# 4K4D: Real-Time 4D View Synthesis at 4K Resolution

arXiv: https://arxiv.org/abs/2310.11448 · HTML: https://mlsanity.com/paper/2310.11448/

## Key facts

- Cited by 91 papers in the map (data through 14 Oct 2026).
- Builds on 68 of its 109 references that are in the map.
- First posted on arXiv 17 Oct 2023.

## Builds on (most cited first, 30 of 68)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [Very Deep Convolutional Networks for Large-Scale Image Recognition](https://mlsanity.com/paper/1409.1556/) (2014)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [pixelNeRF: Neural Radiance Fields from One or Few Images](https://mlsanity.com/paper/2012.02190/) (2020)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Scene Representation Networks: Continuous 3D-Structure-Aware Neural Scene Representations](https://mlsanity.com/paper/1906.01618/) (2019)
- [Accelerating 3D Deep Learning with PyTorch3D](https://mlsanity.com/paper/2007.08501/) (2020)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [K-Planes: Explicit Radiance Fields in Space, Time, and Appearance](https://mlsanity.com/paper/2301.10241/) (2023)
- [MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo](https://mlsanity.com/paper/2103.15595/) (2021)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [IBRNet: Learning Multi-View Image-Based Rendering](https://mlsanity.com/paper/2102.13090/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Local Light Field Fusion: Practical View Synthesis with Prescriptive Sampling Guidelines](https://mlsanity.com/paper/1905.00889/) (2019)
- [Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans](https://mlsanity.com/paper/2012.15838/) (2020)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [DeepVoxels: Learning Persistent 3D Feature Embeddings](https://mlsanity.com/paper/1812.01024/) (2018)
- [Light Field Networks: Neural Scene Representations with Single-Evaluation Rendering](https://mlsanity.com/paper/2106.02634/) (2021)
- [Neural Point-Based Graphics](https://mlsanity.com/paper/1906.08240/) (2019)

## Built on by (most cited first, 30 of 91)

- [SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes](https://mlsanity.com/paper/2312.14937/) (2023)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [Street Gaussians: Modeling Dynamic Urban Scenes with Gaussian Splatting](https://mlsanity.com/paper/2401.01339/) (2024)
- [GauHuman: Articulated Gaussian Splatting from Monocular Human Videos](https://mlsanity.com/paper/2312.02973/) (2023)
- [HUGS: Holistic Urban 3D Scene Understanding via Gaussian Splatting](https://mlsanity.com/paper/2403.12722/) (2024)
- [GART: Gaussian Articulated Template Models](https://mlsanity.com/paper/2311.16099/) (2023)
- [RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS](https://mlsanity.com/paper/2403.13806/) (2024)
- [MonoGaussianAvatar: Monocular Gaussian Point-based Head Avatar](https://mlsanity.com/paper/2312.04558/) (2023)
- [Fully Explicit Dynamic Gaussian Splatting](https://mlsanity.com/paper/2410.15629/) (2024)
- [MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2410.07707/) (2024)
- [Neural Parametric Gaussians for Monocular Non-Rigid Object Reconstruction](https://mlsanity.com/paper/2312.01196/) (2023)
- [Representing Long Volumetric Video with Temporal Gaussian Hierarchy](https://mlsanity.com/paper/2412.09608/) (2024)
- [4K4DGen: Panoramic 4D Generation at 4K Resolution](https://mlsanity.com/paper/2406.13527/) (2024)
- [FreeTimeGS: Free Gaussian Primitives at Anytime and Anywhere for Dynamic Scene Reconstruction](https://mlsanity.com/paper/2506.05348/) (2025)
- [Grid4D: 4D Decomposed Hash Encoding for High-Fidelity Dynamic Gaussian Splatting](https://mlsanity.com/paper/2410.20815/) (2024)
- [Deformable 3D Gaussian Splatting for Animatable Human Avatars](https://mlsanity.com/paper/2312.15059/) (2023)
- [Generative Gaussian Splatting for Unbounded 3D City Generation](https://mlsanity.com/paper/2406.06526/) (2024)
- [SplatArmor: Articulated Gaussian splatting for animatable humans from monocular RGB videos](https://mlsanity.com/paper/2311.10812/) (2023)
- [CosmicMan: A Text-to-Image Foundation Model for Humans](https://mlsanity.com/paper/2404.01294/) (2024)
- [Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric Videos](https://mlsanity.com/paper/2409.08353/) (2024)
- [Recent Trends in 3D Reconstruction of General Non-Rigid Scenes](https://mlsanity.com/paper/2403.15064/) (2024)
- [GaussianPrediction: Dynamic 3D Gaussian Prediction for Motion Extrapolation and Free View Synthesis](https://mlsanity.com/paper/2405.19745/) (2024)
- [Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields](https://mlsanity.com/paper/2408.03822/) (2024)
- [QUEEN: QUantized Efficient ENcoding of Dynamic Gaussians for Streaming Free-viewpoint Videos](https://mlsanity.com/paper/2412.04469/) (2024)
- [VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video Streams](https://mlsanity.com/paper/2312.01407/) (2023)
- [TeTriRF: Temporal Tri-Plane Radiance Fields for Efficient Free-Viewpoint Video](https://mlsanity.com/paper/2312.06713/) (2023)
- [Dynamic Gaussians Mesh: Consistent Mesh Reconstruction from Dynamic Scenes](https://mlsanity.com/paper/2404.12379/) (2024)
- [BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis](https://mlsanity.com/paper/2403.11273/) (2024)
- [Segment Any 4D Gaussians](https://mlsanity.com/paper/2407.04504/) (2024)
- [Diffuman4D: 4D Consistent Human View Synthesis from Sparse-View Videos with Spatio-Temporal Diffusion Models](https://mlsanity.com/paper/2507.13344/) (2025)

## Abstract (arXiv)

This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recently, some methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and enables unprecedented rendering speed. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. Our project page is available at https://zju3dv.github.io/4k4d/.
