We present GaussianSpline, a dynamic 4D Gaussian Splatting method that models per-Gaussian motion using adaptive, non-uniform piecewise cubic Bézier splines. Unlike approaches based on global deformat...
arXiv:2512.07197v2 Announce Type: replace
Abstract: 3D Gaussian Splatting (3DGS) has emerged as a powerful explicit representation enabling real-time, high-fidelity 3D reconstruction and novel view s...
By Seokhyun Youn, Soohyun Lee, Geonho Kim, Weeyoung Kwon, Sung-Ho Bae, Jihyong Oh
The paper introduces TruncGradGS, a piecewise truncated gradient approach that mitigates gradient vanishing in 3D Gaussian Splatting, enhancing optimization stability and robustness to initializations. It demonstrates consistent improvements over random and COLMAP initializations in both static and dynamic settings. Additionally, the authors highlight limitations of existing dynamic scene benchmarks and present a new synthetic dataset for evaluating dynamic Gaussian Splatting.
By Theo Morales, Nhat-Quynh Le-Pham, Robin Atkins, Binh-Son Hua
arXiv:2609.00994v1 Announce Type: new
Abstract: Recent extensions of 3D Gaussian Splatting (3DGS) enable real-time novel view synthesis in dynamic scenes by learning time-conditioned Gaussian deforma...
By Wei Dong, Shahram Shirani, Jun Chen, Han Zhou
arXiv:2605. 03337v3 Announce Type: replace-cross Abstract: Recent progress in 4D Gaussian Splatting (4DGS) has achieved impressive dynamic scene reconstruction results.
By Lucas Yunkyu Lee, Soonho Kim, Youngwook Kim, Sangmin Kim, Jaesik Park
arXiv:2608.30184v1 Announce Type: new
Abstract: Volumetric video enables immersive free viewpoint rendering of dynamic real world scenes, yet existing methods struggle with long sequences and complex...
By Jiahao Wu, Jie Liang, Die Hu, Jiayu Yang, Kaiqiang Xiong, Xiang Li, Xiaoyun Zheng, Chao Wang, Ronggang Wang
arXiv:2608. 01958v2 Announce Type: replace-cross Abstract: 4D Gaussian Splatting (4DGS) excels in dynamic 3D reconstruction and real-time novel view synthesis via efficient 4D Gaussian representations and parallelizable rendering.
By Zhengyang Zhang, Ziyu Lu, PengCheng Li, Hongbo Duan, Yi Liu, Pengting Luo, Peiyu Zhuang, Xinghui Li, Shaohua Ma
Forge4D is a feed‑forward model that reconstructs temporally aligned 4D human representations from uncalibrated sparse‑view videos, enabling both novel view and novel time synthesis. It achieves this by jointly streaming 3D Gaussian reconstruction with dense motion prediction, using learnable state tokens for temporal consistency and a self‑supervised retargeting loss for motion prediction. Extensive experiments confirm its effectiveness on in‑domain and out‑of‑domain datasets.
By Yingdong Hu, Yisheng He, Jinnan Chen, Weihao Yuan, Kejie Qiu, Zehong Lin, Siyu Zhu, Zilong Dong, Steven Hoi, Jun Zhang
arXiv:2609.36940v1 Announce Type: new
Abstract: Accurate dynamic scene reconstruction is important for robotic perception, where temporally consistent representations of dynamic environments are esse...
By Thai Duy Nguyen, Haitian Zhang, Addison Lin Wang
4D Gaussian Splatting (4DGS) excels in dynamic 3D reconstruction and real-time novel view synthesis via efficient 4D Gaussian representations and parallelizable rendering. However, existing 4DGS approaches rely on a single polynomial to model motion, which limits performance in complex dynamic scenes where high-frequency motion components are prevalent, and fails to ensure long-term stability due to cumulative trajectory drift.
arXiv:2608.21828v1 Announce Type: new
Abstract: Novel-view synthesis of dynamic scenes, crucial for AR/VR applications, remains a challenging problem. Recent methods adapt representations like 3D Gau...
By Ankit Dhiman, Kunal A Kathare, Pranav Vignesh, Lokesh R Boregowda, Venkatesh Babu Radhakrishnan
F4Splat introduces a feed‑forward predictive densification strategy for 3D Gaussian splatting that allocates Gaussians based on a densification‑score guided by spatial complexity and multi‑view overlap. The method predicts per‑region scores to estimate required Gaussian density, enabling explicit control over the total Gaussian budget without retraining. This adaptive allocation reduces redundancy in simple regions and minimizes duplicate Gaussians across overlapping views, yielding compact yet high‑quality 3D representations and superior novel‑view synthesis performance with fewer Gaussians.
By Injae Kim, Chaehyeon Kim, Minseong Bae, Minseok Joo, Hyunwoo J. Kim