# fully_explicit_dynamic_gaussian_splatting__c1afb277.pdf Fully Explicit Dynamic Gaussian Splatting Junoh Lee1, Changyeon Won2, Hyunjun Jung2, Inhwan Bae2, Hae-Gon Jeon1,2 1School of Electrical Engineering and Computer Science 2AI Graduate School Gwangju Institute of Science and Technology {juno,cywon1997,hyunjun.jung,inhwanbae}@gm.gist.ac.kr, haegonj@gist.ac.kr 3D Gaussian Splatting has shown fast and high-quality rendering results in static scenes by leveraging dense 3D prior and explicit representations. Unfortunately, the benefits of the prior and representation do not involve novel view synthesis for dynamic motions. Ironically, this is because the main barrier is the reliance on them, which requires increasing training and rendering times to account for dynamic motions. In this paper, we design Explicit 4D Gaussian Splatting (Ex4DGS). Our key idea is to firstly separate static and dynamic Gaussians during training, and to explicitly sample positions and rotations of the dynamic Gaussians at sparse timestamps. The sampled positions and rotations are then interpolated to represent both spatially and temporally continuous motions of objects in dynamic scenes as well as reducing computational cost. Additionally, we introduce a progressive training scheme and a point-backtracking technique that improves Ex4DGS s convergence. We initially train Ex4DGS using short timestamps and progressively extend timestamps, which makes it work well with a few point clouds. The pointbacktracking is used to quantify the cumulative error of each Gaussian over time, enabling the detection and removal of erroneous Gaussians in dynamic scenes. Comprehensive experiments on various scenes demonstrate the state-of-the-art rendering quality from our method, achieving fast rendering of 62 fps on a single 2080Ti GPU. 1 Introduction The recent flood of video content has encouraged view synthesis techniques for highly engaging, visually rich content creation to maintain viewer interest. However, even short form videos require a huge time for both data pre-processing, computing frame-wise 3D point clouds, and training time in novel view synthesis for dynamic motions. Furthermore, these techniques must be considered for running on mobile devices which have a limited computing power and storage space. In this aspect, it is crucial to not only achieve photorealistic rendering results, but also reduce the computational cost related to storage, memory and rendering pipeline. To achieve this, the spatio-temporal representation should be explicit and efficient to handle the complexity of dynamic motions in videos. Recent methods for dynamic view synthesis are typically based on Neural Radiance Fields (Ne RF) [1], which uses implicit multi-layer perceptron (MLP) with a combination of 5-Do F spatial coordinates and the additional time axis [2, 3, 4, 5, 6, 7, 8]. The MLP-based methods have shown high-fidelity rendering quality. However, the inevitable cost of decoding the implicit representation makes rendering critically slow. Various methods try to reduce the cost by adapting explicit representation, such as voxel [9, 10] and matrix decomposition [11, 12]. Nevertheless, since Ne RF-based approaches require per-pixel ray sampling and dense sampling for each ray, it is hard to achieve real-time and highresolution renderings. Meanwhile, a promising alternative, 3D Gaussian Splatting (3DGS) [13], has emerged, which achieves photo-realistic rendering results with significantly faster training and rendering speeds. 38th Conference on Neural Information Processing Systems (Neur IPS 2024). Unlike Ne RF-based approaches, 3DGS exploits fully explicit point-based primitives of 3D and employs a rasterization-based rendering pipeline. Recent advances [14, 15] attempt to extend 3DGS to 4D domain, handling the motion over time by storing the additional transformation information of 3D coordinates or 4D bases. However, these methods can only be trained under a restricted condition with dense point clouds. Moreover, these approaches borrow implicit representations for implementation, which lose the inherent advantage of 3DGS and make real-world applications more difficult. To become a more scalable model for real-world situations, it is important to be trained under more in-the-wild conditions (i.e., sparse point cloud) with more concise representation. In this paper, we present Explicit 4D Gaussian Splatting (Ex4DGS), a keyframe interpolation-based 4D Gaussian splatting method that works well in a fully explicit on-time domain. Our key idea is to apply interpolation techniques under temporal explicit representation to realize the scalable 3DGS model. Temporal interpolation is a widely used technique in computer graphics [16] that only stores keyframe information in video and determines smooth transitions for the rest of the frames. We select keyframes with sparse time intervals and save the additional temporal information at each keyframe which includes each Gaussian s position, rotation and opacity. This information is fully explicit; it is stored without any encoding process, and continuous motion is calculated to have smooth temporal transitions between adjacent keyframes. Here, we use a polynomial basis interpolator for position, a spherical interpolator for rotation, and a simplified Gaussian mixture model for opacity. Specifically, the polynomial basis of cubic Hermite spline (CHip) [17] is used to effectively avoid overfitting or over-smoothing problems by spanning low-degree polynomials. For rotation, we introduce Spherical Linear Interpolation (Slerp) [18] to do a linear transition over angles. Lastly, we introduce a simplified Gaussian mixture model, which allows temporal opacity to handle the appearance and disappearance of objects. For further optimization, we reduce the computational cost by isolating dynamic points from static points, and only storing additional temporal information of dynamic points. Here, we aim for this separation to be possible without any additional inputs such as object masks [19]. To tackle this, we introduce motion-based triggers to distinguish static and dynamic points in a scene. We first initialize all Gaussian points in a scene to be static which are assumed to move linearly. During training, static points with large movements are automatically classified as dynamic points. Next, we adopt a progressive training scheme to train our model even under sparse point cloud conditions. The progressive training, starting with a short duration and scaling up, can prevent falling into local minima by reducing the sudden appearance of objects. Lastly, an additional point backtracking technique is introduced to enhance rendering quality. Detecting redundant points in a dynamic scene is challenging because we need to consider all visible timestamps. To measure accumulated errors over time, we apply the point-backtracking technique that can track and prune high-error Gaussians in dynamic scenes. The effectiveness of our method is validated through experiments on two major real-world video datasets: Neural 3D Video dataset [7] and Technicolor dataset [20]. Experimental results demonstrate that our approach significantly improves rendering results even with sparse 3D point clouds. Furthermore, benefiting from the proposed optimization scheme, our model only requires low storage and memory size without any auxiliary modules or tricks to encode lengthy temporal information. Finally, our model achieves 62 fps on a single 2080Ti GPU on 300-frame scenes with a 1352 1014 resolution. 2 Related Works 2.1 Novel View Synthesis Photorealistic novel view synthesis can be achieved using a set of densely sampled images through image-based rendering [21, 22]. While the dense sampling of views is limited by memory constraints and results in aliased rendering, novel view synthesis has advanced with the development of neural networks. The ability of neural networks to process implicit information in images enables novel view synthesis with a sparse set of observations. Prior works on constructing multi-plane images (MPI)[23, 24, 25] use aggregated pixel information from correspondences in sparsely sampled views. MPI representation may fail with wide angles between the camera and depth planes. This can be mitigated using geometric proxies like depth information [26, 27], plane-sweep volumes [28, 29], and meshes [30, 31]. These methods risk unrealistic view synthesis with inaccurate proxy geometry. Joint optimization of proxy geometry [32, 33, 34, 35] can help, but direct mesh optimization often gets stuck in local minima due to poor loss landscape conditioning. In recent years, continuous 3D representation through neural networks has received widespread attention. Ne RF [1] is the foundational work that started this trend. It implicitly learns the shape of an object as a density field, which makes optimization via gradient descent more tractable. The robustness of such geometric neural representations enables to reconstruct accurate geometry from a few given images [36, 37, 38, 39], large-scale geometry [40, 41, 42, 43, 44, 45], disentangled textures [46, 47, 48], and material properties [49, 50, 51, 52, 53]. However, one major issue on these neural representations is also slow rendering speeds coming from volume renderers. To resolve this issue, works in [54, 55] develop light field-inspired representations for single-pass pixel rendering. Both [56] and [57] introduce efficient voxel-based scene representations to improve the rendering speed. However, continuous representation inevitably combines with neural networks to implement its complex nature, and this limits rendering speed. As an alternative, 3DGS [13] is designed to construct an explicit radiance field through rasterization, not requiring MLP-based inference. This method leverages anisotropic 3D Gaussians as the scene representation and proposes a differentiable rasterizer to render them by splatting onto the image plane for static scenes. 2.2 Dynamic Novel View Synthesis The time domain in dynamic scenes is typically parameterized with Plenoptic function [58]. Classical image-based rendering [21, 22] and novel view synthesis methods using explicit geometry [30, 31] are restricted to a limited memory space [21] when they extend to the time dimension. This is because they require additional optimization procedures for frame-by-frame dynamic view synthesis and storage for the parameterized space. Fueled by implicit representations, works in [2, 3, 8, 59, 4, 7, 5] handle challenging tasks using neural volume rendering. They learn dynamic scenes by optimizing deformation and canonical fields for object motions [2, 3, 6], using human body priors [60, 59, 61, 62, 63, 64, 65, 66], and decoupling dynamic parts [4, 5, 67, 68, 69, 70, 71, 8, 72]. These methods introduce additional neural fields or learnable variables to represent the time domain, taking more memory usage and rendering time as well. Temporally extended 3DGS has been considered as a feasible solution to dynamic novel view synthesis. A work in [73] assigns parameters to 3DGS at each timestamp and imposes rigidity through a regularization. Another work in [74] leverages Gaussian probability to model density changes over time to explicitly represent dynamic scenes. However, they require many primitives to capture complex temporal changes. Concurrently, works in [14, 75, 76, 77, 78, 79] utilize MLPs to represent the temporal changes. These methods inherit the drawbacks of dynamic neural representations, resulting in slower rendering speeds. The others in [15, 80] explicitly parameterize the motion of dynamic 3D Gaussians to preserve the rendering speed of 3DGS by predicting their trajectory function. However, they only handle the motion as a continuous trajectory, and require multiple Gaussians for motions that disappear and reappear due to self-occlusion, increasing memory burden. In contrast, our key idea for dynamic 3D Gaussian uses keyframes to minimize primitives and to devise a progressive optimization to cope with scenarios where face disappearing/reappearing objects. Thanks to our schemes, we can improve rendering speed, memory efficiency, and achieve impressive performance for dynamic novel view synthesis. 3 Preliminary: 3D Gaussian Splatting Our model starts from the point-based differentiable rasterization of 3DGS [13]. 3DGS uses threedimensional Gaussian as geometry primitive, which is composed of position (mean) µ, covariation Σ, density σ and color c. The 3D Gaussian is referred to as follows: 2 (x µ) Σ 1(x µ). (1) We need to project the 3D Gaussian onto a 2D plane to render an image. In this process, the approximated graphics pipeline is used to render 2D Gaussians. The covariance matrix Σ in camera coordinate is given as follows: Σ = J W Σ W J , (2) where J is the Jacobian of the affine approximation of the perspective projection and W is a viewing transformation. By skipping the third row and column of Σ , it is approximated to two-dimensional anisotropic Gaussian on the image plane. [Sec. 4.2] Sf M points Static [Sec. 4.1] Progressive learning [Sec. 4.3] Optimization [Sec. 4.4] Back prop. Updated motion Point backtracking 3D Gaussian keyframe interpolation [Sec. 4.2] Initialization [Sec. 4.3] Interpolated frames Static Dynamic Figure 1: Overview of our method. We first initialize 3D Gaussians as static, modeling their motion linearly. During optimization, dynamic and static objects are separated based on the amount of predicted motion, and the 3D Gaussians between the selected keyframes are interpolated and rendered. The covariance is a positive semi-definite which can be decomposed into a scale S and a rotation R as: Σ = RSS R . (3) Spherical harmonics coefficients are used to represent view-dependent color changes as proposed in [81]. A rendered color from the Gaussian uses point-based α blending similar to Ne RF s volume rendering. For the interval between points along ray δ which can be obtained from G(x), the color of ray is i=1 Ti(1 e σiδi)ci, Ti = e Pi 1 j=1 σjδj, (4) where N is the number of visible Gaussians along the ray, i and j denote the order of Gaussians by depth. 4 Methodology To achieve both memory efficiency and rendering capacity, our scheme is two-fold: (1) Keyframebased interpolation to span position and rotation of Gaussians over time; (2) Classification of static and dynamic Gaussian. These are described in Sections 4.1 and 4.2. After that, we introduce our progressive training scheme to handle a variety of running times in Section 4.3, and deal with details of the optimization process of our method in Section 4.4. The overview of our method is depicted in Figure 1. 4.1 Static Gaussians Static Gaussian Gs is modeled as the same as the 3DGS model except for its position. Gs changes the position linearly over time, which can be formulated with the position µ at time t as below: µ(t) = x + t d, t = t l [0, 1] (5) where x is a pivot position of Gs and d is a vector representing the translation, and l is the duration of a scene. We normalize t with l to prevent d from becoming too large. 4.2 Dynamic Gaussians The dynamic Gaussian model is based on interpolations of keyframes, as visualized in Figure 2. Specifically, the state of the dynamic Gaussian Gd at an intermediate timestamp is synthesized from adjacent keyframes. In this work, we assume that the keyframe interval is uniform for simplicity. The keyframe is defined as K = {t | t = n I, n Z, t T } where I is its interval and T is a set of timestamps. Gd acquires position µ and rotation in quaternion r from keyframe information. We use different interpolators with different properties for smooth and continuous motion: CHip using polynomial bases is applied for positions, and a Slerp is used for rotations. We further adapt the Gaussian mixture model for temporal opacity to handle changes in the visibility of objects over time. 4.2.1 Cubic Hermite Interpolator for Temporal Position CHip uses a third-degree polynomial. It is commonly used to model dynamic motions or shapes [17]. The interpolator function can be defined with third-degree polynomials and four variables: position and tangent vector of the start and end points. On the unit interval [0, 1], given a start point p0 at t = 0 and an end point p1 at t = 1 with start tangent m0 at t = 0 and an end tangent m1 at t = 1, CHip can be defined as: (a) Rendered image at 𝑡𝑡 (c) Rendered image at 𝑡𝑡+ 𝐼𝐼 (b) Interpolated dynamic points Keyframe 𝑡𝑡 Keyframe 𝑡𝑡+𝐼𝐼 Interpolated frames Keyframe 𝑡𝑡 Keyframe 𝑡𝑡+𝐼𝐼 Interpolated frames Translation Translation Translation Translation Figure 2: Effectiveness of our keyframe interpolation. CHip(p0, m0, p1, m1; t) = (2t3 3t2 + 1)p0 + (t3 2t2 + t)m0 + ( 2t3 + 3t2)p1 + (t3 t2)m1, where t [0, 1]. (6) Based on CHip, we compute the position µ of Gd at time t as follows: µ(t) = CHip(pn, mn, pn+1, mn+1; t ), where n = t , t = t n I I , mn = pn+1 pn 1 2I , mn+1 = pn+2 pn where pn is a position of Gaussian at n th keyframe. We use tangent values that is calculated using the position of two neighbor keyframes. This design can reduce additional requirements for storing tangent values at each keyframe, while still keeping the representational power for complex motion. Other interpolators such as linear interpolation or piecewise cubic Hermite interpolating polynomial can be alternative choices. In this work, the cubic Hermit interpolator is selected because we can approximate the complex movements of points without any additional computational cost or storage. 4.2.2 Spherical Linear Interpolation for Temporal Rotation Slerp is typically used for interpolating rotations [18] because linear interpolation causes a bias problem when it interpolates angular value. On the unit interval [0, 1], given the unit vector x0 and x1 which represent rotations at t = 0 and t = 1 each, Slerp is defined as follows: Slerp(x0, x1; t) = sin[(1 t)Ω] sin Ω x0 + sin[(t)Ω] sin Ω x1, where t [0, 1] and cos Ω= x0 x1. (8) Slerp can be directly applied to quaternion rotations since it is independent of quaternions and dimensions. We thus have a rotation of intermediate frames in the quaternion of Gd at time t without any modification as follows: q(t) = Slerp(rn, rn+1; t ) where n = t , t = t n I where rn is the rotation of Gaussian at n th keyframe. 4.2.3 Temporal Opacities (a) Single Gaussian (b) Gaussian mixtures (c) Ours 𝑎𝑠𝑜 𝑎𝑓 Real Estimated Figure 3: Comparison between the single Gaussian, Gaussian mixture, and our model for temporal opacity modeling. Modeling the temporal opacity is important because it is directly related to appearing/disappearing objects. A straightforward model for temporal opacity is to directly use a single Gaussian. However, there is a limitation to model diverse cases only using the single Gaussian, such as sudden emerging/slowly vanishing objects and objects disappearing in videos, as illustrated in Figure 3. We introduce the Gaussian mixture model to handle these situations. Since using too many Gaussians is impractical, we approximate the model with two Gaussians. We divide the temporal opacity into three cases: when an object appears, the object remains and the object disappears. One Gaussian handles the appearance of the object and the other manages disappearance. The interval between two Gaussians indicates the duration of the object when it is fully visible. Let a Gaussian with a smaller mean value be go s and the other is go f where ao s < ao f. And, ao s, bo s, ao f and bo f are the mean and variance of go s and the mean and variance of go f each. The temporal opacity σt at time t is defined as follows: e t ao s bos 2 , for t < ao s 1, for ao s t ao f e t ao f bo f 2 , for t > ao f . (10) Using a single Gaussian may require multiple points to represent an object over a long duration. In contrast, our model can handle both the short and long temporal opacity of an object using two Gaussians. 4.3 Training Scheme Progressive Interpolation Figure 4: Progressive learning of dynamic Gaussians. Progressive training scheme Our goal is to minimize both memory and computational costs of the entire pipeline, including preprocessing, not just reducing the representation of 3DGS model in a dynamic scene. To this end, we adopt a progressive training scheme that allows to learn over a long duration using only a small amount of point clouds obtained from the first frame, which is illustrated in Figure 4. To effectively handle objects moving or disappearing quickly, our model starts to learn a small part of an input video and gradually increases the video duration. The duration is incremented every specific step and made longer by the interval size. Expanding time duration As the time duration increases, the number of keyframes in the dynamic Gaussian obviously increases. We estimate the position and rotation of the Gaussian by linear regression using the last ρ frames when the number of keyframes increases so that the motion information of the previous frame can be shared with the next keyframe. Extracting dynamic points from static points We want to separate dynamic points from static points without auxiliary information or supervision, such as masks or scribbles [70]. The separation is done based on the motion of the static points which is modeled to be movable, so we select the dynamic points based on the distance they moved. In particular, to avoid biased selection of distant points, we measure the motion in image space, normalizing the translation by the distance between points and the camera at the last timestamp. Therefore, if the distance to a point from the camera at the last timestamp is λ, then the expression is d λ 2 . We sort points by the measured movement and convert the top-η percent of points (in this work, η = 2 is empirically set) into dynamic points. The position of the converted dynamic points is estimated at each keyframe using x and d. The rotation is made to have the same value in all keyframes, and the opacity is initialized to be visible in all keyframes. We perform the extraction when we increase the duration or at specific iterations. 4.4 Optimization Point backtracking for pruning Since it is difficult to filter out unnecessary dynamic points in a temporal context, we introduce a way to track errors in the image as points. Unlike contemporary works [82] that track points, we let our model track the value on a single backward pass. We use two measures, L1 distance and SSIM, whose formula is as follows: k σi Qi 1 j=1(1 σj) qk k σi Qi 1 j=1(1 σj) , (11) where qk is the measured error in image space, k is a pixel index, and i and j are the order of Gaussian by depth which is visible at k th pixel. The accumulated error Etotal is as follows: v D Ev P v D 1 , (12) where D is a set of training views. We prune the points over Etotal at every pre-defined step. Regularizations and losses We use regularization for large motions on both static and dynamic points. The regularization minimizes d for static points and pn+1 pn for dynamic points. The optimization process follows 3DGS, which uses differentiable rasterization based on gradient backpropagation. Both L1 loss and SSIM loss, which measure the error between a rendered image and its ground truth, are used. Table 1: Comparison of ours with the comparison methods on Neural 3D Video dataset [7]. Training time: Both preprocessing and the accumulated time of all subsequent training phases. Both the training time and FPS are measured under the same machine with an NVIDIA 4090 GPU for strictly fair comparisons. : STG is done with an H100 GPU machine due to the memory issue. : Trained using a dataset split into 150 frames. Model PSNR (d B) MB Frame/s Hours Coffee Martini Cook Spinach Cut Roasted Beef Flame Salmon Flame Steak Sear Steak Average Size FPS Training time Ne RFPlayer [72] 31.53 30.56 29.35 31.65 31.93 29.13 30.69 5130 0.05 6 Hyper Reel [86] 28.37 32.30 32.92 28.26 32.20 32.57 31.10 360 2 9 Neural Volumes [87] N/A N/A N/A 22.80 N/A N/A 22.80 N/A N/A N/A LLFF [88] N/A N/A N/A 23.24 N/A N/A 23.24 N/A N/A N/A Dy Ne RF [7] N/A N/A N/A 29.58 N/A N/A 29.58 28 0.015 1344 Hex Plane [11] N/A 32.04 32.55 29.47 32.08 32.39 31.71 200 N/A 12 K-Planes [12] 29.99 32.60 31.82 30.44 32.38 32.52 31.63 311 0.3 1.8 Mix Voxels-L [89] 29.63 32.25 32.40 29.81 31.83 32.10 31.34 500 37.7 1.3 Mix Voxels-X [89] 30.39 32.31 32.63 30.60 32.10 32.33 31.73 500 4.6 N/A Im4D [90] N/A N/A 32.58 N/A N/A N/A 32.58 N/A N/A N/A 4K4D [19] N/A N/A 32.86 N/A N/A N/A 32.86 N/A 110 N/A Dense COLMAP point cloud input STG [15] 28.41 32.62 32.53 28.61 33.30 33.40 31.48 107 88.5 5.2 4DGS [74] 28.33 32.93 33.85 29.38 34.03 33.51 32.01 6270 71.4 5.5 4DGaussians [14] 27.34 32.46 32.90 29.20 32.51 32.49 31.15 34 136.9 1.7 Sparse COLMAP point cloud input STG [15] 27.71 31.83 31.43 28.06 32.17 32.67 30.64 109 101.0 1.3 4DGS [74] 26.51 32.11 31.74 26.93 31.44 32.42 30.19 6057 72.0 4.2 4DGaussians [14] 26.69 31.89 25.88 27.54 28.07 31.73 28.63 34 146.6 1.5 3DGStream [91] 27.75 33.31 33.21 28.42 34.30 33.01 31.67 1200 - - Ours 28.79 33.23 33.73 29.29 33.91 33.69 32.11 115 120.6 0.6 4.5 Implementation Details Our codebase is built upon 3DGS [13] and Mip-Splatting [83] and uses almost its hyperparameters. For initialization, our experiments use only COLMAP [84] point clouds from the first frame. The time interval and initial duration are both set to 10. We increment the duration by its interval every 400 iterations. Both static and dynamic regularization parameters are set to 0.0001. We employ the RAdam optimizer [85] for training. 5 Experiments In this section, we conduct comprehensive experiments on two real-world datasets, Neural 3D Video [7] and Technicolor dataset [20] in Sections 5.1 and 5.2 each. We follow a conventional evaluation protocol in [86, 15], which uses subsequences divided from whole videos. We report PSNR, SSIM and LPIPS values. For SSIM, we use scikit_image library. Here, SSIM1 and SSIM2 are computed using data_range value of 1 and 2, respectively. We also measure frame-per-second (FPS) for rendering speed, and training time including preprocessing time. To compare the robustness of our method according to initial point clouds, we additionally test contemporary works on sparse point cloud initialization, which uses only the point cloud of the first frame in Sections 5.1 and 5.2. We also visualize the separation of static and dynamic points to show that our model can successfully distinguish them in Section 5.3. The ablation study shows the effectiveness of each component in our model in Section 5.4. 5.1 Neural 3D Video Dataset Neural 3D Video dataset [7] provides six sets of multi-view indoor videos, captured with a range of 18 to 21 cameras with a 2704 2028 resolution and 300 frames. Following the conventional evaluation protocol, both training and evaluation procedures are performed at half the original resolution, and the center camera is held out as a novel view for evaluation. For a fair comparison, we train all models for all 300 frames including concurrent works, except for STG [15], Ne RFPlayer [72] and Hyper Reel [86]. For Ne RFPlayer and Hyper Reel, we directly borrow the results from [72, 86]. For STG, it is not possible to train for all 300 frames due to a GPU memory issue, so we report the results for only 150 frames, which is the maximum duration running on a single NVIDIA H100 80GB GPU. (b) 4DGS (d) 4DGaussians (c) STG (e) Ours (a) Ground Truth Figure 5: Comparison of our Ex4DGS with other the state-of-the-art dynamic Gaussian splatting methods on Neural 3D Video [7] dataset. Flame Steak Coffee Martini (a) Ground Truth (d) Rendered static&dynamic points (b) Rendered static points (c) Rendered dynamic points Figure 6: Visualization of our static and dynamic point separation on Coffee Martini, Flame Steak and Fabien scene in Neural 3D Video [7] and Technicolor [20] datasets. As shown in Table 1, our model outperforms most of the contemporary models while maintaining the low computational cost. The example is displayed in Figure 5, which shows that our model produces high-quality rendering results over the comparison methods. Comparison on sparse conditions We also carry out an experiment to check if concurrent methods work well with sparse point cloud initialization, which uses only it for the first frame. We report the result in Table 1. Interestingly, all the concurrent methods yield unsatisfactory results because motions in videos are learned by relying on the point clouds, not temporal changes of objects in the training phase. This implies that they require well-reconstructed 3D point clouds for proper initialization, while our method is free from the initial condition. 5.2 Technicolor Dataset Table 2: Comparison results on the Technicolor dataset [20]. : Trained with sparse point cloud input. Model PSNR SSIM1 SSIM2 LPIPS Dy Ne RF [7] 31.80 N/A 0.958 0.142 Hyper Reel [86] 32.73 0.906 N/A 0.109 STG [15] 33.23 0.912 0.960 0.085 4DGS [74] 29.54 0.873 0.937 0.149 4DGaussians [14] 30.79 0.843 0.921 0.178 Ours 33.62 0.916 0.962 0.088 Technicolor light field dataset encompasses video recordings captured using a 4 4 camera array, wherein each camera is synchronized temporally, and the spatial resolution is 2048 1088. Adhering to the methodology introduced in Hyper Reel [86], we reserve the camera positioned at the intersection of the second row and second column for evaluation purposes. Evaluation is conducted on five distinct scenes (Birthday, Fabien, Painter, Theater, Trains) using their original full resolution. We retrain STG [15] using the COLMAP point cloud from the first frame, instead of the point cloud from every frame, for strictly fair comparison. As shown in Table 2, Ex4DGS is comparable with the second-best model in the sparse COLMAP scenario. Although the Technicolor dataset contains various colorful objects, our model successfully synthesizes the novel view without dense prior or additional parameters. The reason why STG shows the impressive performance is that Technicolor dataset does not have rapid movements. 5.3 Separation of Dynamic and Static Points Ex4DGS has a capability to separate static and dynamic points during the learning process. To check how well they are separated, we render them individually. Figure 6 shows the separation result. The static and dynamic points are rendered on both the Neural 3D Video and Technicolor datasets. The results demonstrate that the dynamic points are successfully separated from the static points, even if they are trained in an unsupervised manner. As a result, view-dependent color-changing or reflective objects are also identified as dynamic parts. Furthermore, in Coffee Martini scene, Ex4DGS demonstrates the ability to detect dynamic fluid in the transparent glasses. It is also worth highlighting that the same object can have static and dynamic components, as shown in the dog s legs and head being classified as distinct points in the Flame Steak scene. 5.4 Ablation Studies Table 3: Ablation studies of the proposed methods. Method PSNR SSIM1 LPIPS Size(MB) w/ Linear position 31.12 0.9385 0.0524 204 w/o Temporal opacity 31.42 0.9394 0.0521 186 w/ Linear rotation 31.26 0.9392 0.0525 148 w/o Progressive growing 31.02 0.9389 0.0550 168 w/ Linear position&rotation 31.32 0.9394 0.0521 172 w/o Regularization 31.37 0.9395 0.0522 174 w/o Dynamic point extraction 28.58 0.9280 0.0756 58 w/o Point backtracking 31.40 0.9394 0.0529 169 Ours 32.11 0.9422 0.0478 115 We conduct an extensive ablation study to check the effectiveness of the proposed technical components in Table 3. We first examine the effectiveness of our interpolation method by changing them into linear models. The results show that linear modeling of the position and rotation reduces the quality of rendering. Interestingly, using different types of interpolations further exacerbates the performance. If an equal level of polynomial bases are not assigned to both attributes, one of them falls short of the representational capacity, resulting in overfitting or over-smoothing. We also show how our dynamic point extraction affects the rendering quality. As expected, complex motions can only be handled with dynamic point modeling. We then evaluate the efficacy of our temporal opacity modeling, and observe the performance degradation when no temporal opacity changes. Points can only disappear by minimizing the size and hiding back to other Gaussian points, making them act as flutters without being removed properly. We then check the effectiveness of our progressive growing strategy. Without this strategy, the optimization gets stuck in local minima. This is due to our approach using only the point cloud from the first frame, which results in a misalignment with their corresponding objects of future frames. We evaluate our regularization terms for the temporal dynamics of both static and dynamic points within a scene. As expected, incorporating the additional regularization term into the learning process makes the dynamic scene representations better. This benefit comes from the reduction of accumulated motion errors, preventing the points from moving excessively and locating them at correct positions. Lastly, we examine the effectiveness of our point backtracking approach for pruning step. As expected, the correct removal of the misplaced points mitigates the errors and leads to the best result. 6 Conclusion We have proposed a novel parameterization of dynamic 3DGS by explicitly modeling 3D Gaussians motions. To achieve this, we initially set keyframes and predict their position and rotation changes. Primitive parameters of the 3D Gaussians between keyframes are then interpolated. Our strategy for learning dynamic motions enables us to decouple static and dynamic parts of scenes, opening up more intuitive and interpretable representation in 4D novel view synthesis. Limitations Although we achieve a memory-efficient explicit representation of dynamic scenes, two challenges remain. First, our reconstruction can get stuck in local minima for newly appeared objects that are not initialized with 3D points and have no relevant 3D Gaussians in neighboring frames. This issue could be mitigated by initializing new 3D points with an additional geometric prior such as depth information. Second, as 3DGS suffers from scale ambiguity, training on monocular videos is challenging. This is because every 3D Gaussians are treated as dynamic due to the lack of accurate geometric clues for objects at each timestamp. 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In Appendix B.3 and Appendix B.4, we present additional ablation studies on various keyframe interval selection and dynamic point conversion rates. B.1 Without Handling Color Components (a) Ground Truth (b) Color change w/o dynamic points Figure 7: Comparison between (b) handling color changes without dynamic points and (c) our complete model. Rendered 151f Rendered 200f 188f 168f Figure 8: Visualization of the rotating decoration in the Technicolor Birthday scene. Table 4: Comparison results between without handling color changes and our complete model. Model PSNR SSIM1 LPIPS 3DGS [13] 21.69 0.851 0.126 3DGS + Our dynamic 26.07 0.891 0.089 Ours 28.79 0.912 0.070 We conduct experiments on the Coffee Martini scene from the Neural 3D Video dataset, focusing on scenarios where objects remain stationary but change color. We mask only the moving parts of the objects and train static Gaussians on the remaining regions using the original 3DGS model. The qualitative and quantitative results are presented in Figure 7 and Table 4. As shown in Figure 7, static points cannot handle changes such as shadows. However, Ex4DGS effectively manages these changes using dynamic points. In Table 4, "3DGS" denotes the unmodified 3DGS results. "3DGS + Our dynamic" denotes the results when the dynamic regions are replaced with Ex4DGS. Even when only color changes occur without any movement, significant performance loss occurs if these changes are not treated as dynamic points. B.2 Reappearing Objects We visualize how Ex4DGS handles when objects disappear and reappear in Figure 8. Figure 8 illustrates the points associated with the decoration in the Birthday scene from the Technicolor dataset. It shows that the Gaussians corresponding to the part of the decoration that disappears at frame #168 and reappears at frame #188 have different distributions after the decoration flips that suggests that reappearing objects are regarded as new objects. B.3 Keyframe Interval Selections In Table 5, we present results on the effects of keyframe intervals and motion magnitude on Cook Spinach scene from Neural 3D Video dataset. To simulate different motion speeds, we deliberately skip frames in the videos. As shown in Table 5, a keyframe interval of 10 generally yields good results under most conditions. Smaller keyframe intervals tend to perform poorly, especially when the motion speed is low (i.e., fewer frames are skipped). However, as the skipped frame size increases smaller keyframe intervals begin to show better performance. It also shows that the model size decreases as the keyframe interval increases. Table 5: Ablation studies of keyframe interval selections and skipped frames. Skipped frames 1 2 4 Keyframe interval PSNR SSIM1 LPIPS Size(MB) PSNR SSIM1 LPIPS Size(MB) PSNR SSIM1 LPIPS Size(MB) 1 31.17 0.948 0.057 595 31.47 0.948 0.056 415 31.81 0.946 0.051 142 2 32.06 0.952 0.051 314 32.33 0.954 0.049 322 31.81 0.953 0.044 101 5 31.70 0.953 0.047 206 32.29 0.954 0.043 126 32.53 0.954 0.045 80 10 33.04 0.956 0.041 119 32.65 0.956 0.043 93 31.79 0.953 0.046 74 20 32.78 0.955 0.043 90 32.07 0.952 0.047 78 32.08 0.953 0.048 73 50 32.14 0.955 0.046 79 31.93 0.951 0.052 72 30.91 0.949 0.056 73 B.4 Different Dynamic Point Conversion Rates Table 6: Ablation studies of dynamic point conversion rate. Percentage PSNR SSIM1 LPIPS Size(MB) 0.5 32.36 0.955 0.043 103 1 32.48 0.956 0.044 115 2 33.04 0.956 0.041 119 4 32.89 0.955 0.045 227 8 31.33 0.954 0.048 367 We experiment with different dynamic point conversion rates on Cook Spinach scene from Neural 3D Video dataset in Table 6. Our results indicate that the best performance is achieved when the extraction percentage is set to 2%. If the percentage is too low, not enough dynamic points will be extracted; conversely, if it is too high, too many dynamic points may be extracted, leading to overfitting and degraded performance. C Additional Comparisons To assess the robustness of Ex4DGS, we sample different frame intervals from the Technicolor dataset. First, we experiment with occlusion scenarios in Appendix C.1. Next, we present results when a new object appears in Appendix C.2. Finally, we train on an extremely long-duration video in Appendix C.3. C.1 Handling Occlusion (b) 4DGS (c) 4DGaussians (d) STG (e) Ours (a) Ground Truth Figure 9: Qualitative comparison of the repeatedly occluded objects in the Technicolor Train scene over a sequence of 100 frames (frame #170 to #269). All models are trained with the point cloud data from the frame #170. Table 7: Quantitative results of the repeatedly occluded objects in the Technicolor Train scene. Model PSNR SSIM1 LPIPS STG [15] 32.17 0.940 0.035 4DGS [74] 29.11 0.877 0.119 4DGaussians [14] 23.31 0.657 0.385 Ours 32.24 0.941 0.044 We sample 100 frames (frames #170 to #269) from the Train scene in the Technicolor dataset containing occlusions of dynamic objects and compare Ex4DGS with other models. We use the point cloud prior of the first frame, which provides no information about the reappearing object after the occlusion. We compare the performance of STG, 4DGS and 4D Gaussians models in Table 7 and Figure 9. In these results, the explicit-based models, STG, 4DGS, and ours, perform significantly better. In the case of STG, the dynamic part is not well learned as the frames progress, and while 4DGS can render the dynamic part effectively, it struggles with the static part, negatively affecting the overall performance. In particular, 4D Gaussians, being an implicit model, fails to disentangle the static and dynamic components, resulting in missing renderings of the dynamic part. Our model, on the other hand, performs well and effectively learns both static and dynamic parts. (b) 4DGS (e) 4DGaussians (c) STG (f) Ours (a) Ground Truth 50f 165f 105f Figure 10: Qualitative comparison of the appearing objects in Technicolor Birthday scene over a sequence of 120 frames (frame #50 to #169). All models are trained with the point cloud data from the frame #50. C.2 Handling Newly Appearing Objects Table 8: Quantitative results of the appearing objects in Technicolor Birthday scene. Model PSNR SSIM1 LPIPS STG [15] 27.62 0.903 0.080 4DGS [74] 28.69 0.907 0.086 4DGaussians [14] 21.51 0.712 0.291 Ours 30.56 0.929 0.051 We conduct an experiment to determine whether Ex4DGS can learn about newly appearing objects that require the splitting of dynamic components. We sample 120 frames (frame #50 to #169) from the Birthday scene in the Technicolor dataset, during which a person appears. All models use a point cloud prior from a frame where the person is not yet visible. The numerical results are presented in Table 8, and the rendered images are shown in Figure 10. In contrast With the assertion made in the conclusion, the result is indeed feasible because Gaussians from neighboring objects can be utilized to facilitate the splitting process, even in the case of newly appearing objects. This is due to the effectiveness of the proposed splitting pipeline for static and dynamic Gaussians, which can handle newly appearing objects even when no initial Gaussian is provided. C.3 Extremely Long Duration (a) Animated video (b) 1st frame (c) 167th frame (d) 333th frame (e) 500th frame (f) 667th frame (g) 833th frame (h) 1000th frame (i) 1000th static (j) 1000th dynamic Figure 11: Evaluation of the extremely long video on Flame Salmon scene in Neural 3D Video dataset. Best viewed at Adobe Acrobat Reader. Table 9: Quantitative results of the extremely long video on Flame Salmon scene in Neural 3D Video dataset. Model PSNR SSIM1 LPIPS Size(MB) 4DGS [74] 26.26 0.897 0.115 6331 4DGaussians [14] 28.37 0.903 0.097 75 Ours 28.77 0.919 0.076 392 We conduct an experiment using a longer sequence of frames (1,000 frames, 20,000 images in total) on the Flame Salmon scene from the Neural 3D Video dataset. The results are presented in Table 9, and the rendered images are shown in Figure 11. The results of this experiment demonstrate that our model is capable of effective learning with reasonable storage requirements, even for extremely long videos. While the 4D Gaussian model produces acceptable results, its performance declines in areas where new objects, such as flames, appear. This indicates that the rendering quality may vary depending on the presence or absence of newly appearing objects, as discussed in Appendix C.1 and Appendix C.2. D Detailed Results In this section, we report the scene breakdown results of PSNR, SSIM1, SSIM2, and LPIPS on the Technicolor dataset and SSIM1, SSIM2 and LPIPS on the Neural 3D Video dataset. Table 10: Per-scene quantitative comparison on Technicolor dataset. : Trained with sparse point cloud input. Birthday Fabien Painter Theater Train Average Dy Ne RF [7] 29.20 32.76 35.95 29.53 31.58 31.80 Hyper Reel [86] 29.99 34.70 35.91 33.32 29.74 32.73 STG [15] 31.96 34.53 36.47 30.54 32.65 33.23 4DGS [74] 28.01 26.19 33.91 31.62 27.96 29.54 4D Gaussians [14] 30.87 33.56 34.36 29.81 25.35 30.79 Ours 32.38 35.38 36.73 31.84 31.77 33.62 Model SSIM1 Birthday Fabien Painter Theater Train Average Hyper Reel [86] 0.922 0.895 0.923 0.895 0.895 0.906 STG [15] 0.942 0.877 0.923 0.872 0.945 0.912 4DGS [74] 0.902 0.856 0.897 0.869 0.843 0.873 4D Gaussians [14] 0.904 0.854 0.884 0.841 0.730 0.843 Ours 0.943 0.889 0.929 0.880 0.937 0.916 Model SSIM2 Birthday Fabien Painter Theater Train Average Dy Ne RF [7] 0.952 0.965 0.972 0.939 0.962 0.958 STG [15] 0.969 0.955 0.970 0.939 0.967 0.960 4DGS [74] 0.944 0.943 0.957 0.940 0.901 0.937 4D Gaussians [14] 0.950 0.946 0.951 0.925 0.832 0.921 Ours 0.970 0.961 0.972 0.944 0.961 0.962 Model LPIPS Birthday Fabien Painter Theater Train Average Dy Ne RF [7] 0.067 0.242 0.146 0.188 0.067 0.142 Hyper Reel [86] 0.053 0.186 0.117 0.115 0.072 0.109 STG [15] 0.039 0.134 0.097 0.121 0.033 0.085 4DGS [74] 0.089 0.197 0.136 0.155 0.166 0.149 4D Gaussians [14] 0.087 0.186 0.161 0.187 0.271 0.178 Ours 0.044 0.123 0.091 0.129 0.052 0.088 Table 11: Per-scene quantitative comparison on Neural 3D Video dataset. : Trained using a dataset split into 150 frames. Model SSIM1 Coffee Martini Cook Spinach Cut Roasted Beef Flame Salmon Flame Steak Sear Steak Average Ne RFPlayer [72] 0.951 0.929 0.908 0.940 0.950 0.908 0.931 Hyper Reel [86] 0.892 0.941 0.945 0.882 0.949 0.952 0.927 Dense COLMAP point cloud input STG [15] 0.916 0.952 0.954 0.918 0.960 0.961 0.944 4DGS [74] N/A N/A 0.980 0.960 N/A N/A 0.970 4DGaussians [14] 0.905 0.949 0.957 0.917 0.954 0.957 0.940 Sparse COLMAP point cloud input STG [15] 0.904 0.946 0.946 0.913 0.954 0.955 0.936 4DGS [74] 0.902 0.948 0.947 0.904 0.954 0.955 0.935 4DGaussians [14] 0.893 0.944 0.913 0.896 0.946 0.946 0.923 Ours 0.915 0.947 0.948 0.917 0.956 0.959 0.940 Model SSIM2 Coffee Martini Cook Spinach Cut Roasted Beef Flame Salmon Flame Steak Sear Steak Average Neural Volumes [87] N/A N/A N/A 0.876 N/A N/A 0.876 LLFF [88] N/A N/A N/A 0.848 N/A N/A 0.848 Dy Ne RF [7] N/A N/A N/A 0.960 N/A N/A 0.960 Hex Plane [11] N/A 0.970 0.974 0.960 0.978 0.978 0.972 K-Planes [12] 0.953 0.966 0.966 0.953 0.970 0.974 0.964 Mix Voxels-L [89] 0.951 0.968 0.966 0.949 0.971 0.976 0.964 Mix Voxels-X [89] 0.954 0.968 0.971 0.953 0.973 0.976 0.966 Im4D [90] N/A N/A 0.970 N/A N/A N/A 0.970 4K4D [19] N/A N/A 0.972 N/A N/A N/A 0.972 Dense COLMAP point cloud input STG [15] 0.949 0.974 0.976 0.950 0.980 0.981 0.968 4DGS [74] N/A N/A 0.980 0.960 N/A N/A 0.972 Sparse COLMAP point cloud input STG [15] 0.942 0.970 0.971 0.948 0.976 0.977 0.964 4DGS [74] 0.939 0.971 0.970 0.941 0.975 0.976 0.962 4DGaussians [14] 0.934 0.969 0.944 0.937 0.970 0.969 0.954 Ours 0.951 0.976 0.977 0.956 0.980 0.979 0.970 Model LPIPS Coffee Martini Cook Spinach Cut Roasted Beef Flame Salmon Flame Steak Sear Steak Average Ne RFPlayer [72] 0.085 0.113 0.144 0.098 0.088 0.138 0.111 Hyper Reel [86] 0.127 0.089 0.084 0.136 0.078 0.077 0.096 Neural Volumes [87] N/A N/A N/A 0.295 N/A N/A 0.295 LLFF [88] N/A N/A N/A 0.235 N/A N/A 0.235 Dy Ne RF [7] N/A N/A N/A 0.083 N/A N/A 0.083 Hex Plane [11] N/A 0.082 0.080 0.078 0.066 0.070 0.075 Mix Voxels-L [89] 0.106 0.099 0.088 0.116 0.088 0.080 0.096 Mix Voxels-X [89] 0.081 0.062 0.057 0.078 0.051 0.053 0.064 Dense COLMAP point cloud input STG [15] 0.069 0.043 0.042 0.063 0.034 0.033 0.047 4DGS [74] N/A N/A 0.041 N/A N/A N/A 0.055 Sparse COLMAP point cloud input STG [15] 0.087 0.056 0.060 0.074 0.046 0.046 0.062 4DGS [74] 0.079 0.041 0.041 0.078 0.036 0.037 0.052 4DGaussians [14] 0.095 0.056 0.104 0.095 0.050 0.046 0.074 Ours 0.070 0.042 0.040 0.066 0.034 0.035 0.048 Neur IPS Paper Checklist Question: Do the main claims made in the abstract and introduction accurately reflect the paper s contributions and scope? 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