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4D Gaussian Splatting in Dynamic Scene Rendering

Updated 6 February 2026
  • 4D Gaussian Splatting is a method that models dynamic scenes as a set of explicit, anisotropic 4D Gaussians capturing spatial and temporal correlations.
  • It employs a compact spherindrical harmonics-based appearance model and differentiable splatting to achieve photoreal novel-view synthesis at over 100 FPS.
  • The framework outperforms prior models by delivering high PSNR and low LPIPS scores while enabling applications like real-time video capture, digital twins, and interactive scene editing.

4D Gaussian Splatting (4D-GS) is an explicit, volumetric representation and rendering framework for dynamic (time-varying) 3D scenes. Introduced by Yang et al. (Yang et al., 2023), 4D-GS addresses the inherent limitations of previous neural implicit and deformable radiance field approaches by directly modeling the full 4D spatio-temporal volume—space (ℝ³) and time (ℝ)—with a set of highly expressive, anisotropic, rotated 4D Gaussian primitives. The method achieves photorealistic novel-view synthesis at real time, supporting diverse downstream applications in video-based scene capture, digital twins, interactive editing, and efficient dynamic view rendering.

1. Core 4D Gaussian Primitive Representation

A dynamic scene is encoded as a sum of NN explicit 4D Gaussian primitives {Gi}\{G_i\}, each parameterized by a 4D mean μi=(μx,μy,μz,μt)R4\mu_i = (\mu_x, \mu_y, \mu_z, \mu_t) \in \mathbb{R}^4 and a full covariance ΣiR4×4\Sigma_i \in \mathbb{R}^{4 \times 4}: Gi(x,t)=exp ⁣(12([x,t]μi)Σi1([x,t]μi))G_i(x, t) = \exp\!\left(-\frac{1}{2}\left( [x, t] - \mu_i \right)^\top \Sigma_i^{-1} \left( [x, t] - \mu_i \right) \right) where xR3x \in \mathbb{R}^3, tRt \in \mathbb{R}.

To enable stable optimization and full 4D anisotropy (including spatio-temporal orientation), Σi\Sigma_i is factored as: Σi=RiSi2Ri\Sigma_i = R_i S_i^2 R_i^\top where Si=diag(sx,sy,sz,st)S_i = \mathrm{diag}(s_x, s_y, s_z, s_t) and {Gi}\{G_i\}0 (a 4D rotation), parameterized using two quaternions. Each primitive thus defines an oriented, ellipsoidal support in space–time, with {Gi}\{G_i\}1 controlling its temporal extent; {Gi}\{G_i\}2 encodes its temporal position; and the full {Gi}\{G_i\}3 enables modeling of non-axis-aligned motion (e.g., scene elements moving along oblique space–time paths).

Conditional and marginalization identities from multivariate Gaussians yield:

  • The spatial “slice” at time {Gi}\{G_i\}4 is a 3D Gaussian with:

{Gi}\{G_i\}5

  • The temporal marginal weight:

{Gi}\{G_i\}6

2. Appearance Model: 4D Spherindrical Harmonics

View- and time-dependent color is modeled with a compact, explicit expansion: {Gi}\{G_i\}7 where {Gi}\{G_i\}8 are spherical camera directions and {Gi}\{G_i\}9 is the 4D spherindrical basis: μi=(μx,μy,μz,μt)R4\mu_i = (\mu_x, \mu_y, \mu_z, \mu_t) \in \mathbb{R}^40 for a scene duration μi=(μx,μy,μz,μt)R4\mu_i = (\mu_x, \mu_y, \mu_z, \mu_t) \in \mathbb{R}^41, μi=(μx,μy,μz,μt)R4\mu_i = (\mu_x, \mu_y, \mu_z, \mu_t) \in \mathbb{R}^42 being spherical harmonics.

This separable basis efficiently captures both high-frequency view-dependent reflectance and time-evolving appearance, with the learned coefficients μi=(μx,μy,μz,μt)R4\mu_i = (\mu_x, \mu_y, \mu_z, \mu_t) \in \mathbb{R}^43 per Gaussian.

3. Rendering Pipeline and Differentiable Splatting

The rendered color μi=(μx,μy,μz,μt)R4\mu_i = (\mu_x, \mu_y, \mu_z, \mu_t) \in \mathbb{R}^44 at pixel μi=(μx,μy,μz,μt)R4\mu_i = (\mu_x, \mu_y, \mu_z, \mu_t) \in \mathbb{R}^45 and time μi=(μx,μy,μz,μt)R4\mu_i = (\mu_x, \mu_y, \mu_z, \mu_t) \in \mathbb{R}^46 is computed by:

  • Projecting each conditional 3D Gaussian (at μi=(μx,μy,μz,μt)R4\mu_i = (\mu_x, \mu_y, \mu_z, \mu_t) \in \mathbb{R}^47) into image space using camera parameters, linearizing projection via the Jacobian μi=(μx,μy,μz,μt)R4\mu_i = (\mu_x, \mu_y, \mu_z, \mu_t) \in \mathbb{R}^48.
  • Computing the 2D projected Gaussian parameters:

μi=(μx,μy,μz,μt)R4\mu_i = (\mu_x, \mu_y, \mu_z, \mu_t) \in \mathbb{R}^49

  • Compositing splats with per-pixel weights:

ΣiR4×4\Sigma_i \in \mathbb{R}^{4 \times 4}0

where ΣiR4×4\Sigma_i \in \mathbb{R}^{4 \times 4}1 is a learned opacity.

GPU tile-based splat rasterization and depth-sorted blending (alpha compositing) yield efficient ΣiR4×4\Sigma_i \in \mathbb{R}^{4 \times 4}2 FPS rendering at high resolutions. Gaussians with negligible ΣiR4×4\Sigma_i \in \mathbb{R}^{4 \times 4}3 are pruned per frame.

4. Optimization and Training Protocol

Supervision is applied via photometric ΣiR4×4\Sigma_i \in \mathbb{R}^{4 \times 4}4 loss on (pixel, time) samples: ΣiR4×4\Sigma_i \in \mathbb{R}^{4 \times 4}5

Adaptive densification and pruning are performed using spatial/temporal gradient magnitudes:

  • Gaussians with low spatial gradient are pruned (insufficient reconstruction).
  • High-gradient Gaussians are split in full 4D space–time (to capture detail).
  • The mean temporal gradient of ΣiR4×4\Sigma_i \in \mathbb{R}^{4 \times 4}6 is monitored to ensure even time coverage.

Training batches rays sampled uniformly in ΣiR4×4\Sigma_i \in \mathbb{R}^{4 \times 4}7, rather than sequential frames, enforcing temporal consistency and suppressing flicker.

Initialization uses colored point clouds (e.g., COLMAP) at ΣiR4×4\Sigma_i \in \mathbb{R}^{4 \times 4}8, with ΣiR4×4\Sigma_i \in \mathbb{R}^{4 \times 4}9 initialized randomly in Gi(x,t)=exp ⁣(12([x,t]μi)Σi1([x,t]μi))G_i(x, t) = \exp\!\left(-\frac{1}{2}\left( [x, t] - \mu_i \right)^\top \Sigma_i^{-1} \left( [x, t] - \mu_i \right) \right)0 and temporal scale Gi(x,t)=exp ⁣(12([x,t]μi)Σi1([x,t]μi))G_i(x, t) = \exp\!\left(-\frac{1}{2}\left( [x, t] - \mu_i \right)^\top \Sigma_i^{-1} \left( [x, t] - \mu_i \right) \right)1. End-to-end training runs for Gi(x,t)=exp ⁣(12([x,t]μi)Σi1([x,t]μi))G_i(x, t) = \exp\!\left(-\frac{1}{2}\left( [x, t] - \mu_i \right)^\top \Sigma_i^{-1} \left( [x, t] - \mu_i \right) \right)2k iterations (batch size 4), with densification rate halved at halfway point.

5. Empirical Performance and Benchmarks

On the Plenoptic Video (multi-view, real) benchmark, 4D-GS achieves:

  • PSNR = 32.01, DSSIM = 0.014, LPIPS = 0.055
  • Gi(x,t)=exp ⁣(12([x,t]μi)Σi1([x,t]μi))G_i(x, t) = \exp\!\left(-\frac{1}{2}\left( [x, t] - \mu_i \right)^\top \Sigma_i^{-1} \left( [x, t] - \mu_i \right) \right)3114 FPS on a single NVIDIA GPU

This surpasses prior neural dynamic scene models (DyNeRF, HexPlane, K-Planes, StreamRF, etc.) on both fidelity (PSNR, LPIPS) and real-time speed (often >10Gi(x,t)=exp ⁣(12([x,t]μi)Σi1([x,t]μi))G_i(x, t) = \exp\!\left(-\frac{1}{2}\left( [x, t] - \mu_i \right)^\top \Sigma_i^{-1} \left( [x, t] - \mu_i \right) \right)4 faster than NeRF-based methods).

On monocular, under-constrained synthetic (D-NeRF) scenes, 4D-GS attains PSNR = 34.09 at real-time frame rates.

6. Methodological Distinctions and Theoretical Properties

  • True 4D Native Representation: By representing spacetime as an explicit collection of 4D Gaussians, 4D-GS avoids overparametrizing time via separate deformation fields or per-frame duplication. All space–time correlations (motion, temporal occlusion, appearance drift) are encoded natively via the Gi(x,t)=exp ⁣(12([x,t]μi)Σi1([x,t]μi))G_i(x, t) = \exp\!\left(-\frac{1}{2}\left( [x, t] - \mu_i \right)^\top \Sigma_i^{-1} \left( [x, t] - \mu_i \right) \right)5 and spherindrical expansion.
  • Compact View-Time Appearance: Spherindrical harmonics provide a parsimonious but expressive basis for handling high-frequency view and time effects, enabling both photorealism and efficient memory use.
  • Scalability and Flexibility: The rasterization and compositing algorithm is GPU-friendly and scales with the number of visible Gaussians per frame, not the number of input images or total scene length.
  • Optimization Simplicity: No additional regularizers or motion priors are required. All geometry, appearance, and motion are learned end-to-end, with dynamic splitting and pruning providing automatic model adaptation.

7. Extensions and Applications

The 4DGS framework catalyzed further research exploring:

4D Gaussian Splatting has become a foundational approach for real-time, explicit, photorealistic dynamic scene representation, providing both practical utility and a mathematically tractable paradigm for space–time visual modeling (Yang et al., 2023, Yang et al., 2024).

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