1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering
Yuheng Yuan, Qiuhong Shen, Xingyi Yang, Xinchao Wang
摘要
4D Gaussian Splatting (4DGS) has recently gained considerable attention as a method for reconstructing dynamic scenes. Despite achieving superior quality, 4DGS typically requires substantial storage and suffers from slow rendering speed. In this work, we delve into these issues and identify two key sources of temporal redundancy. (Q1) Short-Lifespan Gaussians: 4DGS uses a large portion of Gaussians with short temporal span to represent scene dynamics, leading to an excessive number of Gaussians. (Q2) Inactive Gaussians: When rendering, only a small subset of Gaussians contributes to each frame. Despite this, all Gaussians are processed during rasterization, resulting in redundant computation overhead. To address these redundancies, we present 4DGS-1K, which runs at over 1000 FPS on modern GPUs. For Q1, we introduce the Spatial-Temporal Variation Score, a new pruning criterion that effectively removes short-lifespan Gaussians while encouraging 4DGS to capture scene dynamics using Gaussians with longer temporal spans. For Q2, we store a mask for active Gaussians across consecutive frames, significantly reducing redundant computations in rendering. Compared to vanilla 4DGS, our method achieves a reduction in storage and faster rasterization speed on complex dynamic scenes, while maintaining comparable visual quality. Please see our project page at https://4DGS-1K.github.io.
问问这篇 Paper
智能体会读完全文。
Lune 把这篇 Paper 索引到了最后一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。
引用它的顶会 Paper5
- Geo4D: Leveraging Video Generators for Geometric 4D Scene ReconstructionZeren Jiang, Chuanxia Zheng, Iro Laina, Diane Larlus 等ICCV 2025 · 被引用 9 次
- StreamSplat: Towards Online Dynamic 3D Reconstruction from Uncalibrated Video StreamsZike Wu, Qi Yan, Xuanyu Yi, Lele Wang 等ICLR 2026 · 被引用 9 次
- Temporal Smoothness-Aware Rate-Distortion Optimized 4D Gaussian SplattingHyeongmin Lee, Kyungjune BaekNeurIPS 2025 · 被引用 3 次
- TreeSplat: Mergeable Tree for Deformable Gaussian SplattingQiuhong Shen, Xingyi Yang, Xinchao WangNeurIPS 2025 · 被引用 1 次
- Layered 4D-Rotor Gaussian Splatting: A Compressed Representation for Long Dynamic ScenesHanjie Xu, Yuanxing Duan, Qiyu Dai, Ge Li 等CVPR 2026
它引用的顶会 Paper28
- 3D Gaussian Splatting for Real-Time Radiance Field RenderingBernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George DrettakisSIGGRAPH 2023 · 被引用 5,687 次
- Instant neural graphics primitives with a multiresolution hash encodingThomas Müller, Alex Evans, Christoph Schied, Alexander KellerSIGGRAPH 2022 · 被引用 4,089 次
- Plenoxels: Radiance Fields without Neural NetworksSara Fridovich-Keil, Alex Yu, Matthew Tancik, Qinhong Chen 等CVPR 2022 · 被引用 1,237 次
- KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPsChristian Reiser, Songyou Peng, Yiyi Liao, Andreas GeigerICCV 2021 · 被引用 963 次
- Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields ReconstructionCheng Sun, Min Sun, Hwann-Tzong ChenCVPR 2022 · 被引用 859 次
相关 Paper
- MEGA: Memory-Efficient 4D Gaussian Splatting for Dynamic ScenesXinjie Zhang, Zhening Liu, Yifan Zhang, Xingtong Ge 等ICCV 2025 · 被引用 9 次
- ST-4DGS: Spatial-Temporally Consistent 4D Gaussian Splatting for Efficient Dynamic Scene RenderingDeqi Li, Shi-Sheng Huang, Zhiyuan Lu, Xinran Duan 等SIGGRAPH 2024 · 被引用 33 次
- Fully Explicit Dynamic Gaussian SplattingJunoh Lee, Changyeon Won, Hyunjun Jung, Inhwan Bae 等NeurIPS 2024 · 被引用 92 次
- MoRel: Long-Range Flicker-Free 4D Motion Modeling via Anchor Relay-based Bidirectioanl Blending with Hierarchical DensificationSangwoon Kwak, Weeyoung Kwon, Jun Young Jeong, Geonho Kim 等CVPR 2026
- 4D Gaussian Splatting for Real-Time Dynamic Scene RenderingGuanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie 等CVPR 2024 · 被引用 513 次
