Hybrid 3D-4D Gaussian Splatting for Fast Dynamic Scene Representation
Seungjun Oh, Younggeun Lee, Hyejin Jeon, Eunbyung Park
TL;DR
Hybrid 3D-4D Gaussian Splatting (3D-4DGS) targets fast, high-fidelity dynamic scene reconstruction by adaptively representing static regions with 3D Gaussians and reserving 4D Gaussians for dynamic content. The method starts with a full 4D Gaussian representation and iteratively converts temporally invariant Gaussians to 3D, reducing parameters, memory, and training time, while keeping dynamic Gaussians fully 4D to capture motion. Key contributions include a scale-based static/dynamic region identification, a robust 4D-to-3D conversion, and a unified CUDA rasterization pipeline that blends both representations in rendering. Experiments on N3V and Technicolor demonstrate near-state fidelity with significantly faster training (e.g., 12 minutes for 10s N3V clips) and reduced storage, enabling efficient dynamic scene capture at scale.
Abstract
Recent advancements in dynamic 3D scene reconstruction have shown promising results, enabling high-fidelity 3D novel view synthesis with improved temporal consistency. Among these, 4D Gaussian Splatting (4DGS) has emerged as an appealing approach due to its ability to model high-fidelity spatial and temporal variations. However, existing methods suffer from substantial computational and memory overhead due to the redundant allocation of 4D Gaussians to static regions, which can also degrade image quality. In this work, we introduce hybrid 3D-4D Gaussian Splatting (3D-4DGS), a novel framework that adaptively represents static regions with 3D Gaussians while reserving 4D Gaussians for dynamic elements. Our method begins with a fully 4D Gaussian representation and iteratively converts temporally invariant Gaussians into 3D, significantly reducing the number of parameters and improving computational efficiency. Meanwhile, dynamic Gaussians retain their full 4D representation, capturing complex motions with high fidelity. Our approach achieves significantly faster training times compared to baseline 4D Gaussian Splatting methods while maintaining or improving the visual quality.
