Gaussian Mapping for Evolving Scenes
Vladimir Yugay, Thies Kersten, Luca Carlone, Theo Gevers, Martin R. Oswald, Lukas Schmid
TL;DR
GaME tackles long-term dynamic changes in scenes for novel-view synthesis by online updating a 3D Gaussian Splatting map. It introduces Dynamic Scene Adaptation (DSA) to incrementally integrate additions, removals, and movements outside the camera view, and a Keyframe Management (KM) strategy to mask stale observations while preserving informative context, enabling photorealistic rendering of evolving environments. The method is evaluated on synthetic and real-world datasets, showing substantial improvements in PSNR and depth accuracy over strong baselines and demonstrating robust handling of scene changes with an open-source release. These contributions advance online, change-aware 3D reconstruction and rendering, with practical impact for AR/VR, robotics, and autonomous systems that operate in dynamic environments.
Abstract
Mapping systems with novel view synthesis (NVS) capabilities, most notably 3D Gaussian Splatting (3DGS), are widely used in computer vision and across various applications, including augmented reality, robotics, and autonomous driving. However, many current approaches are limited to static scenes. While recent works have begun addressing short-term dynamics (motion within the camera's view), long-term dynamics (the scene evolving through changes out of view) remain less explored. To overcome this limitation, we introduce a dynamic scene-adaptation mechanism that continuously updates 3DGS to reflect the latest changes. Since maintaining consistency remains challenging due to stale observations that disrupt the reconstruction process, we propose a novel keyframe management mechanism that discards outdated observations while preserving as much information as possible. We thoroughly evaluate Gaussian Mapping for Evolving Scenes (\ours) on both synthetic and real-world datasets, achieving a 29.7\% improvement in PSNR and a 3 times improvement in L1 depth error over the most competitive baseline.
