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RetimeGS: Continuous-Time Reconstruction of 4D Gaussian Splatting

Xuezhen Wang, Li Ma, Yulin Shen, Zeyu Wang, Pedro V. Sander

Abstract

Temporal retiming, the ability to reconstruct and render dynamic scenes at arbitrary timestamps, is crucial for applications such as slow-motion playback, temporal editing, and post-production. However, most existing 4D Gaussian Splatting (4DGS) methods overfit at discrete frame indices but struggle to represent continuous-time frames, leading to ghosting artifacts when interpolating between timestamps. We identify this limitation as a form of temporal aliasing and propose RetimeGS, a simple yet effective 4DGS representation that explicitly defines the temporal behavior of the 3D Gaussian and mitigates temporal aliasing. To achieve smooth and consistent interpolation, we incorporate optical flow-guided initialization and supervision, triple-rendering supervision, and other targeted strategies. Together, these components enable ghost-free, temporally coherent rendering even under large motions. Experiments on datasets featuring fast motion, non-rigid deformation, and severe occlusions demonstrate that RetimeGS achieves superior quality and coherence over state-of-the-art methods.

RetimeGS: Continuous-Time Reconstruction of 4D Gaussian Splatting

Abstract

Temporal retiming, the ability to reconstruct and render dynamic scenes at arbitrary timestamps, is crucial for applications such as slow-motion playback, temporal editing, and post-production. However, most existing 4D Gaussian Splatting (4DGS) methods overfit at discrete frame indices but struggle to represent continuous-time frames, leading to ghosting artifacts when interpolating between timestamps. We identify this limitation as a form of temporal aliasing and propose RetimeGS, a simple yet effective 4DGS representation that explicitly defines the temporal behavior of the 3D Gaussian and mitigates temporal aliasing. To achieve smooth and consistent interpolation, we incorporate optical flow-guided initialization and supervision, triple-rendering supervision, and other targeted strategies. Together, these components enable ghost-free, temporally coherent rendering even under large motions. Experiments on datasets featuring fast motion, non-rigid deformation, and severe occlusions demonstrate that RetimeGS achieves superior quality and coherence over state-of-the-art methods.
Paper Structure (30 sections, 8 equations, 10 figures, 7 tables)

This paper contains 30 sections, 8 equations, 10 figures, 7 tables.

Figures (10)

  • Figure 1: We introduce a 4DGS representation with tailored training strategies that enables interpolating arbitrary intermediate frames, even under relatively large inter-frame motion. Our method reconstructs high-quality frames in challenging scenarios characterized by non-rigid deformations, complex textures, and visibility changes. Project page: https://william-wang2.github.io/RetimeGS/.
  • Figure 2: Illustration of temporal overfitting to input frames $t_1$ and $t_2$, causing ghosting at $t_{1.5}$ in 4D primitive-based methods.
  • Figure 3: Pipeline Overview. We represent a dynamic scene using a novel 4D representation that combines regularized temporal opacity with smooth spline-based spatial positioning. By leveraging tailored training strategies using RGB images and bidirectional optical flow, our method can reconstruct arbitrary intermediate frames under sparse temporal sampling and large motion.
  • Figure 4: Qualitative comparison. Results on DNA-Rendering Dataset 2023dnarendering (w/o GT held-out views, left) and Stage-Capture Dataset (w/ GT held-out views, right). The red boxes show the corresponding zoomed-in views for detailed comparison.
  • Figure 5: (\ref{['fig:ablation_flow']}) The texture is distorted when flow-related components are removed. (\ref{['fig:ablation_triple_render']}) Without triple rendering, the two adjacent primitive groups each capture only part of the content in the input frames they jointly cover: the previous group reconstructs the right texture in the circled region, while the next group reconstructs the left texture.
  • ...and 5 more figures