4D Gaussian Splatting (4DGS) has recently gained considerable attention as a method for reconstructing dynamic scenes. Despite achieving superior quality, 4DGS typically requires substantial storage and suffers from slow rendering speed. In this work, we delve into these issues and identify two key sources of temporal redundancy.
(Q1) Short-Lifespan Gaussians: 4DGS uses a large portion of Gaussians with short temporal span to represent scene dynamics, leading to an excessive number of Gaussians.
(Q2) Inactive Gaussians: When rendering, only a small subset of Gaussians contributes to each frame. Despite this, all Gaussians are processed during rasterization, resulting in redundant computation overhead.
To address these redundancies, we present 4DGS-1K, which runs at over 1000 FPS on modern GPUs.
For Q1, we introduce the Spatial-Temporal Variation Score, a new pruning criterion that effectively removes short-lifespan Gaussians while encouraging 4DGS to capture scene dynamics using Gaussians with longer temporal spans.
For Q2, we store a mask for active Gaussians across consecutive frames, significantly reducing redundant computations in rendering.
Compared to vanilla 4DGS, our method achieves a 41⨯ reduction in storage and 9⨯ faster rasterization speed on complex dynamic scenes, while maintaining comparable visual quality.
In contrast to 4D Gaussian Splatting (4DGS), our method achieves rasterization at 1000+ FPS while maintaining comparable photorealistic quality with only 2% of the original storage size. The right figure is the result tested on the N3V datasets, where the radius of the dot corresponds to the storage size.
We report the rendering speed in FPS on a RTX 3090 GPU.
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@misc{yuan20251000fps4dgaussian,
title={1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering},
author={Yuheng Yuan and Qiuhong Shen and Xingyi Yang and Xinchao Wang},
year={2025},
eprint={2503.16422},
archivePrefix={arXiv},
primaryClass={cs.CV},
url={https://arxiv.org/abs/2503.16422},
}