跳到正文
研踪PaperTrail
← 研踪 PaperTrail

arXiv:2610.35224 · v1

GaussianSpline: Adaptive Bézier Splines for Highly Dynamic 4D Gaussian Splatting

首次提交 2026-10-26 19:14
版本更新 2026-10-26 19:14
雷达观测 2026-10-29 00:36
arXiv ↗PDF ↗

摘要

We present GaussianSpline, a dynamic 4D Gaussian Splatting method that models per-Gaussian motion using adaptive, non-uniform piecewise cubic Bézier splines. Unlike approaches based on global deformations, fixed-order polynomials, or uniformly parameterized splines, GaussianSpline jointly learns the Bézier control points and the temporal partition of each Gaussian's trajectory. This adaptive representation allocates greater temporal capacity to highly dynamic regions while maintaining compact trajectories for near-static regions, enabling high-fidelity reconstruction of complex and rapidly changing motion. To jointly achieve globally smooth motion and local adaptivity, we enforce $G^1$ continuity between consecutive Bézier segments using a reflection-based constraint on their control points. This produces smooth, fully differentiable trajectories while preserving the flexibility of non-uniform temporal parameterization. Experiments on the Neural 3D Video benchmark, the Google Immersive dataset, as well as on synthetic scenes demonstrate that GaussianSpline substantially improves reconstruction quality in scenes with highly non-uniform and challenging dynamics, while maintaining competitive performance on general dynamic scenes compared with state-of-the-art 4D Gaussian Splatting methods.

作者备注:8 pages, 4 figures

AI 论文解读

基于摘要 · 非全文审阅

此版本尚未生成 AI 解读。解读由后台任务生成并按论文版本保存,登录后共享已有结果。

版本差异

目前只观测到一个版本,无法比较变化。之后收录新版本时,会在这里对照标题、作者、分类和摘要。

观测到的版本

相邻记录可能跳过中间版本;首次发现 v2 及以上也会标为版本更新。

v1 · 2026-10-26 19:14 · 最新观测版本

GaussianSpline: Adaptive Bézier Splines for Highly Dynamic 4D Gaussian Splatting

We present GaussianSpline, a dynamic 4D Gaussian Splatting method that models per-Gaussian motion using adaptive, non-uniform piecewise cubic Bézier splines. Unlike approaches based on global deformations, fixed-order polynomials, or uniformly parameterized splines, GaussianSpline jointly learns the Bézier control points and the temporal partition of each Gaussian's trajectory. This adaptive representation allocates greater temporal capacity to highly dynamic regions while maintaining compact trajectories for near-static regions, enabling high-fidelity reconstruction of complex and rapidly changing motion. To jointly achieve globally smooth motion and local adaptivity, we enforce $G^1$ continuity between consecutive Bézier segments using a reflection-based constraint on their control points. This produces smooth, fully differentiable trajectories while preserving the flexibility of non-uniform temporal parameterization. Experiments on the Neural 3D Video benchmark, the Google Immersive dataset, as well as on synthetic scenes demonstrate that GaussianSpline substantially improves reconstruction quality in scenes with highly non-uniform and challenging dynamics, while maintaining competitive performance on general dynamic scenes compared with state-of-the-art 4D Gaussian Splatting methods.

查看此版本解读 →查看此版本原文 ↗