4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
- URL: http://arxiv.org/abs/2310.08528v3
- Date: Mon, 15 Jul 2024 12:34:51 GMT
- Title: 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
- Authors: Guanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie, Xiaopeng Zhang, Wei Wei, Wenyu Liu, Qi Tian, Xinggang Wang,
- Abstract summary: We propose 4D Gaussian Splatting (4D-GS) as a holistic representation for dynamic scenes.
A neuralvoxel encoding algorithm inspired by HexPlane is proposed to efficiently build features from 4D neural voxels.
Our 4D-GS method achieves real-time rendering under high resolutions, 82 FPS at an 800$times$800 resolution on an 3090 GPU.
- Score: 103.32717396287751
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to guarantee. To achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency, we propose 4D Gaussian Splatting (4D-GS) as a holistic representation for dynamic scenes rather than applying 3D-GS for each individual frame. In 4D-GS, a novel explicit representation containing both 3D Gaussians and 4D neural voxels is proposed. A decomposed neural voxel encoding algorithm inspired by HexPlane is proposed to efficiently build Gaussian features from 4D neural voxels and then a lightweight MLP is applied to predict Gaussian deformations at novel timestamps. Our 4D-GS method achieves real-time rendering under high resolutions, 82 FPS at an 800$\times$800 resolution on an RTX 3090 GPU while maintaining comparable or better quality than previous state-of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs/.
Related papers
- 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes [87.01284850604495]
We introduce 3D Convexting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multiview images.
3DCS achieves superior performance over 3DGS on benchmarks such as MipNeizer, Tanks and Temples, and Deep Blending.
Our results highlight the potential of 3D Convexting to become the new standard for high-quality scene reconstruction.
arXiv Detail & Related papers (2024-11-22T14:31:39Z) - Fully Explicit Dynamic Gaussian Splatting [22.889981393105554]
3D Gaussian Splatting has shown fast and high-quality rendering results in static scenes by leveraging dense 3D prior and explicit representations.
We introduce a progressive training scheme and a point-backtracking technique that improves Ex4DGS's convergence.
Comprehensive experiments on various scenes demonstrate the state-of-the-art rendering quality from our method, achieving fast rendering of 62 fps on a single 2080Ti GPU.
arXiv Detail & Related papers (2024-10-21T04:25:43Z) - MEGA: Memory-Efficient 4D Gaussian Splatting for Dynamic Scenes [49.36091070642661]
This paper introduces a memory-efficient framework for 4DGS.
It achieves a storage reduction by approximately 190$times$ and 125$times$ on the Technicolor and Neural 3D Video datasets.
It maintains comparable rendering speeds and scene representation quality, setting a new standard in the field.
arXiv Detail & Related papers (2024-10-17T14:47:08Z) - Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields [13.729716867839509]
We propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance.
In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field.
Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering.
arXiv Detail & Related papers (2024-08-07T14:56:34Z) - PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting [59.277480452459315]
We propose a principled spatial sensitivity pruning score that outperforms current approaches.
We also propose a multi-round prune-refine pipeline that can be applied to any pretrained 3D-GS model.
Our pipeline increases the average rendering speed of 3D-GS by 2.65$times$ while retaining more salient foreground information.
arXiv Detail & Related papers (2024-06-14T17:53:55Z) - $\textit{S}^3$Gaussian: Self-Supervised Street Gaussians for Autonomous Driving [82.82048452755394]
Photorealistic 3D reconstruction of street scenes is a critical technique for developing real-world simulators for autonomous driving.
Most existing street 3DGS methods require tracked 3D vehicle bounding boxes to decompose the static and dynamic elements.
We propose a self-supervised street Gaussian ($textitS3$Gaussian) method to decompose dynamic and static elements from 4D consistency.
arXiv Detail & Related papers (2024-05-30T17:57:08Z) - 4D-Rotor Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes [33.14021987166436]
We introduce 4DRotorGS, a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians.
As an explicit spatial-temporal representation, 4DRotorGS demonstrates powerful capabilities for modeling complicated dynamics and fine details.
We further implement our temporal slicing and acceleration framework, achieving real-time rendering speeds of up to 277 FPS on an 3090 GPU and 583 FPS on a 4090 GPU.
arXiv Detail & Related papers (2024-02-05T18:59:04Z) - DreamGaussian4D: Generative 4D Gaussian Splatting [56.49043443452339]
We introduce DreamGaussian4D (DG4D), an efficient 4D generation framework that builds on Gaussian Splatting (GS)
Our key insight is that combining explicit modeling of spatial transformations with static GS makes an efficient and powerful representation for 4D generation.
Video generation methods have the potential to offer valuable spatial-temporal priors, enhancing the high-quality 4D generation.
arXiv Detail & Related papers (2023-12-28T17:16:44Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.