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Segment Any 4D Gaussians
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Modeling, understanding, and reconstructing the real world are crucial in XR/VR. Recently, 3D Gaussian Splatting (3D-GS) methods have shown remarkable success in modeling and understanding 3D scenes. Similarly, various 4D representations have demonstrated the ability to capture the dynamics of the 4D world. However, there is a dearth of research focusing on segmentation within 4D representations. In this paper, we propose Segment Any 4D Gaussians (SA4D), one of the first frameworks to segment anything in the 4D digital world based on 4D Gaussians. In SA4D, an efficient temporal identity feature field is introduced to handle Gaussian drifting, with the potential to learn precise identity features from noisy and sparse input. Additionally, a 4D segmentation refinement process is proposed to remove artifacts. Our SA4D achieves precise, high-quality segmentation within seconds in 4D Gaussians and shows the ability to remove, recolor, compose, and render high-quality anything masks. More demos are available at: https://jsxzs.github.io/sa4d/.
Forward citations
Cited by 4 Pith papers
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Gaussian Splatting Feature Fields for Privacy-Preserving Visual Localization
A self-supervised 3D Gaussian feature field, with cluster-derived segmentations, is used for accurate camera pose refinement and privacy-preserving visual localization.
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VolSegGS: Segmentation and Tracking in Dynamic Volumetric Scenes via Deformable 3D Gaussians
VolSegGS reconstructs dynamic volumetric scenes from rendered images with deformable 3D Gaussians and enables real-time interactive segmentation and tracking of regions over time.
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Leveraging 2D Priors and SDF Guidance for Dynamic Urban Scene Rendering
UGSDF achieves state-of-the-art novel-view rendering of dynamic urban objects without LiDAR or 3D motion annotations by jointly optimizing SDFs and 3D Gaussians under 2D depth and point-tracking priors.
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Advances in 4D Representation: Geometry, Motion, and Interaction
A representation-centric survey of 4D generation and reconstruction, organized by geometry, motion, and interaction, with qualitative trade-off comparisons across seven representation families.
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