Motion Blender Gaussian Splatting for Dynamic Scene Reconstruction
Xinyu Zhang, Haonan Chang, Yuhan Liu, Abdeslam Boularias
TL;DR
This work tackles the lack of explicit controllability in dynamic scene reconstruction by introducing Motion Blender Gaussian Splatting (MBGS), which uses sparse motion graphs (kinematic trees and deformable graphs) to explicitly drive time-varying 3D Gaussians via dual quaternion skinning. The per-graph link motions are blended into Gaussian motions through a learnable weight painting function, enabling end-to-end optimization from video with differentiable rendering. MBGS achieves state-of-the-art performance on the iPhone dataset and competitive results on HyperNeRF, while enabling novel pose animation, robot demonstration synthesis, and visual planning through explicit graph manipulation. The approach improves interpretability and manipulability of dynamic scene reconstructions, with practical implications for robotics and data-efficient planning, though it also highlights limitations in surface fidelity and motion under strong lighting or fast dynamics.
Abstract
Gaussian splatting has emerged as a powerful tool for high-fidelity reconstruction of dynamic scenes. However, existing methods primarily rely on implicit motion representations, such as encoding motions into neural networks or per-Gaussian parameters, which makes it difficult to further manipulate the reconstructed motions. This lack of explicit controllability limits existing methods to replaying recorded motions only, which hinders a wider application in robotics. To address this, we propose Motion Blender Gaussian Splatting (MBGS), a novel framework that uses motion graphs as an explicit and sparse motion representation. The motion of a graph's links is propagated to individual Gaussians via dual quaternion skinning, with learnable weight painting functions that determine the influence of each link. The motion graphs and 3D Gaussians are jointly optimized from input videos via differentiable rendering. Experiments show that MBGS achieves state-of-the-art performance on the highly challenging iPhone dataset while being competitive on HyperNeRF. We demonstrate the application potential of our method in animating novel object poses, synthesizing real robot demonstrations, and predicting robot actions through visual planning. The source code, models, video demonstrations can be found at http://mlzxy.github.io/motion-blender-gs.
