# MEGA: Memory-Efficient 4D Gaussian Splatting for Dynamic Scenes

arXiv: https://arxiv.org/abs/2410.13613 · HTML: https://mlsanity.com/paper/2410.13613/

## Key facts

- Cited by 47 papers in the map (data through 14 Oct 2026).
- Builds on 39 of its 52 references that are in the map.
- First posted on arXiv 17 Oct 2024.

## Builds on (most cited first, 30 of 39)

- [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)
- [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)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [K-Planes: Explicit Radiance Fields in Space, Time, and Appearance](https://mlsanity.com/paper/2301.10241/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [HexPlane: A Fast Representation for Dynamic Scenes](https://mlsanity.com/paper/2301.09632/) (2023)
- [MVSplat: Efficient 3D Gaussian Splatting from Sparse Multi-View Images](https://mlsanity.com/paper/2403.14627/) (2024)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [Feature 3DGS: Supercharging 3D Gaussian Splatting to Enable Distilled Feature Fields](https://mlsanity.com/paper/2312.03203/) (2023)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting](https://mlsanity.com/paper/2311.14521/) (2023)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2403.14530/) (2024)
- [4D-Rotor Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes](https://mlsanity.com/paper/2402.03307/) (2024)
- [HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned Sampling](https://mlsanity.com/paper/2301.02238/) (2023)
- [NeRFPlayer: A Streamable Dynamic Scene Representation with Decomposed Neural Radiance Fields](https://mlsanity.com/paper/2210.15947/) (2022)
- [CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization](https://mlsanity.com/paper/2311.18159/) (2023)
- [Mixed Neural Voxels for Fast Multi-view Video Synthesis](https://mlsanity.com/paper/2212.00190/) (2022)
- [DynMF: Neural Motion Factorization for Real-time Dynamic View Synthesis with 3D Gaussian Splatting](https://mlsanity.com/paper/2312.00112/) (2023)
- [Streaming Radiance Fields for 3D Video Synthesis](https://mlsanity.com/paper/2210.14831/) (2022)
- [3D Geometry-aware Deformable Gaussian Splatting for Dynamic View Synthesis](https://mlsanity.com/paper/2404.06270/) (2024)

## Built on by (most cited first, 30 of 47)

- [Spatia: Video Generation with Updatable Spatial Memory](https://mlsanity.com/paper/2512.15716/) (2025)
- [Matrix-3D: Omnidirectional Explorable 3D World Generation](https://mlsanity.com/paper/2508.08086/) (2025)
- [MoDec-GS: Global-to-Local Motion Decomposition and Temporal Interval Adjustment for Compact Dynamic 3D Gaussian Splatting](https://mlsanity.com/paper/2501.03714/) (2025)
- [GIFStream: 4D Gaussian-based Immersive Video with Feature Stream](https://mlsanity.com/paper/2505.07539/) (2025)
- [Dynamics-Aware Gaussian Splatting Streaming Towards Fast On-the-Fly 4D Reconstruction](https://mlsanity.com/paper/2411.14847/) (2024)
- [1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering](https://mlsanity.com/paper/2503.16422/) (2025)
- [Grounding Creativity in Physics: A Brief Survey of Physical Priors in AIGC](https://mlsanity.com/paper/2502.07007/) (2025)
- [GSCodec Studio: A Modular Framework for Gaussian Splat Compression](https://mlsanity.com/paper/2506.01822/) (2025)
- [Light4GS: Lightweight Compact 4D Gaussian Splatting Generation via Context Model](https://mlsanity.com/paper/2503.13948/) (2025)
- [ADC-GS: Anchor-Driven Deformable and Compressed Gaussian Splatting for Dynamic Scene Reconstruction](https://mlsanity.com/paper/2505.08196/) (2025)
- [D-FCGS: Feedforward Compression of Dynamic Gaussian Splatting for Free-Viewpoint Videos](https://mlsanity.com/paper/2507.05859/) (2025)
- [Forge4D: Feed-Forward 4D Human Reconstruction and Interpolation from Uncalibrated Sparse-view Videos](https://mlsanity.com/paper/2509.24209/) (2025)
- [RemedyGS: Defend 3D Gaussian Splatting against Computation Cost Attacks](https://mlsanity.com/paper/2511.22147/) (2025)
- [Feed-Forward 3D Gaussian Splatting Compression with Long-Context Modeling](https://mlsanity.com/paper/2512.00877/) (2025)
- [SpeeDe3DGS: Speedy Deformable 3D Gaussian Splatting with Temporal Pruning and Motion Grouping](https://mlsanity.com/paper/2506.07917/) (2025)
- [Optimized Minimal 4D Gaussian Splatting](https://mlsanity.com/paper/2510.03857/) (2025)
- [GaussianImage++: Boosted Image Representation and Compression with 2D Gaussian Splatting](https://mlsanity.com/paper/2512.19108/) (2025)
- [4D Gaussian Splatting as a Learned Dynamical System](https://mlsanity.com/paper/2512.19648/) (2025)
- [Points-to-3D: Structure-Aware 3D Generation with Point Cloud Priors](https://mlsanity.com/paper/2603.18782/) (2026)
- [SUCCESS-GS: Survey of Compactness and Compression for Efficient Static and Dynamic Gaussian Splatting](https://mlsanity.com/paper/2512.07197/) (2025)
- [LoD-Structured 3D Gaussian Splatting for Streaming Video Reconstruction](https://mlsanity.com/paper/2601.18475/) (2026)
- [Real-Time Human Frontal View Synthesis from a Single Image](https://mlsanity.com/paper/2603.15433/) (2026)
- [Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction](https://mlsanity.com/paper/2604.15941/) (2026)
- [MoCam: Unified Novel View Synthesis via Structured Denoising Dynamics](https://mlsanity.com/paper/2605.12119/) (2026)
- [Mon3tr: Monocular 3D Telepresence with Pre-built Gaussian Avatars as Amortization](https://mlsanity.com/paper/2601.07518/) (2026)
- [Mango-GS: Enhancing Spatio-Temporal Consistency in Dynamic Scenes Reconstruction using Multi-Frame Node-Guided 4D Gaussian Splatting](https://mlsanity.com/paper/2603.11543/) (2026)
- [On the Design of Mixture-of-Experts for Dynamic Gaussian Splatting](https://mlsanity.com/paper/2607.08250/) (2026)
- [VideoTok4D: A 4D-Aware Video Tokenizer for Compact World Representation](https://mlsanity.com/paper/2609.12874/) (2026)
- [HPC: Hierarchical Point-based Latent Representation for Streaming Dynamic Gaussian Splatting Compression](https://mlsanity.com/paper/2602.00671/) (2026)
- [Constrained Dynamic Gaussian Splatting](https://mlsanity.com/paper/2602.03538/) (2026)

## Abstract (arXiv)

4D Gaussian Splatting (4DGS) has recently emerged as a promising technique for capturing complex dynamic 3D scenes with high fidelity. It utilizes a 4D Gaussian representation and a GPU-friendly rasterizer, enabling rapid rendering speeds. Despite its advantages, 4DGS faces significant challenges, notably the requirement of millions of 4D Gaussians, each with extensive associated attributes, leading to substantial memory and storage cost. This paper introduces a memory-efficient framework for 4DGS. We streamline the color attribute by decomposing it into a per-Gaussian direct color component with only 3 parameters and a shared lightweight alternating current color predictor. This approach eliminates the need for spherical harmonics coefficients, which typically involve up to 144 parameters in classic 4DGS, thereby creating a memory-efficient 4D Gaussian representation. Furthermore, we introduce an entropy-constrained Gaussian deformation technique that uses a deformation field to expand the action range of each Gaussian and integrates an opacity-based entropy loss to limit the number of Gaussians, thus forcing our model to use as few Gaussians as possible to fit a dynamic scene well. With simple half-precision storage and zip compression, our framework achieves a storage reduction by approximately 190× and 125× on the Technicolor and Neural 3D Video datasets, respectively, compared to the original 4DGS. Meanwhile, it maintains comparable rendering speeds and scene representation quality, setting a new standard in the field. Code is available at https://github.com/Xinjie-Q/MEGA.
