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Swift4D:Adaptive divide-and-conquer Gaussian Splatting for compact and efficient reconstruction of dynamic scene

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arxiv 2503.12307 v1 pith:I5JWE3E2 submitted 2025-03-16 cs.CV cs.AI

classification cs.CVcs.AI
keywords dynamicprimitivesstaticdivide-and-conquergaussianmethodonlyquality
verification ladder T0 review T1 audit T2 compute T3 formal
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Novel view synthesis has long been a practical but challenging task, although the introduction of numerous methods to solve this problem, even combining advanced representations like 3D Gaussian Splatting, they still struggle to recover high-quality results and often consume too much storage memory and training time. In this paper we propose Swift4D, a divide-and-conquer 3D Gaussian Splatting method that can handle static and dynamic primitives separately, achieving a good trade-off between rendering quality and efficiency, motivated by the fact that most of the scene is the static primitive and does not require additional dynamic properties. Concretely, we focus on modeling dynamic transformations only for the dynamic primitives which benefits both efficiency and quality. We first employ a learnable decomposition strategy to separate the primitives, which relies on an additional parameter to classify primitives as static or dynamic. For the dynamic primitives, we employ a compact multi-resolution 4D Hash mapper to transform these primitives from canonical space into deformation space at each timestamp, and then mix the static and dynamic primitives to produce the final output. This divide-and-conquer method facilitates efficient training and reduces storage redundancy. Our method not only achieves state-of-the-art rendering quality while being 20X faster in training than previous SOTA methods with a minimum storage requirement of only 30MB on real-world datasets. Code is available at https://github.com/WuJH2001/swift4d.

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Cited by 4 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. D^2-4DGS: Dual-Depth Guided Sparse-Camera 4D Gaussian Splatting

    cs.CV 2026-08 conditional novelty 6.0 of 10

    D²-4DGS aligns monocular and multi-view depths, uses their agreement as verified anchors to guide densification, pruning, and depth supervision, and reports the best PSNR in all nine sparse-camera settings tested.

  2. E-4DGS: High-Fidelity Dynamic Reconstruction from the Multi-view Event Cameras

    cs.CV 2025-08 conditional novelty 6.0 of 10

    E-4DGS is a deformable 3D Gaussian Splatting method that reconstructs dynamic scenes directly from multi-view event camera streams, outperforming event-to-image baseline approaches.

  3. Near-Field Variable-Width Beam Coverage and Codebook Design for XL-RIS

    eess.SP 2025-08 unverdicted novelty 5.0 of 10

    An XL-RIS near-field algorithm generates variable-width beams that cover arbitrarily shaped regions and feeds joint multi-XL-RIS codebooks, claiming higher spectral efficiency and lower outage in simulation.

  4. SpeeDe3DGS: Speedy Deformable 3D Gaussian Splatting with Temporal Pruning and Motion Grouping

    cs.GR 2025-06 conditional novelty 5.0 of 10

    Temporal sensitivity pruning plus grouped SE(3) motion distillation speeds up DeformableGS rendering by 6.78x to 13.71x and training by about 2.5x across 50 dynamic scenes in MonoDyGauBench.

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