Per-Gaussian Embedding-Based Deformation for Deformable 3D Gaussian Splatting
Jeongmin Bae, Seoha Kim, Youngsik Yun, Hahyun Lee, Gun Bang, Youngjung Uh
TL;DR
The paper tackles dynamic scene reconstruction with 3D Gaussian Splatting by replacing traditional coordinate-based deformation with per-Gaussian latent embeddings conditioned on frame-specific temporal embeddings. It introduces a coarse-fine deformation strategy to capture slow versus fast motions and adds a local smoothness regularization to promote coherent deformations among neighboring Gaussians, improving detail in dynamic regions. Across multiple datasets, the approach yields clearer dynamic details and faster rendering than prior deformable Gaussian methods, with ablations validating the necessity of both deformation components and the embedding-based design. While effective, the method encounters challenges with casually captured monocular videos, indicating future work is needed to incorporate priors for such settings and further improve robustness.
Abstract
As 3D Gaussian Splatting (3DGS) provides fast and high-quality novel view synthesis, it is a natural extension to deform a canonical 3DGS to multiple frames for representing a dynamic scene. However, previous works fail to accurately reconstruct complex dynamic scenes. We attribute the failure to the design of the deformation field, which is built as a coordinate-based function. This approach is problematic because 3DGS is a mixture of multiple fields centered at the Gaussians, not just a single coordinate-based framework. To resolve this problem, we define the deformation as a function of per-Gaussian embeddings and temporal embeddings. Moreover, we decompose deformations as coarse and fine deformations to model slow and fast movements, respectively. Also, we introduce a local smoothness regularization for per-Gaussian embedding to improve the details in dynamic regions. Project page: https://jeongminb.github.io/e-d3dgs/
