4D Gaussian Splatting as a Learned Dynamical System
Arnold Caleb Asiimwe, Carl Vondrick
TL;DR
The paper addresses dynamic scene reconstruction under sparse temporal supervision by reframing 4D Gaussian Splatting as a continuous-time dynamical system. It introduces EvoGS, where Gaussian primitives evolve under a learned neural velocity field and are integrated with an RK4 solver, enabling continuous-time extrapolation and compositional motion without per-frame deformations. Key innovations include 4D spatiotemporal feature encoding, a neural dynamical law, Gaussian waypoints for drift stabilization, and a differentiable rendering objective. Empirically, EvoGS delivers improved motion coherence and temporal consistency over deformation-based baselines while maintaining real-time rendering and offering controllable, local motion editing and robust performance under sparse supervision.
Abstract
We reinterpret 4D Gaussian Splatting as a continuous-time dynamical system, where scene motion arises from integrating a learned neural dynamical field rather than applying per-frame deformations. This formulation, which we call EvoGS, treats the Gaussian representation as an evolving physical system whose state evolves continuously under a learned motion law. This unlocks capabilities absent in deformation-based approaches:(1) sample-efficient learning from sparse temporal supervision by modeling the underlying motion law; (2) temporal extrapolation enabling forward and backward prediction beyond observed time ranges; and (3) compositional dynamics that allow localized dynamics injection for controllable scene synthesis. Experiments on dynamic scene benchmarks show that EvoGS achieves better motion coherence and temporal consistency compared to deformation-field baselines while maintaining real-time rendering
