Geometry-Consistent 4D Gaussian Splatting for Sparse-Input Dynamic View Synthesis

The Hong Kong Polytechnic University, Hong Kong, China
†‡Southern University of Science and Technology, Shenzhen, China
§Indian Institute of Technology, Jodhpur, India
Institute of Cyberspace Technology, HKCT Institute of Higher Education, Hong Kong, China

Demo Videos with Sparse Input Views

4DGaussians RGB (CVPR'24)
GC-4DGS RGB (Ours)
4DGaussians Depth (CVPR'24)
GC-4DGS Depth (Ours)
4DGS RGB (ICLR'24)
GC-4DGS RGB (Ours)
4DGS Depth (ICLR'24)
GC-4DGS Depth (Ours)
Our Geometry-Consistent 4D Gaussian Splatting (GC-4DGS) achieves high-fidelity rendering quality with only 3 input views. Existing dynamic Gaussian Splatting methods, e.g., 4DGaussians [1], learn incorrect 4D geometry from sparse training views. GC-4DGS solves this issue by learning consistent geometry from both MVS and monocular depths, achieving realistic appearance and coherent geometry of dynamic scenes.

Method Overview

Method Overview
(a) We introduce a dynamic consistency checking strategy to fuse view-consistent metric depths from a learning-based MVS method, which is then employed to obtain point clouds for Gaussian initialization and to supervise the learning of 4D geometry. (b) We propose a global-local depth regularization method to distill robust geometry information from a pre-trained MDE, which ensures consistent depth ranking while maintaining local patch smoothness. The optimization is conducted through temporal slicing, differentiable rendering, and color and depth supervision.

Results

Comparisons with 3 input views

For N3DV Dataset, HyperReel [2] and K-planes [3] fails to render the scene with few input views. Although Gaussian Splatting- based approaches improve rendering qualities, they struggle to capture fine-grained dynamics (e.g., the dog’s hair) and under-observed geometry (e.g., the mini statue). In contrast, GC-4DGS recovers more textural and structural details in both central dynamic areas and under-observed static regions. For Technicolor Dataset, HyperReel [2] and 4DGaussians [1] produce significantly distorted images, while STG [4] struggles to capture complex dynamics. 4DGS [5] and E-D3DGS [6] are prone to overfit in areas with limited observations and produce blurred results.

Ablation Studies

MVS contributes to the learning of fine-grained 4D geometry with dynamic consistency checking (DCC). Furthermore, the proposed depth regularization components provide complementary benefits that enhance geometric consistency.

Ablation Studies

Deployability on Edge Devices

To further evaluate the deployability of GC-4DGS on resource-constrained edge devices within IoT systems, experiments are conducted on the Jetson AGX Orin Developer Kit. Our model was first trained in the cloud before being deployed on edge devices for testing. The results demonstrate that GC-4DGS is easily deployable on IoT edge devices with limited computing resource consumption, highlighting the potential of our model for AIoT applications.

Deployability

References

[1] G. Wu, T. Yi, J. Fang, L. Xie, X. Zhang, W. Wei, W. Liu, Q. Tian, and X. Wang, “4d gaussian splatting for real-time dynamic scene rendering,” in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2024, pp. 20 310–20 320.
[2] B. Attal, J.-B. Huang, C. Richardt, M. Zollhoefer, J. Kopf, M. O’Toole, and C. Kim, “Hyperreel: High-fidelity 6-dof video with ray-conditioned sampling,” in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2023, pp. 16 610–16 620.
[3] S. Fridovich-Keil, G. Meanti, F. R. Warburg, B. Recht, and A. Kanazawa, “K-planes: Explicit radiance fields in space, time, and appearance,” in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2023, pp. 12 479–12 488.
[4] Z. Li, Z. Chen, Z. Li, and Y. Xu, “Spacetime gaussian feature splatting for real-time dynamic view synthesis,” in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2024, pp.8508–8520.
[5] Z. Yang, H. Yang, Z. Pan, and L. Zhang, “Real-time photorealistic dynamic scene representation and rendering with 4d gaussian splatting,” in ICLR, 2024.
[6] J. Bae, S. Kim, Y. Yun, H. Lee, G. Bang, and Y. Uh, “Per-gaussianembedding-based deformation for deformable 3d gaussian splatting,” in European Conference on Computer Vision. Springer, 2025, pp. 321–335.