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April 1, 2026Computer Graphics Forum0 citations

Adaptive Spatio‐Temporal 3D Gaussian Splatting for Scenes with Oscillatory Motion

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PTPetros TzathasJHJ. HuAMAndréas Meuleman

Key Points

  • The study aims to reconstruct dynamic scenes characterized by incoherent motion, particularly focusing on small, similarly appearing objects.
  • Developed an explicit adaptive method for spatio-temporal densification.
  • Introduced error moments to guide primitive splitting for optimized rendering.
  • Refined keyframe count dynamically based on error variance.
  • Employed a weighted Adam optimization for enhanced primitive visibility.
  • Implemented an image-driven regularization for independent motion cases.
  • Achieved higher quality in scene reconstruction compared to previous explicit methods.
  • Significantly improved rendering framerate over past solutions.
  • Enhanced management of similar-looking objects during reconstruction.

Abstract

Abstract Our goal is to reconstruct scenes with stochastic, incoherent motion such as leaves moving in the wind, that can be particularly challenging because of small objects with similar appearance that move independently. Previous dynamic 3D Gaussian Splatting solutions either represent motion implicitly with neural networks achieving good quality but lower framerate, or explicitly with a function, often with higher training times and lower quality. To overcome these limitations, we propose an explicit method that introduces adaptive space‐time densification and smoother optimization. We introduce a new densification approach based on error moments that are used to guide primitive splitting, and we adaptively refine the number of keyframes used based on the variance of error. We observe that dynamic reconstruction from monocular video is hard for standard optimization pipelines. To counter this, we introduce a weighted Adam approach that improves results based on primitive visibility. Finally, to handle the hard case of independent motion of similar‐looking objects, we introduce an image‐driven as‐rigid‐as‐possible regularization. Our method has higher quality than previous explicit solutions, and has significantly higher framerate for rendering.

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Cite This Study

Tzathas et al. (2026) studied this question.

synapsesocial.com/papers/69ccb69d16edfba7beb883fbhttps://doi.org/10.1111/cgf.70410
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