CVAIMar 16, 2025

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

arXiv:2503.12307v133 citationsh-index: 8Has CodeICLR
Originality Incremental advance
AI Analysis

This work addresses efficiency and quality issues in dynamic scene reconstruction for computer vision and graphics applications, representing an incremental improvement over existing methods.

The paper tackles the challenge of high storage and training time in novel view synthesis for dynamic scenes by proposing Swift4D, a divide-and-conquer 3D Gaussian Splatting method that separates static and dynamic primitives, achieving state-of-the-art rendering quality while being 20x faster in training and requiring only 30MB of storage on real-world datasets.

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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