Papers › S4D: Streaming 4D Real-World Reconstruction with Gaussians and 3D Control Points

S4D: Streaming 4D Real-World Reconstruction with Gaussians and 3D Control Points

23 Aug 2024arXiv:2408.13036archive 2025-07-28

Bing He, Yunuo Chen, Guo Lu, Qi Wang, Qunshan Gu, Rong Xie, Li Song, Wenjun Zhang

Dynamic scene reconstruction using Gaussians has recently attracted increased interest. Mainstream approaches typically employ a global deformation field to warp a 3D scene in canonical space. However, the inherent low-frequency nature of implicit neural fields often leads to ineffective representations of complex motions. Moreover, their structural rigidity can hinder adaptation to scenes with varying resolutions and durations. To address these challenges, we introduce a novel approach for streaming 4D real-world reconstruction utilizing discrete 3D control points. This method physically models local rays and establishes a motion-decoupling coordinate system. By effectively merging traditional graphics with learnable pipelines, it provides a robust and efficient local 6-degrees-of-freedom (6-DoF) motion representation. Additionally, we have developed a generalized framework that integrates our control points with Gaussians. Starting from an initial 3D reconstruction, our workflow decomposes the streaming 4D reconstruction into four independent submodules: 3D segmentation, 3D control point generation, object-wise motion manipulation, and residual compensation. Experimental results demonstrate that our method outperforms existing state-of-the-art 4D Gaussian splatting techniques on both the Neu3DV and CMU-Panoptic datasets. Notably, the optimization of our 3D control points is achievable in 100 iterations and within just 2 seconds per frame on a single NVIDIA 4070 GPU.

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3D Reconstruction4D reconstruction

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