# Masked Space-Time Hash Encoding for Efficient Dynamic Scene Reconstruction

arXiv: https://arxiv.org/abs/2310.17527 · HTML: https://mlsanity.com/paper/2310.17527/

## Key facts

- Cited by 43 papers in the map (data through 14 Oct 2026).
- Builds on 90 of its 102 references that are in the map.
- First posted on arXiv 26 Oct 2023.

## Builds on (most cited first, 30 of 90)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Distilling the Knowledge in a Neural Network](https://mlsanity.com/paper/1503.02531/) (2015)
- [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)
- [What Uncertainties Do We Need in Bayesian Deep Learning for Computer Vision?](https://mlsanity.com/paper/1703.04977/) (2017)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [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)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [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)
- [Depth-supervised NeRF: Fewer Views and Faster Training for Free](https://mlsanity.com/paper/2107.02791/) (2021)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [pi-GAN: Periodic Implicit Generative Adversarial Networks for 3D-Aware Image Synthesis](https://mlsanity.com/paper/2012.00926/) (2020)
- [IBRNet: Learning Multi-View Image-Based Rendering](https://mlsanity.com/paper/2102.13090/) (2021)
- [GRAF: Generative Radiance Fields for 3D-Aware Image Synthesis](https://mlsanity.com/paper/2007.02442/) (2020)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [BARF: Bundle-Adjusting Neural Radiance Fields](https://mlsanity.com/paper/2104.06405/) (2021)
- [Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans](https://mlsanity.com/paper/2012.15838/) (2020)

## Built on by (most cited first, 30 of 43)

- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [A Survey on 3D Gaussian Splatting](https://mlsanity.com/paper/2401.03890/) (2024)
- [GauFRe: Gaussian Deformation Fields for Real-time Dynamic Novel View Synthesis](https://mlsanity.com/paper/2312.11458/) (2023)
- [Grid4D: 4D Decomposed Hash Encoding for High-Fidelity Dynamic Gaussian Splatting](https://mlsanity.com/paper/2410.20815/) (2024)
- [Endo-4DGS: Endoscopic Monocular Scene Reconstruction with 4D Gaussian Splatting](https://mlsanity.com/paper/2401.16416/) (2024)
- [Vidu4D: Single Generated Video to High-Fidelity 4D Reconstruction with Dynamic Gaussian Surfels](https://mlsanity.com/paper/2405.16822/) (2024)
- [4D Gaussian Splatting with Scale-aware Residual Field and Adaptive Optimization for Real-time Rendering of Temporally Complex Dynamic Scenes](https://mlsanity.com/paper/2412.06299/) (2024)
- [Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields](https://mlsanity.com/paper/2408.03822/) (2024)
- [Segment Any 4D Gaussians](https://mlsanity.com/paper/2407.04504/) (2024)
- [MVGS: Multi-view Regulated Gaussian Splatting for Novel View Synthesis](https://mlsanity.com/paper/2410.02103/) (2024)
- [RoDUS: Robust Decomposition of Static and Dynamic Elements in Urban Scenes](https://mlsanity.com/paper/2403.09419/) (2024)
- [Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling](https://mlsanity.com/paper/2502.20378/) (2025)
- [D-NPC: Dynamic Neural Point Clouds for Non-Rigid View Synthesis from Monocular Video](https://mlsanity.com/paper/2406.10078/) (2024)
- [Dynamic 2D Gaussians: Geometrically Accurate Radiance Fields for Dynamic Objects](https://mlsanity.com/paper/2409.14072/) (2024)
- [TimeFormer: Capturing Temporal Relationships of Deformable 3D Gaussians for Robust Reconstruction](https://mlsanity.com/paper/2411.11941/) (2024)
- [Dynamic Scene Reconstruction: Recent Advance in Real-time Rendering and Streaming](https://mlsanity.com/paper/2503.08166/) (2025)
- [Light4GS: Lightweight Compact 4D Gaussian Splatting Generation via Context Model](https://mlsanity.com/paper/2503.13948/) (2025)
- [DASH: 4D Hash Encoding with Self-Supervised Decomposition for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2507.19141/) (2025)
- [DGNS: Deformable Gaussian Splatting and Dynamic Neural Surface for Monocular Dynamic 3D Reconstruction](https://mlsanity.com/paper/2412.03910/) (2024)
- [LiveScene: Language Embedding Interactive Radiance Fields for Physical Scene Rendering and Control](https://mlsanity.com/paper/2406.16038/) (2024)
- [3D Vessel Reconstruction from Sparse-View Dynamic DSA Images via Vessel Probability Guided Attenuation Learning](https://mlsanity.com/paper/2405.10705/) (2024)
- [Video4DGen: Enhancing Video and 4D Generation through Mutual Optimization](https://mlsanity.com/paper/2504.04153/) (2025)
- [Advances in Radiance Field for Dynamic Scene: From Neural Field to Gaussian Field](https://mlsanity.com/paper/2505.10049/) (2025)
- [SpeeDe3DGS: Speedy Deformable 3D Gaussian Splatting with Temporal Pruning and Motion Grouping](https://mlsanity.com/paper/2506.07917/) (2025)
- [ImViD: Immersive Volumetric Videos for Enhanced VR Engagement](https://mlsanity.com/paper/2503.14359/) (2025)
- [Color3D: Controllable and Consistent 3D Colorization with Personalized Colorizer](https://mlsanity.com/paper/2510.10152/) (2025)
- [StreamSTGS: Streaming Spatial and Temporal Gaussian Grids for Real-Time Free-Viewpoint Video](https://mlsanity.com/paper/2511.06046/) (2025)
- [SplatWeaver: Learning to Allocate Gaussian Primitives for Generalizable Novel View Synthesis](https://mlsanity.com/paper/2605.07287/) (2026)
- [Time-Archival Camera Virtualization for Sports and Visual Performances](https://mlsanity.com/paper/2602.15181/) (2026)
- [textit4DSurf: High-Fidelity Dynamic Scene Surface Reconstruction](https://mlsanity.com/paper/2603.28064/) (2026)

## Abstract (arXiv)

In this paper, we propose the Masked Space-Time Hash encoding (MSTH), a novel method for efficiently reconstructing dynamic 3D scenes from multi-view or monocular videos. Based on the observation that dynamic scenes often contain substantial static areas that result in redundancy in storage and computations, MSTH represents a dynamic scene as a weighted combination of a 3D hash encoding and a 4D hash encoding. The weights for the two components are represented by a learnable mask which is guided by an uncertainty-based objective to reflect the spatial and temporal importance of each 3D position. With this design, our method can reduce the hash collision rate by avoiding redundant queries and modifications on static areas, making it feasible to represent a large number of space-time voxels by hash tables with small size.Besides, without the requirements to fit the large numbers of temporally redundant features independently, our method is easier to optimize and converge rapidly with only twenty minutes of training for a 300-frame dynamic scene.As a result, MSTH obtains consistently better results than previous methods with only 20 minutes of training time and 130 MB of memory storage. Code is available at https://github.com/masked-spacetime-hashing/msth
