REVIEW 3 major objections 6 minor 1 cited by
Hybrid 3D-4D Gaussian Splatting for Fast Dynamic Scene Representation
T0 review · 3 major / 6 minor · reviewed 2026-08-15 · deepseek-v4-flash
Pith's one-line read The paper argues that representing static regions with 3D Gaussians and reserving 4D Gaussians for moving content makes dynamic scene training 3-5x faster without losing quality.
desk verdict A genuinely new hybrid 3D-4D Gaussian mechanism with solid quality results, but the headline speedup is confounded by unequal baselines and the tau threshold is tuned on test data. read the letter →
The pith
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
The reading
What carries the argument
The central object is the 4D Gaussian's time-axis scale $\exp(s_t)$, a scalar that measures how far the Gaussian stretches along the temporal dimension; a large value means the Gaussian covers the whole sequence and is effectively static. The threshold $\tau$ (set by hand per dataset: 3 for 10-second N3V clips, 6 for the 40-second sequence, 1 for Technicolor) turns this scale into a binary static/dynamic classifier, applied at every densification stage. The conversion operation discards the temporal components of the mean and rotation, producing a standard 3D Gaussian, and a unified CUDA rasterizer projects both 3D and 4D Gaussians into one screen-space list for compositing. The removal of periodic opacity resets is a second mechanism: keeping opacities continuous avoids erasing learned motion cues during the shortened training schedule.
What would settle it
Train the method on a synthetic scene with one known static background and one known moving object, sweeping $\tau$ over a fine grid; if no threshold simultaneously keeps the background in 3D and the moving object in 4D while matching 4DGS quality, then the scalar-threshold separation premise fails. A second check: after training, take every converted 3D Gaussian and test whether any region it covers later moves; re-enabling 4D for those regions should recover quality if the one-way conversion is lossy.
Extended reading notes
Core claim
On the paper's own terms, the discovery is that temporally invariant Gaussians carry a reliable signature—their time-axis scale $\exp(s_t)$—and can be collapsed to 3D without harming motion fidelity. The method trains a full 4DGS model for about 500 iterations to stabilize the Gaussians, then classifies at each densification stage: Gaussians with $\exp(s_t) > \tau$ are converted to 3D by discarding the temporal mean and the temporal off-diagonal rotation, keeping the spatial mean, the $3\times3$ rotation, scales, opacity, and spherical-harmonic colors. Dynamic Gaussians keep their full 4D parameters and are sliced at the query timestamp during rendering. Because static 3D Gaussians are updated in every training iteration instead of being culled like many 4D Gaussians, convergence accelerates to roughly 6,000 iterations for 10-second scenes versus 20,000–30,000 for 4DGS, and the reduced parameter count yields the reported speed, memory, and quality results.
Load-bearing premise
The load-bearing premise is that a single hand-set number—the threshold on the time-axis scale $\exp(s_t)$—cleanly separates static from dynamic Gaussians, and that a Gaussian classified as static never needs to become dynamic again; if the threshold is too low, moving content gets folded into the 3D representation and motion collapses, and if it is too high the speedup disappears.
Editorial extensions
If this is right
- 10-second N3V scenes train in about 12 minutes on an RTX 4090, roughly 3–5x faster than the 4DGS baseline, making per-scene tuning practical.
- Static regions shed redundant parameters: a typical N3V scene uses 843k 4D Gaussians plus 230k 3D Gaussians instead of 3.3M 4D Gaussians, and storage drops from 2.1 GB to 273 MB.
- Rendering quality does not drop with the smaller model: N3V average PSNR is 32.25 dB versus 32.01 dB for 4DGS, with SSIM and LPIPS essentially tied.
- The 40-second flame salmon sequence trains in 52 minutes and achieves the lowest LPIPS among compared methods, suggesting the speedup carries to longer capture.
- Eliminating opacity resets stabilizes dynamic optimization, avoiding flicker that periodic reinitialization introduces in time-limited training.
Reading between the lines
- Because the threshold is hand-set per dataset, a learned or per-scene adaptive classifier could remove the main tuning knob and likely widen the gap over 4DGS; this is testable by optimizing $\tau$ per scene and comparing average PSNR.
- The one-way 4D-to-3D conversion assumes static regions never become dynamic; scenes with moving cameras or newly appearing objects could break that assumption, so a mechanism allowing reclassification back to 4D is a natural extension.
- The speedup partly comes from updating static 3D Gaussians every iteration while 4DGS culls many Gaussians; this suggests that smarter per-frame update scheduling could accelerate even full-4D training without any conversion.
- Hybrid 3D-4D representations also invite compression: static 3D Gaussians could be encoded with static-scene codecs and dynamic ones with video codecs, potentially cutting storage well below the reported 273 MB.
Signed reviews
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. The paper proposes 3D-4DGS, a hybrid Gaussian splatting representation for dynamic scenes. Training starts with a fully 4D Gaussian model; at each densification stage, Gaussians whose temporal scale exp(s_t) exceeds a threshold tau are classified as static and converted to 3D Gaussians by discarding the temporal mean and rotation components. The rendering pipeline projects both 3D and 4D Gaussians into screen space in a unified CUDA rasterizer. Experiments on the N3V dataset (10-second clips and one 40-second sequence) and the Technicolor dataset report PSNR/SSIM/LPIPS comparable to or better than 4DGS, with substantially reduced training times (e.g., 11m53s versus 5.5h on the 10-second N3V clips). The paper also ablates the threshold tau and the use of opacity resets, and it includes a short Limitations section.
Significance. If the speed advantage were cleanly established, the hybrid representation would be a practically useful contribution to dynamic Gaussian splatting, and the paper has real strengths: it evaluates on standard multi-view dynamic benchmarks, reports consistent metrics including LPIPS, provides ablations and qualitative visualizations, and explicitly acknowledges limitations. However, the headline speed advantage is currently not attributable to the proposed 3D-4D conversion because the comparison changes several implementation variables at once, and the key threshold tau is selected after inspecting trained models on the same datasets on which the method is evaluated. With controlled ablations and a more principled threshold analysis, the contribution could be substantial; in its current form the paper supports an engineering result whose main advertised advantage is under-supported.
major comments (3)
- [§5.2 and Table 1] The central speed claim is not isolated from other implementation changes. The proposed method is trained for 6,000 iterations on 10-second N3V clips and uses the Taming-3DGS backward pass, while the 4DGS baseline is compared at 20,000-30,000 iterations and is not stated to receive that backward pass or the reset-free schedule. The paper also removes opacity resets in the proposed pipeline. Table 4 ablates tau and opacity resets but does not report training time, so it cannot attribute the 5.5h-to-11m53s gain to the 3D-4D conversion. Please add controlled runs: (a) 4DGS with the Taming-3DGS backward pass, no opacity resets, and 6,000 iterations; (b) the proposed pipeline with conversion disabled, holding all other choices fixed; and report wall-clock times for all Table 4 rows.
- [§4.1 and Table 4] The temporal-scale threshold tau is load-bearing and is selected post hoc. The text states that tau was empirically determined based on the distribution of temporal scales in fully trained 4DGS and the characteristics of the target datasets, i.e., after inspecting trained models on the same datasets used for evaluation. The ablation in Table 4 tests only tau=2.5, 3.0, and 3.5 on N3V and does not include Technicolor or the 40-second sequence. Because a wrong tau produces a clear failure mode (e.g., flame steak collapse in Fig. 8), the paper should either provide a principled selection rule or report sensitivity across all datasets and scenes; otherwise the reported averages reflect a hyperparameter tuned to the test sets.
- [§4.2, Eq. (9)] The quaternion conversion is not numerically robust as written. Eq. (9) computes w = 0.5*sqrt(1+tr(R3D)) and then x, y, z with 4w in the denominator; when R3D is a rotation by pi, the trace is -1, w=0, and the expression divides by zero. A standard branch based on the largest quaternion component is needed. Since this conversion is the core operation of the method, the manuscript should specify the robust version or explicitly state an assumption that such rotations do not occur.
minor comments (6)
- [§4.3] Typo: 'piplines' should be 'pipelines'.
- [Table 2] The ** marker on 4DGS** and 4K4D** is not explained in the caption; clarify which training protocol (e.g., all 300 frames split for training, sparse COLMAP initialization) applies to each baseline and whether the proposed method uses the same protocol.
- [Tables 1 and 3] Training times in Table 3 are measured on an RTX 3090 while Table 1 uses an RTX 4090; the text should state explicitly that wall-clock values across the two tables are not directly comparable.
- [Fig. 2] The histogram would be more informative with axis labels and a marked position of tau; as shown, the claimed valley between dynamic and static temporal scales cannot be verified by the reader.
- [§2.2] There are typographical issues in the related work text, e.g., 'V olumes' for 'Volumes'.
- [§4.1 and Limitations] The 4D-to-3D conversion is irreversible: a converted 3D Gaussian is never re-promoted to 4D, even though the iterative classification suggests adaptivity. This design choice is not discussed in the Limitations section and should be acknowledged.
Circularity Check
No significant circularity: the core results are empirical engineering measurements, not derivations that reduce to their own inputs.
full rationale
The paper's central claims are that a hybrid 3D-4D Gaussian representation trains faster than a full 4DGS baseline while preserving quality. These are supported by direct measurements on benchmark datasets (Tables 1-3), not by a derivation chain that could be circular. The static/dynamic classification rule (Sec 4.1) is definitional in the sense that a Gaussian with temporal scale exp(s_t) above a threshold tau is labeled static and converted to 3D, but the paper does not present this classification as a predicted scientific outcome; it presents it as a heuristic design choice, and the ablation in Sec 5.4 explicitly shows that the threshold can fail (tau=2.5 merges dynamic content into static representation), which demonstrates the result is not forced by construction. The threshold tau is empirically selected from fully trained 4DGS distributions on the same datasets, which is a methodological weakness (test-set hyperparameter tuning), but it is not circularity under the defined patterns because the reported speed and quality numbers are measurements, not quantities algebraically implied by the threshold. The skeptical concern about the speedup comparison being confounded by the Taming-3DGS backward pass, the elimination of opacity resets, and the reduced iteration budget (Sec 5.2) is a validity and attribution issue, not a circularity issue: the paper does not define the speedup in terms of any fitted parameter, nor does it invoke a self-citation as the load-bearing justification. No uniqueness theorem is imported, no ansatz is smuggled via self-citation, and no known result is merely renamed. The authors' own Limitations paragraph acknowledges that the threshold is heuristic, further confirming that no overclaim of derivation is being made. Therefore the appropriate finding is no significant circularity, consistent with the default expectation for an empirical systems paper.
Assumptions & free parameters
free parameters (1)
- temporal scale threshold tau =
3 (10s N3V), 6 (40s N3V), 1 (Technicolor)
assumptions (3)
- standard math Gaussian splatting rendering equations (Eq 1-3) from prior work are correct and applicable.
- domain assumption Static scene content can be faithfully represented by time-invariant 3D Gaussians with no temporal parameters.
- ad hoc to paper A Gaussian with exp(s_t) > tau is static and can be safely converted to 3D without future reversion.
Cite this review
Pith. "Pith review of Hybrid 3D-4D Gaussian Splatting for Fast Dynamic Scene Representation." pith.science (2026). https://pith.science/paper/W635NKAX
@misc{pith2026250513215,
author = {Pith},
title = {Pith review of: Hybrid 3D-4D Gaussian Splatting for Fast Dynamic Scene Representation},
year = {2026},
howpublished = {\url{https://pith.science/paper/W635NKAX}},
note = {Machine review of arXiv:2505.13215}
}
read the original abstract
Recent advancements in dynamic 3D scene reconstruction have shown promising results, enabling high-fidelity 3D novel view synthesis with improved temporal consistency. Among these, 4D Gaussian Splatting (4DGS) has emerged as an appealing approach due to its ability to model high-fidelity spatial and temporal variations. However, existing methods suffer from substantial computational and memory overhead due to the redundant allocation of 4D Gaussians to static regions, which can also degrade image quality. In this work, we introduce hybrid 3D-4D Gaussian Splatting (3D-4DGS), a novel framework that adaptively represents static regions with 3D Gaussians while reserving 4D Gaussians for dynamic elements. Our method begins with a fully 4D Gaussian representation and iteratively converts temporally invariant Gaussians into 3D, significantly reducing the number of parameters and improving computational efficiency. Meanwhile, dynamic Gaussians retain their full 4D representation, capturing complex motions with high fidelity. Our approach achieves significantly faster training times compared to baseline 4D Gaussian Splatting methods while maintaining or improving the visual quality.
Figures
Figures from the paper (8 more)
Forward citations
Cited by 1 Pith paper
-
Does it matter which Gaussians you pick in 4D Gaussian streaming?
A reinforcement-learned plug-in sampler can match or beat IGS@8192 quality on N3DV and MeetingRoom using as few as 256 anchors while reducing per-frame time.
Reference graph
Works this paper leans on
-
[10]
4d scaffold gaussian splatting for memory efficient dynamic scene reconstruction
Woong Oh Cho, In Cho, Seoha Kim, Jeongmin Bae, Youngjung Uh, and Seon Joo Kim. 4d scaffold gaussian splatting for memory efficient dynamic scene reconstruction. arXiv preprint arXiv:2411.17044, 2024
arXiv 2024
-
[1]
Hyperreel: High-fidelity 6-dof video with ray- conditioned sampling
Benjamin Attal, Jia-Bin Huang, Christian Richardt, Michael Zollhoefer, Johannes Kopf, Matthew O’Toole, and Changil Kim. Hyperreel: High-fidelity 6-dof video with ray- conditioned sampling. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition , pages 16610–16620, 2023
work page 2023
-
[2]
Per-gaussian embedding- based deformation for deformable 3d gaussian splatting
Jeongmin Bae, Seoha Kim, Youngsik Yun, Hahyun Lee, Gun Bang, and Youngjung Uh. Per-gaussian embedding- based deformation for deformable 3d gaussian splatting. In European Conference on Computer Vision, pages 321–335. Springer, 2024
work page 2024
-
[3]
Mip-nerf: A multiscale representation for anti-aliasing neu- ral radiance fields
Jonathan T Barron, Ben Mildenhall, Matthew Tancik, Peter Hedman, Ricardo Martin-Brualla, and Pratul P Srinivasan. Mip-nerf: A multiscale representation for anti-aliasing neu- ral radiance fields. In Proceedings of the IEEE/CVF inter- national conference on computer vision , pages 5855–5864, 2021
work page 2021
-
[4]
Mip-nerf 360: Unbounded anti-aliased neural radiance fields
Jonathan T Barron, Ben Mildenhall, Dor Verbin, Pratul P Srinivasan, and Peter Hedman. Mip-nerf 360: Unbounded anti-aliased neural radiance fields. In Proceedings of the IEEE/CVF conference on computer vision and pattern recognition, pages 5470–5479, 2022
2022
-
[5]
Zip-nerf: Anti-aliased grid-based neural radiance fields
Jonathan T Barron, Ben Mildenhall, Dor Verbin, Pratul P Srinivasan, and Peter Hedman. Zip-nerf: Anti-aliased grid-based neural radiance fields. In Proceedings of the IEEE/CVF International Conference on Computer Vision , pages 19697–19705, 2023
2023
-
[6]
Robert A Brebin, Loren Carpenter, and Pat Hanrahan. V ol- ume rendering. In Seminal graphics: pioneering efforts that shaped the field, pages 363–372. ACM, 1998
work page 1998
-
[7]
Hexplane: A fast representa- tion for dynamic scenes
Ang Cao and Justin Johnson. Hexplane: A fast representa- tion for dynamic scenes. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition , pages 130–141, 2023
2023
Show all 61 references
-
[8]
Tensorf: Tensorial radiance fields
Anpei Chen, Zexiang Xu, Andreas Geiger, Jingyi Yu, and Hao Su. Tensorf: Tensorial radiance fields. InEuropean con- ference on computer vision, pages 333–350. Springer, 2022
2022
-
[9]
Hac: Hash-grid assisted context for 3d gaussian splatting compression
Yihang Chen, Qianyi Wu, Weiyao Lin, Mehrtash Harandi, and Jianfei Cai. Hac: Hash-grid assisted context for 3d gaussian splatting compression. In European Conference on Computer Vision, pages 422–438. Springer, 2024
2024
-
[11]
4d-rotor gaussian splatting: towards efficient novel view synthesis for dynamic scenes
Yuanxing Duan, Fangyin Wei, Qiyu Dai, Yuhang He, Wen- zheng Chen, and Baoquan Chen. 4d-rotor gaussian splatting: towards efficient novel view synthesis for dynamic scenes. In ACM SIGGRAPH 2024 Conference Papers , pages 1–11, 2024
2024
-
[12]
Mini-splatting2: Building 360 scenes within minutes via aggressive gaussian densifica- tion
Guangchi Fang and Bing Wang. Mini-splatting2: Building 360 scenes within minutes via aggressive gaussian densifica- tion. arXiv preprint arXiv:2411.12788, 2024
2024
-
[13]
Fast dynamic radiance fields with time-aware neural vox- els
Jiemin Fang, Taoran Yi, Xinggang Wang, Lingxi Xie, Xi- aopeng Zhang, Wenyu Liu, Matthias Nießner, and Qi Tian. Fast dynamic radiance fields with time-aware neural vox- els. In SIGGRAPH Asia 2022 Conference Papers, pages 1–9, 2022
2022
-
[14]
Plenoxels: Radiance fields without neural networks
Sara Fridovich-Keil, Alex Yu, Matthew Tancik, Qinhong Chen, Benjamin Recht, and Angjoo Kanazawa. Plenoxels: Radiance fields without neural networks. In Proceedings of the IEEE/CVF conference on computer vision and pattern recognition, pages 5501–5510, 2022
2022
-
[15]
K-planes: Explicit radiance fields in space, time, and appearance
Sara Fridovich-Keil, Giacomo Meanti, Frederik Rahbæk Warburg, Benjamin Recht, and Angjoo Kanazawa. K-planes: Explicit radiance fields in space, time, and appearance. In Proceedings of the IEEE/CVF Conference on Computer Vi- sion and Pattern Recognition, pages 12479–12488, 2023
2023
-
[16]
Hicom: Hierarchical coherent motion for dynamic streamable scenes with 3d gaussian splatting
Qiankun Gao, Jiarui Meng, Chengxiang Wen, Jie Chen, and Jian Zhang. Hicom: Hierarchical coherent motion for dynamic streamable scenes with 3d gaussian splatting. Advances in Neural Information Processing Systems , 37: 80609–80633, 2025. 9
2025
-
[17]
Sc-gs: Sparse-controlled gaussian splatting for editable dynamic scenes
Yi-Hua Huang, Yang-Tian Sun, Ziyi Yang, Xiaoyang Lyu, Yan-Pei Cao, and Xiaojuan Qi. Sc-gs: Sparse-controlled gaussian splatting for editable dynamic scenes. In Proceed- ings of the IEEE/CVF conference on computer vision and pattern recognition, pages 4220–4230, 2024
2024
-
[18]
3d gaussian splatting for real-time radiance field rendering
Bernhard Kerbl, Georgios Kopanas, Thomas Leimk ¨uhler, and George Drettakis. 3d gaussian splatting for real-time radiance field rendering. ACM Trans. Graph., 42(4):139–1, 2023
2023
-
[19]
3d gaussian splat- ting as markov chain monte carlo
Shakiba Kheradmand, Daniel Rebain, Gopal Sharma, Wei- wei Sun, Yang-Che Tseng, Hossam Isack, Abhishek Kar, Andrea Tagliasacchi, and Kwang Moo Yi. 3d gaussian splat- ting as markov chain monte carlo. Advances in Neural Infor- mation Processing Systems, 37:80965–80986, 2024
2024
-
[20]
Sync-nerf: Generalizing dy- namic nerfs to unsynchronized videos
Seoha Kim, Jeongmin Bae, Youngsik Yun, Hahyun Lee, Gun Bang, and Youngjung Uh. Sync-nerf: Generalizing dy- namic nerfs to unsynchronized videos. In Proceedings of the AAAI Conference on Artificial Intelligence, pages 2777– 2785, 2024
2024
-
[21]
Dynmf: Neural motion factorization for real-time dynamic view synthesis with 3d gaussian splatting
Agelos Kratimenos, Jiahui Lei, and Kostas Daniilidis. Dynmf: Neural motion factorization for real-time dynamic view synthesis with 3d gaussian splatting. In European Con- ference on Computer Vision, pages 252–269. Springer, 2024
2024
-
[22]
Fully explicit dynamic gaussian splat- ting
Junoh Lee, Changyeon Won, Hyunjun Jung, Inhwan Bae, and Hae-Gon Jeon. Fully explicit dynamic gaussian splat- ting. Advances in Neural Information Processing Systems , 37:5384–5409, 2025
2025
-
[23]
Compact 3d gaussian representation for radiance field
Joo Chan Lee, Daniel Rho, Xiangyu Sun, Jong Hwan Ko, and Eunbyung Park. Compact 3d gaussian representation for radiance field. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, pages 21719– 21728, 2024
2024
-
[24]
Compression of 3d gaussian splatting with optimized feature planes and standard video codecs
Soonbin Lee, Fangwen Shu, Yago Sanchez, Thomas Schierl, and Cornelius Hellge. Compression of 3d gaussian splatting with optimized feature planes and standard video codecs. arXiv preprint arXiv:2501.03399, 2025
2025 arXiv
-
[25]
Neural 3d video synthesis from multi-view video
Tianye Li, Mira Slavcheva, Michael Zollhoefer, Simon Green, Christoph Lassner, Changil Kim, Tanner Schmidt, Steven Lovegrove, Michael Goesele, Richard Newcombe, et al. Neural 3d video synthesis from multi-view video. In Proceedings of the IEEE/CVF conference on computer vi- si...
2022
-
[26]
Spacetime gaus- sian feature splatting for real-time dynamic view synthesis
Zhan Li, Zhang Chen, Zhong Li, and Yi Xu. Spacetime gaus- sian feature splatting for real-time dynamic view synthesis. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, pages 8508–8520, 2024
2024
-
[27]
Efficient neural radiance fields for interactive free-viewpoint video
Haotong Lin, Sida Peng, Zhen Xu, Yunzhi Yan, Qing Shuai, Hujun Bao, and Xiaowei Zhou. Efficient neural radiance fields for interactive free-viewpoint video. In SIGGRAPH Asia Conference Proceedings, 2022
2022
-
[28]
Dynamics-aware gaussian splat- ting streaming towards fast on-the-fly training for 4d recon- struction
Zhening Liu, Yingdong Hu, Xinjie Zhang, Jiawei Shao, Ze- hong Lin, and Jun Zhang. Dynamics-aware gaussian splat- ting streaming towards fast on-the-fly training for 4d recon- struction. arXiv preprint arXiv:2411.14847, 2024
2024 arXiv
-
[29]
Neural vol- umes: Learning dynamic renderable volumes from images
Stephen Lombardi, Tomas Simon, Jason Saragih, Gabriel Schwartz, Andreas Lehrmann, and Yaser Sheikh. Neural vol- umes: Learning dynamic renderable volumes from images. arXiv preprint arXiv:1906.07751, 2019
1906 arXiv
-
[30]
Dn-4dgs: Denoised de- formable network with temporal-spatial aggregation for dy- namic scene rendering
Jiahao Lu, Jiacheng Deng, Ruijie Zhu, Yanzhe Liang, Wenfei Yang, Tianzhu Zhang, and Xu Zhou. Dn-4dgs: Denoised de- formable network with temporal-spatial aggregation for dy- namic scene rendering. arXiv preprint arXiv:2410.13607 , 2024
-
[31]
Turbo-gs: Accelerating 3d gaussian fitting for high- quality radiance fields
Tao Lu, Ankit Dhiman, R Srinath, Emre Arslan, Angela Xing, Yuanbo Xiangli, R Venkatesh Babu, and Srinath Srid- har. Turbo-gs: Accelerating 3d gaussian fitting for high- quality radiance fields. arXiv preprint arXiv:2412.13547 , 2024
2024 arXiv
-
[32]
Dynamic 3d gaussians: Tracking by per- sistent dynamic view synthesis
Jonathon Luiten, Georgios Kopanas, Bastian Leibe, and Deva Ramanan. Dynamic 3d gaussians: Tracking by per- sistent dynamic view synthesis. In 3DV, 2024
2024
-
[33]
Taming 3dgs: High-quality radiance fields with limited resources
Saswat Subhajyoti Mallick, Rahul Goel, Bernhard Kerbl, Markus Steinberger, Francisco Vicente Carrasco, and Fer- nando De La Torre. Taming 3dgs: High-quality radiance fields with limited resources. In SIGGRAPH Asia 2024 Con- ference Papers, pages 1–11, 2024
2024
-
[34]
Resfields: Residual neural fields for spatiotem- poral signals
Marko Mihajlovic, Sergey Prokudin, Marc Pollefeys, and Siyu Tang. Resfields: Residual neural fields for spatiotem- poral signals. arXiv preprint arXiv:2309.03160, 2023
2023 arXiv
-
[35]
Splatfields: Neural gaussian splats for sparse 3d and 4d re- construction
Marko Mihajlovic, Sergey Prokudin, Siyu Tang, Robert Maier, Federica Bogo, Tony Tung, and Edmond Boyer. Splatfields: Neural gaussian splats for sparse 3d and 4d re- construction. In European Conference on Computer Vision, pages 313–332. Springer, 2024
2024
-
[36]
Nerf: Representing scenes as neural radiance fields for view syn- thesis
Ben Mildenhall, Pratul P Srinivasan, Matthew Tancik, Jonathan T Barron, Ravi Ramamoorthi, and Ren Ng. Nerf: Representing scenes as neural radiance fields for view syn- thesis. Communications of the ACM, 65(1):99–106, 2021
2021
-
[37]
Compact 3d scene representation via self- organizing gaussian grids
Wieland Morgenstern, Florian Barthel, Anna Hilsmann, and Peter Eisert. Compact 3d scene representation via self- organizing gaussian grids. In European Conference on Com- puter Vision, pages 18–34. Springer, 2024
2024
-
[38]
Instant neural graphics primitives with a mul- tiresolution hash encoding
Thomas M ¨uller, Alex Evans, Christoph Schied, and Alexan- der Keller. Instant neural graphics primitives with a mul- tiresolution hash encoding. ACM transactions on graphics (TOG), 41(4):1–15, 2022
2022
-
[39]
Mip-grid: Anti-aliased grid representations for neural radiance fields
Seungtae Nam, Daniel Rho, Jong Hwan Ko, and Eunbyung Park. Mip-grid: Anti-aliased grid representations for neural radiance fields. Advances in Neural Information Processing Systems, 36:2837–2849, 2023
2023
-
[40]
Compact3d: Com- pressing gaussian splat radiance field models with vector quantization
K Navaneet, Kossar Pourahmadi Meibodi, Soroush Abbasi Koohpayegani, and Hamed Pirsiavash. Compact3d: Com- pressing gaussian splat radiance field models with vector quantization. arXiv preprint arXiv:2311.18159, 4, 2023
2023 arXiv
-
[41]
Compressed 3d gaussian splatting for accelerated novel view synthesis
Simon Niedermayr, Josef Stumpfegger, and R ¨udiger West- ermann. Compressed 3d gaussian splatting for accelerated novel view synthesis. In Proceedings of the IEEE/CVF Con- ference on Computer Vision and Pattern Recognition, pages 10349–10358, 2024
2024
-
[42]
Reducing the memory footprint of 3d gaussian splatting
Panagiotis Papantonakis, Georgios Kopanas, Bernhard Kerbl, Alexandre Lanvin, and George Drettakis. Reducing the memory footprint of 3d gaussian splatting. Proceedings of the ACM on Computer Graphics and Interactive Tech- niques, 7(1):1–17, 2024
2024
-
[43]
Nerfies: Deformable neural radiance fields
Keunhong Park, Utkarsh Sinha, Jonathan T Barron, Sofien Bouaziz, Dan B Goldman, Steven M Seitz, and Ricardo 10 Martin-Brualla. Nerfies: Deformable neural radiance fields. In Proceedings of the IEEE/CVF international conference on computer vision, pages 5865–5874, 2021
2021
-
[44]
Hypernerf: A higher- dimensional representation for topologically varying neural radiance fields
Keunhong Park, Utkarsh Sinha, Peter Hedman, Jonathan T Barron, Sofien Bouaziz, Dan B Goldman, Ricardo Martin- Brualla, and Steven M Seitz. Hypernerf: A higher- dimensional representation for topologically varying neural radiance fields. arXiv preprint arXiv:2106.13228, 2021
2021 arXiv
-
[45]
D-nerf: Neural radiance fields for dynamic scenes
Albert Pumarola, Enric Corona, Gerard Pons-Moll, and Francesc Moreno-Noguer. D-nerf: Neural radiance fields for dynamic scenes. In Proceedings of the IEEE/CVF con- ference on computer vision and pattern recognition , pages 10318–10327, 2021
2021
-
[46]
Revising densification in gaussian splatting
Samuel Rota Bul `o, Lorenzo Porzi, and Peter Kontschieder. Revising densification in gaussian splatting. In European Conference on Computer Vision , pages 347–362. Springer, 2024
2024
-
[47]
Dataset and pipeline for multi-view light-field video
Neus Sabater, Guillaume Boisson, Benoit Vandame, Paul Kerbiriou, Frederic Babon, Matthieu Hog, Remy Gendrot, Tristan Langlois, Olivier Bureller, Arno Schubert, et al. Dataset and pipeline for multi-view light-field video. InPro- ceedings of the IEEE conference on computer visi...
2017
-
[48]
Tensor4d: Efficient neural 4d decomposition for high-fidelity dynamic reconstruction and rendering
Ruizhi Shao, Zerong Zheng, Hanzhang Tu, Boning Liu, Hongwen Zhang, and Yebin Liu. Tensor4d: Efficient neural 4d decomposition for high-fidelity dynamic reconstruction and rendering. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, pages 166...
2023
-
[49]
Nerf- player: A streamable dynamic scene representation with de- composed neural radiance fields.IEEE Transactions on Visu- alization and Computer Graphics, 29(5):2732–2742, 2023
Liangchen Song, Anpei Chen, Zhong Li, Zhang Chen, Lele Chen, Junsong Yuan, Yi Xu, and Andreas Geiger. Nerf- player: A streamable dynamic scene representation with de- composed neural radiance fields.IEEE Transactions on Visu- alization and Computer Graphics, 29(5):2732–2742, 2023
2023
-
[50]
Direct voxel grid optimization: Super-fast convergence for radiance fields reconstruction
Cheng Sun, Min Sun, and Hwann-Tzong Chen. Direct voxel grid optimization: Super-fast convergence for radiance fields reconstruction. In Proceedings of the IEEE/CVF conference on computer vision and pattern recognition , pages 5459– 5469, 2022
2022
-
[51]
Improved direct voxel grid optimization for radiance fields reconstruc- tion
Cheng Sun, Min Sun, and Hwann-Tzong Chen. Improved direct voxel grid optimization for radiance fields reconstruc- tion. arXiv preprint arXiv:2206.05085, 2022
2022 arXiv
-
[52]
3dgstream: On-the-fly training of 3d gaussians for efficient streaming of photo-realistic free- viewpoint videos
Jiakai Sun, Han Jiao, Guangyuan Li, Zhanjie Zhang, Lei Zhao, and Wei Xing. 3dgstream: On-the-fly training of 3d gaussians for efficient streaming of photo-realistic free- viewpoint videos. In Proceedings of the IEEE/CVF Con- ference on Computer Vision and Pattern Recognition, ...
2024
-
[53]
Faster and better 3d splatting via group training
Chengbo Wang, Guozheng Ma, Yifei Xue, and Yizhen Lao. Faster and better 3d splatting via group training. arXiv preprint arXiv:2412.07608, 2024
2024
-
[54]
Mixed neural voxels for fast multi- view video synthesis
Feng Wang, Sinan Tan, Xinghang Li, Zeyue Tian, Yafei Song, and Huaping Liu. Mixed neural voxels for fast multi- view video synthesis. In Proceedings of the IEEE/CVF In- ternational Conference on Computer Vision , pages 19706– 19716, 2023
2023
-
[55]
End-to-end rate- distortion optimized 3d gaussian representation
Henan Wang, Hanxin Zhu, Tianyu He, Runsen Feng, Jia- jun Deng, Jiang Bian, and Zhibo Chen. End-to-end rate- distortion optimized 3d gaussian representation. InEuropean Conference on Computer Vision , pages 76–92. Springer, 2024
2024
-
[56]
4d gaussian splatting for real-time dynamic scene rendering
Guanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie, Xiaopeng Zhang, Wei Wei, Wenyu Liu, Qi Tian, and Xinggang Wang. 4d gaussian splatting for real-time dynamic scene rendering. In Proceedings of the IEEE/CVF conference on computer vi- sion and pattern recognition, pages 20310–20320, 2024
2024
-
[57]
4k4d: Real-time 4d view synthesis at 4k resolution
Zhen Xu, Sida Peng, Haotong Lin, Guangzhao He, Jiaming Sun, Yujun Shen, Hujun Bao, and Xiaowei Zhou. 4k4d: Real-time 4d view synthesis at 4k resolution. InProceedings of the IEEE/CVF conference on computer vision and pattern recognition, pages 20029–20040, 2024
2024
-
[58]
Representing long volumet- ric video with temporal gaussian hierarchy
Zhen Xu, Yinghao Xu, Zhiyuan Yu, Sida Peng, Jiaming Sun, Hujun Bao, and Xiaowei Zhou. Representing long volumet- ric video with temporal gaussian hierarchy. ACM Transac- tions on Graphics (TOG), 43(6):1–18, 2024
2024
-
[59]
Deformable 3d gaussians for high-fidelity monocular dynamic scene reconstruction.arXiv preprint arXiv:2309.13101, 2023
Ziyi Yang, Xinyu Gao, Wen Zhou, Shaohui Jiao, Yuqing Zhang, and Xiaogang Jin. Deformable 3d gaussians for high-fidelity monocular dynamic scene reconstruction.arXiv preprint arXiv:2309.13101, 2023
2023 arXiv
-
[60]
Real-time photorealistic dynamic scene representation and rendering with 4d gaussian splatting
Zeyu Yang, Hongye Yang, Zijie Pan, and Li Zhang. Real-time photorealistic dynamic scene representation and rendering with 4d gaussian splatting. arXiv preprint arXiv:2310.10642, 2023
2023 arXiv
-
[61]
Motiongs: Exploring explicit motion guidance for deformable 3d gaussian splatting
Ruijie Zhu, Yanzhe Liang, Hanzhi Chang, Jiacheng Deng, Jiahao Lu, Wenfei Yang, Tianzhu Zhang, and Yongdong Zhang. Motiongs: Exploring explicit motion guidance for deformable 3d gaussian splatting. arXiv preprint arXiv:2410.07707, 2024. 11 Hybrid 3D-4D Gaussian Splatting for Fa...
Reviewed August 15, 2026 · model on record in the stance chip above.
Discussion (0). Continue with ORCID to comment.