D-MiSo: Editing Dynamic 3D Scenes using Multi-Gaussians Soup
Joanna Waczyńska, Piotr Borycki, Joanna Kaleta, Sławomir Tadeja, Przemysław Spurek
TL;DR
This paper tackles editing dynamic 3D scenes represented by Gaussian Splatting (GS) and proposes Dynamic Multi-Gaussian Soup (D-MiSo), a mesh-inspired, time-varying GS framework. It introduces Multi-Gaussians, comprising Core-Gaussians and Sub-Gaussians, parameterized by Triangle Soup, and employs two deformation networks to separately model global object motion and local rendering nuances. Training proceeds in two stages: Stage 1 initializes Core-Gaussians to capture motion; Stage 2 attaches and optimizes Sub-Gaussians (with a Sub-Rot Network) to achieve high-quality rendering and editable dynamics, with time $t$ governing updates. Experiments across D-NeRF, NeRF-DSyan2023nerfds, and PanopticSports show competitive reconstruction metrics and demonstrate intuitive editing capabilities, including object duplication, scaling, and dynamic remapping, highlighting D-MiSo’s practical impact for dynamic scene manipulation.
Abstract
Over the past years, we have observed an abundance of approaches for modeling dynamic 3D scenes using Gaussian Splatting (GS). Such solutions use GS to represent the scene's structure and the neural network to model dynamics. Such approaches allow fast rendering and extracting each element of such a dynamic scene. However, modifying such objects over time is challenging. SC-GS (Sparse Controlled Gaussian Splatting) enhanced with Deformed Control Points partially solves this issue. However, this approach necessitates selecting elements that need to be kept fixed, as well as centroids that should be adjusted throughout editing. Moreover, this task poses additional difficulties regarding the re-productivity of such editing. To address this, we propose Dynamic Multi-Gaussian Soup (D-MiSo), which allows us to model the mesh-inspired representation of dynamic GS. Additionally, we propose a strategy of linking parameterized Gaussian splats, forming a Triangle Soup with the estimated mesh. Consequently, we can separately construct new trajectories for the 3D objects composing the scene. Thus, we can make the scene's dynamic editable over time or while maintaining partial dynamics.
