ADC-GS: Anchor-Driven Deformable and Compressed Gaussian Splatting for Dynamic Scene Reconstruction
He Huang, Qi Yang, Mufan Liu, Yiling Xu, Zhu Li
TL;DR
ADC-GS addresses inefficiencies in 4D Gaussian Splatting by organizing Gaussians into an anchor-based canonical space and deforming them via a coarse-to-fine, anchor-driven pipeline. It couples this with a multi-dimension entropy model and adaptive rate-distortion optimization, together with a temporal-significance–guided anchor refinement to balance fidelity and bitrate. The method delivers substantial storage reductions (up to ~$204\times$ on Neu3D) and fast rendering (up to 3× faster than per-Gaussian deformation approaches) while maintaining high rendering quality on HyperNeRF and Neu3D. These results demonstrate practical advantages for real-time transmission and scalable dynamic scene capture, with code released for reproducibility.
Abstract
Existing 4D Gaussian Splatting methods rely on per-Gaussian deformation from a canonical space to target frames, which overlooks redundancy among adjacent Gaussian primitives and results in suboptimal performance. To address this limitation, we propose Anchor-Driven Deformable and Compressed Gaussian Splatting (ADC-GS), a compact and efficient representation for dynamic scene reconstruction. Specifically, ADC-GS organizes Gaussian primitives into an anchor-based structure within the canonical space, enhanced by a temporal significance-based anchor refinement strategy. To reduce deformation redundancy, ADC-GS introduces a hierarchical coarse-to-fine pipeline that captures motions at varying granularities. Moreover, a rate-distortion optimization is adopted to achieve an optimal balance between bitrate consumption and representation fidelity. Experimental results demonstrate that ADC-GS outperforms the per-Gaussian deformation approaches in rendering speed by 300%-800% while achieving state-of-the-art storage efficiency without compromising rendering quality. The code is released at https://github.com/H-Huang774/ADC-GS.git.
