Implicit 4D Gaussian Splatting for Fast Motion with Large Inter-Frame Displacements
Seung-gyeom Kim, Areum Kim, Yongjae Yoo, Sukmin Yun
摘要
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. 4DGaussian Realtime-4DGS D3DGS Ours Figure 1: Faithful reconstruction of fast motion with large inter-frame displacements. Existing 4DGS approaches often produce blurred or incomplete reconstructions of fast-moving objects. In contrast, ours successfully reconstructs clear and accurate details, such as the basketball in the scene.
问问这篇 Paper
智能体会读完全文。
Lune 把这篇 Paper 索引到了每一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。
它引用的顶会 Paper17
- 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
- Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian SplattingZeyu Yang, Hongye Yang, Zijie Pan, Li ZhangICLR 2024 · 被引用 529 次
- 4D Gaussian Splatting for Real-Time Dynamic Scene RenderingGuanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie 等CVPR 2024 · 被引用 513 次
- Neural 3D Video Synthesis from Multi-view VideoTianye Li, Mira Slavcheva, Michael Zollhöfer, Simon Green 等CVPR 2022 · 被引用 324 次
相关 Paper
- Fully Explicit Dynamic Gaussian SplattingJunoh Lee, Changyeon Won, Hyunjun Jung, Inhwan Bae 等NeurIPS 2024 · 被引用 92 次
- 4DSurf: High-Fidelity Dynamic Scene Surface ReconstructionRenjie Wu, Hongdong Li, José M. Álvarez, Miaomiao LiuCVPR 2026
- 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
- Motion Decoupled 3D Gaussian Splatting for Dynamic Object RepresentationXiao Hu, Libo Long, Jochen LangAAAI 2025 · 被引用 2 次
- RetimeGS: Continuous-Time Reconstruction of 4D Gaussian SplattingXuezhen Wang, Li Ma, Yulin Shen, Zeyu Wang 等CVPR 2026
