4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface Gaussians
Hidenobu Matsuki, Gwangbin Bae, Andrew J. Davison
TL;DR
4DTAM introduces the first end-to-end 4D tracking and mapping method that jointly estimates camera motion, geometry, appearance, and non-rigid scene dynamics from a single RGB-D stream using differentiable rendering. The approach relies on 2D Gaussian Splatting as an explicit surface representation and an MLP-based warp-field to model time-varying deformations, combined with analytic camera pose Jacobians to enable real-time optimization. A comprehensive Sim4D synthetic dataset, ground-truth benchmarks, and open-source rendering tools are provided to support evaluation of 4D dynamic reconstruction. Empirical results show state-of-the-art performance in both tracking and 4D surface reconstruction, with robust handling of articulated and non-rigid objects, and a favorable trade-off between reconstruction quality and rendering speed. The work enables practical, dynamic-scene understanding for robotics and AR in scenarios with moving objects and non-rigid motions.
Abstract
We propose the first 4D tracking and mapping method that jointly performs camera localization and non-rigid surface reconstruction via differentiable rendering. Our approach captures 4D scenes from an online stream of color images with depth measurements or predictions by jointly optimizing scene geometry, appearance, dynamics, and camera ego-motion. Although natural environments exhibit complex non-rigid motions, 4D-SLAM remains relatively underexplored due to its inherent challenges; even with 2.5D signals, the problem is ill-posed because of the high dimensionality of the optimization space. To overcome these challenges, we first introduce a SLAM method based on Gaussian surface primitives that leverages depth signals more effectively than 3D Gaussians, thereby achieving accurate surface reconstruction. To further model non-rigid deformations, we employ a warp-field represented by a multi-layer perceptron (MLP) and introduce a novel camera pose estimation technique along with surface regularization terms that facilitate spatio-temporal reconstruction. In addition to these algorithmic challenges, a significant hurdle in 4D SLAM research is the lack of reliable ground truth and evaluation protocols, primarily due to the difficulty of 4D capture using commodity sensors. To address this, we present a novel open synthetic dataset of everyday objects with diverse motions, leveraging large-scale object models and animation modeling. In summary, we open up the modern 4D-SLAM research by introducing a novel method and evaluation protocols grounded in modern vision and rendering techniques.
