CVMar 20, 2025

1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering

arXiv:2503.16422v19 citationsh-index: 7
Originality Incremental advance
AI Analysis

This work improves rendering efficiency for dynamic scene reconstruction, which is incremental but impactful for applications like real-time graphics and VR.

The paper tackles the high storage and slow rendering speed of 4D Gaussian Splatting for dynamic scenes by identifying and addressing temporal redundancies, achieving over 1000 FPS, a 41× storage reduction, and 9× faster rasterization while maintaining comparable visual quality.

4D Gaussian Splatting (4DGS) has recently gained considerable attention as a method for reconstructing dynamic scenes. Despite achieving superior quality, 4DGS typically requires substantial storage and suffers from slow rendering speed. In this work, we delve into these issues and identify two key sources of temporal redundancy. (Q1) \textbf{Short-Lifespan Gaussians}: 4DGS uses a large portion of Gaussians with short temporal span to represent scene dynamics, leading to an excessive number of Gaussians. (Q2) \textbf{Inactive Gaussians}: When rendering, only a small subset of Gaussians contributes to each frame. Despite this, all Gaussians are processed during rasterization, resulting in redundant computation overhead. To address these redundancies, we present \textbf{4DGS-1K}, which runs at over 1000 FPS on modern GPUs. For Q1, we introduce the Spatial-Temporal Variation Score, a new pruning criterion that effectively removes short-lifespan Gaussians while encouraging 4DGS to capture scene dynamics using Gaussians with longer temporal spans. For Q2, we store a mask for active Gaussians across consecutive frames, significantly reducing redundant computations in rendering. Compared to vanilla 4DGS, our method achieves a $41\times$ reduction in storage and $9\times$ faster rasterization speed on complex dynamic scenes, while maintaining comparable visual quality. Please see our project page at https://4DGS-1K.github.io.

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