1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering
4D Gaussian Splatting (4DGS) has recently gained considerable attention as a
method for reconstructing dynamic scenes. Despite achieving superior quality,
4DGS typically requires substantial storage and suffers from slow rendering
speed. In this work, we delve into these issues and identify two key sources of
temporal redundancy. (Q1) Short-Lifespan Gaussians: 4DGS uses a large
portion of Gaussians with short temporal span to represent scene dynamics,
leading to an excessive number of Gaussians. (Q2) Inactive Gaussians:
When rendering, only a small subset of Gaussians contributes to each frame.
Despite this, all Gaussians are processed during rasterization, resulting in
redundant computation overhead. To address these redundancies, we present
4DGS-1K, which runs at over 1000 FPS on modern GPUs. For Q1, we
introduce the Spatial-Temporal Variation Score, a new pruning criterion that
effectively removes short-lifespan Gaussians while encouraging 4DGS to capture
scene dynamics using Gaussians with longer temporal spans. For Q2, we store a
mask for active Gaussians across consecutive frames, significantly reducing
redundant computations in rendering. Compared to vanilla 4DGS, our method
achieves a 41times reduction in storage and 9times faster rasterization
speed on complex dynamic scenes, while maintaining comparable visual quality.
Please see our project page at https://4DGS-1K.github.io.
67dcd5da7f5c5665205b11c0
Yuheng Yuan
claimed_verified
2025-03-21T11:40:54.364Z
67ac56c90f861b63617d153d
/avatars/96f5e60031fe4fe677159dccfecaa65c.svg
Yuan Yuheng
user
nopyyh
67dcd5da7f5c5665205b11c1
Qiuhong Shen
claimed_verified
2025-06-17T07:26:46.505Z
643a6e89a856622f9788bf67
/avatars/419c0379f072295b27d4bfe2f8fb946d.svg
qiuhong shen
user
florinshum
67dcd5da7f5c5665205b11c2
Xingyi Yang
claimed_verified
2025-06-05T07:29:40.544Z
634cfebc350bcee9bed20a4d
https://cdn-avatars.huggingface.co/v1/production/uploads/634cfebc350bcee9bed20a4d/fN47nN5rhw-HJaFLBZWQy.png
Xingyi Yang
user
adamdad
67dcd5da7f5c5665205b11c3
Xinchao Wang
1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering
4D Gaussian Splatting (4DGS) has recently gained considerable attention as a
method for reconstructing dynamic scenes. Despite achieving superior quality,
4DGS typically requires substantial storage and suffers from slow rendering
speed. In this work, we delve into these issues and identify two key sources of
temporal redundancy. (Q1) Short-Lifespan Gaussians: 4DGS uses a large
portion of Gaussians with short temporal span to represent scene dynamics,
leading to an excessive number of Gaussians. (Q2) Inactive Gaussians:
When rendering, only a small subset of Gaussians contributes to each frame.
Despite this, all Gaussians are processed during rasterization, resulting in
redundant computation overhead. To address these redundancies, we present
4DGS-1K, which runs at over 1000 FPS on modern GPUs. For Q1, we
introduce the Spatial-Temporal Variation Score, a new pruning criterion that
effectively removes short-lifespan Gaussians while encouraging 4DGS to capture
scene dynamics using Gaussians with longer temporal spans. For Q2, we store a
mask for active Gaussians across consecutive frames, significantly reducing
redundant computations in rendering. Compared to vanilla 4DGS, our method
achieves a 41times reduction in storage and 9times faster rasterization
speed on complex dynamic scenes, while maintaining comparable visual quality.
Please see our project page at https://4DGS-1K.github.io.
4DGS-1K improves the rendering speed and storage efficiency of 4D Gaussian Splatting by reducing short-lifespan and inactive Gaussians.
4D Gaussian Splatting 4DGS Spatial-Temporal Variation Score Gaussian pruning rasterization dynamic scenes visual quality