Fully Explicit Dynamic Gaussian Splatting
- Abstract
- 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.
- Author(s)
- Junoh Lee; Chang-Yeon Won; Hyunjun Jung; Inhwan Bae; Jeon, Hae-Gon
- Issued Date
- 2024-12-13
- Type
- Conference Paper
- URI
- https://scholar.gist.ac.kr/handle/local/8076
- Publisher
- The Neural Information Processing Systems Foundation
- Citation
- The Thirty-Eighth Annual Conference on Neural Information Processing Systems (NeurIPS)
- Conference Place
- CN
Vancouver Convention Center
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Appears in Collections:
- Department of AI Convergence > 2. Conference Papers
- 공개 및 라이선스
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