieve optimal rendering quality under preset Gaussian budgets. In this work, we propose Constrained Dynamic Gaussian Splatting (CDGS), a novel framework that formulates dynamic scene reconstruction as a budget-constrained optimization problem to enforce a strict, user-defined Gaussian budget during training. Our key insight is to introduce a differentiable budget controller as the core optimization driver. Guided by a multi-modal unified importance score, this controller fuses geometric, motion, and perceptual cues for precise capacity regulation. To maximize the utility of this fixed budget, we further introduce an adaptive static-dynamic allocation strategy that separates the Gaussian representation into static and dynamic branches and distributes the shared global capacity between them according to motion complexity. Furthermore, we implement a three-phase training strategy to seamlessly integrate these constraints, ensuring precise adherence to the target count. After training, a dual-mode hybrid compression scheme further reduces storage overhead. CDGS therefore not only strictly adheres to the specified Gaussian-count budget (error<2%) but also achieves favorable rate-distortion performance. Extensive experiments demonstrate that CDGS delivers optimal rendering quality under varying capacity limits and favorable rate-distortion performance, achieving over 3x model compression compared with the state-of-the-art method Ex4DGS.
EVolSplat4D: Efficient Volume-based Gaussian Splatting for 4D Urban Scene Synthesis
Novel view synthesis (NVS) of static and dynamic urban scenes is essential for autonomous driving simulation, yet existing methods often struggle to balance reconstruction time with quality. While state-of-the-art neural radiance fields and 3D Gaussian Splatting approaches achieve photorealism, they often rely on time-consuming per-scene optimization. Conversely, emerging feed-forward methods frequently adopt per-pixel Gaussian representations, which lead to 3D inconsistencies when aggregating multi-view predictions in complex, dynamic environments. We propose EvolSplat4D, a feed-forward framework that moves beyond existing per-pixel paradigms by unifying volume-based and pixel-based Gaussian prediction across three specialized branches. For close-range static regions, we predict consistent geometry of 3D Gaussians over multiple frames directly from a 3D feature volume, complemented by a semantically-enhanced image-based rendering module for predicting their appearance. For dynamic actors, we utilize object-centric canonical spaces and a motion-adjusted rendering module to aggregate temporal features, ensuring stable 4D reconstruction despite noisy motion priors. Far-Field scenery is handled by an efficient per-pixel Gaussian branch to ensure full-scene coverage. Experimental results on the KITTI-360, KITTI, Waymo, and PandaSet datasets show that EvolSplat4D reconstructs both static and dynamic environments with superior accuracy and consistency, outperforming both per-scene optimization and state-of-the-art feed-forward baselines.
Gaussians on Fire: High-Frequency Reconstruction of Flames
We propose a method to reconstruct dynamic fire in 3D from a limited set of camera views with a Gaussian-based spatiotemporal representation. Capturing and reconstructing fire and its dynamics is highly challenging due to its volatile nature, transparent quality, and multitude of high-frequency features. Despite these challenges, we aim to reconstruct fire from only three views, which consequently requires solving for under-constrained geometry. We solve this by separating the static background from the dynamic fire region by combining dense multi-view stereo images with monocular depth priors. The fire is initialized as a 3D flow field, obtained by fusing per-view dense optical flow projections. To capture the high frequency features of fire, each 3D Gaussian encodes a lifetime and linear velocity to match the dense optical flow. To ensure sub-frame temporal alignment across cameras we employ a custom hardware synchronization pattern -- allowing us to reconstruct fire with affordable commodity hardware. Our quantitative and qualitative validations across numerous reconstruction experiments demonstrate robust performance for diverse and challenging real fire scenarios.
Interaction-Aware 4D Gaussian Splatting for Dynamic Hand-Object Interaction Reconstruction
This paper focuses on a challenging setting of simultaneously modeling geometry and appearance of hand-object interaction scenes without any object priors. We follow the trend of dynamic 3D Gaussian Splatting based methods, and address several significant challenges. To model complex hand-object interaction with mutual occlusion and edge blur, we present interaction-aware hand-object Gaussians with newly introduced optimizable parameters aiming to adopt piecewise linear hypothesis for clearer structural representation. Moreover, considering the complementarity and tightness of hand shape and object shape during interaction dynamics, we incorporate hand information into object deformation field, constructing interaction-aware dynamic fields to model flexible motions. To further address difficulties in the optimization process, we propose a progressive strategy that handles dynamic regions and static background step by step. Correspondingly, explicit regularizations are designed to stabilize the hand-object representations for smooth motion transition, physical interaction reality, and coherent lighting. Experiments show that our approach surpasses existing dynamic 3D-GS-based methods and achieves state-of-the-art performance in reconstructing dynamic hand-object interaction.
DIAL-GS: Dynamic Instance Aware Reconstruction for Label-free Street Scenes with 4D Gaussian Splatting
Urban scene reconstruction is critical for autonomous driving, enabling structured 3D representations for data synthesis and closed-loop testing. Supervised approaches rely on costly human annotations and lack scalability, while current self-supervised methods often confuse static and dynamic elements and fail to distinguish individual dynamic objects, limiting fine-grained editing. We propose DIAL-GS, a novel dynamic instance-aware reconstruction method for label-free street scenes with 4D Gaussian Splatting. We first accurately identify dynamic instances by exploiting appearance-position inconsistency between warped rendering and actual observation. Guided by instance-level dynamic perception, we employ instance-aware 4D Gaussians as the unified volumetric representation, realizing dynamic-adaptive and instance-aware reconstruction. Furthermore, we introduce a reciprocal mechanism through which identity and dynamics reinforce each other, enhancing both integrity and consistency. Experiments on urban driving scenarios show that DIAL-GS surpasses existing self-supervised baselines in reconstruction quality and instance-level editing, offering a concise yet powerful solution for urban scene modeling.
Online camera-pose-free stereo endoscopic tissue deformation recovery with tissue-invariant vision-biomechanics consistency
Tissue deformation recovery based on stereo endoscopic images is crucial for tool-tissue interaction analysis and benefits surgical navigation and autonomous soft tissue manipulation. Previous research suffers from the problems raised from camera motion, occlusion, large tissue deformation, lack of tissue-specific biomechanical priors, and reliance on offline processing. Unlike previous studies where the tissue geometry and deformation are represented by 3D points and displacements, the proposed method models tissue geometry as the 3D point and derivative map and tissue deformation as the 3D displacement and local deformation map. For a single surface point, 6 parameters are used to describe its rigid motion and 3 parameters for its local deformation. The method is formulated under the camera-centric setting, where all motions are regarded as the scene motion with respect to the camera. Inter-frame alignment is realized by optimizing the inter-frame deformation, making it unnecessary to estimate camera pose. The concept of the canonical map is introduced to optimize tissue geometry and deformation in an online approach. Quantitative and qualitative experiments were conducted using in vivo and ex vivo laparoscopic datasets. With the inputs of depth and optical flow, the method stably models tissue geometry and deformation even when the tissue is partially occluded or moving outside the field of view. Results show that the 3D reconstruction accuracy in the non-occluded and occluded areas reaches 0.370.27 mm and 0.390.21 mm in terms of surface distance, respectively. The method can also estimate surface strain distribution during various manipulations as an extra modality for mechanical-based analysis.
Joint Optimization for 4D Human-Scene Reconstruction in the Wild
Reconstructing human motion and its surrounding environment is crucial for understanding human-scene interaction and predicting human movements in the scene. While much progress has been made in capturing human-scene interaction in constrained environments, those prior methods can hardly reconstruct the natural and diverse human motion and scene context from web videos. In this work, we propose JOSH, a novel optimization-based method for 4D human-scene reconstruction in the wild from monocular videos. JOSH uses techniques in both dense scene reconstruction and human mesh recovery as initialization, and then it leverages the human-scene contact constraints to jointly optimize the scene, the camera poses, and the human motion. Experiment results show JOSH achieves better results on both global human motion estimation and dense scene reconstruction by joint optimization of scene geometry and human motion. We further design a more efficient model, JOSH3R, and directly train it with pseudo-labels from web videos. JOSH3R outperforms other optimization-free methods by only training with labels predicted from JOSH, further demonstrating its accuracy and generalization ability.
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.
3D Vessel Reconstruction from Sparse-View Dynamic DSA Images via Vessel Probability Guided Attenuation Learning
Digital Subtraction Angiography (DSA) is one of the gold standards for vascular disease diagnosis. With the help of a contrast agent, time-resolved 2D DSA images deliver comprehensive blood flow information and can be utilized to reconstruct 3D vessel structures for medical assessment. Current commercial DSA systems typically require hundreds of scanning views to perform reconstruction, resulting in substantial radiation exposure. In this study, we propose a neural rendering-based optimization framework tailored for high-quality sparse-view DSA reconstruction to reduce radiation dosage. Our approach, termed vessel probability guided attenuation learning, represents DSA imaging as a complementary weighted combination of static and dynamic attenuation fields, with the weights derived from the time-independent vessel probability field. Functioning as a foreground mask, vessel probability provides proper gradients for both static and dynamic fields adaptive to different scene types. This mechanism enables self-supervised decomposition between static backgrounds and dynamic contrast agent flow, and significantly improves reconstruction quality. Our model is trained by minimizing the discrepancy between synthesized projections and real captured DSA images. We further employ two training strategies to improve reconstruction quality: (1) coarse-to-fine progressive training for better geometry and (2) temporal perturbed rendering loss for temporal consistency. Experimental results have demonstrated high-quality 3D vessel reconstruction and 2D DSA image synthesis.
Dream4D: Lifting Camera-Controlled I2V towards Spatiotemporally Consistent 4D Generation
The synthesis of spatiotemporally coherent 4D content presents fundamental challenges in computer vision, requiring simultaneous modeling of high-fidelity spatial representations and physically plausible temporal dynamics. Current approaches often struggle to maintain view consistency while handling complex scene dynamics, particularly in large-scale environments with multiple interacting elements. This work introduces Dream4D, a novel framework that bridges this gap through a synergy of controllable video generation and neural 4D reconstruction. Our approach seamlessly combines a two-stage architecture: it first predicts optimal camera trajectories from a single image using few-shot learning, then generates geometrically consistent multi-view sequences via a specialized pose-conditioned diffusion process, which are finally converted into a persistent 4D representation. This framework is the first to leverage both rich temporal priors from video diffusion models and geometric awareness of the reconstruction models, which significantly facilitates 4D generation and shows higher quality (e.g., mPSNR, mSSIM) over existing methods.
SUCCESS-GS: Survey of Compactness and Compression for Efficient Static and Dynamic Gaussian Splatting
3D Gaussian Splatting (3DGS) has emerged as a powerful explicit representation enabling real-time, high-fidelity 3D reconstruction and novel view synthesis. However, its practical use is hindered by the massive memory and computational demands required to store and render millions of Gaussians. These challenges become even more severe in 4D dynamic scenes. To address these issues, the field of Efficient Gaussian Splatting has rapidly evolved, proposing methods that reduce redundancy while preserving reconstruction quality. This survey provides the first unified overview of efficient 3D and 4D Gaussian Splatting techniques. For both 3D and 4D settings, we systematically categorize existing methods into two major directions, Parameter Compression and Restructuring Compression, and comprehensively summarize the core ideas and methodological trends within each category. We further cover widely used datasets, evaluation metrics, and representative benchmark comparisons. Finally, we discuss current limitations and outline promising research directions toward scalable, compact, and real-time Gaussian Splatting for both static and dynamic 3D scene representation.