# Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling

arXiv: https://arxiv.org/abs/2502.20378 · HTML: https://mlsanity.com/paper/2502.20378/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Builds on 16 of its 22 references that are in the map.
- First posted on arXiv 27 Feb 2025.

## Builds on (most cited first, 16 of 16)

- [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)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (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)
- [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)
- [SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes](https://mlsanity.com/paper/2312.14937/) (2023)
- [Fast Dynamic Radiance Fields with Time-Aware Neural Voxels](https://mlsanity.com/paper/2205.15285/) (2022)
- [WonderJourney: Going from Anywhere to Everywhere](https://mlsanity.com/paper/2312.03884/) (2023)
- [NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects](https://mlsanity.com/paper/2303.14435/) (2023)
- [Forward Flow for Novel View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2309.17390/) (2023)
- [Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes](https://mlsanity.com/paper/2310.08585/) (2023)
- [GFlow: Recovering 4D World from Monocular Video](https://mlsanity.com/paper/2405.18426/) (2024)
- [Masked Space-Time Hash Encoding for Efficient Dynamic Scene Reconstruction](https://mlsanity.com/paper/2310.17527/) (2023)

## Built on by (most cited first, 12 of 12)

- [HAIF-GS: Hierarchical and Induced Flow-Guided Gaussian Splatting for Dynamic Scene](https://mlsanity.com/paper/2506.09518/) (2025)
- [C4D: 4D Made from 3D through Dual Correspondences](https://mlsanity.com/paper/2510.14960/) (2025)
- [TED-4DGS: Temporally Activated and Embedding-based Deformation for 4DGS Compression](https://mlsanity.com/paper/2512.05446/) (2025)
- [REFINE: Super-efficient 3D Gaussian Splatting Pruning via Rendering-Free Primitive Importance](https://mlsanity.com/paper/2606.09074/) (2026)
- [SUCCESS-GS: Survey of Compactness and Compression for Efficient Static and Dynamic Gaussian Splatting](https://mlsanity.com/paper/2512.07197/) (2025)
- [ProDyG: Progressive Dynamic Scene Reconstruction via Gaussian Splatting from Monocular Videos](https://mlsanity.com/paper/2509.17864/) (2025)
- [From Tokens to Nodes: Semantic-Guided Motion Control for Dynamic 3D Gaussian Splatting](https://mlsanity.com/paper/2510.02732/) (2025)
- [Reconstructing the Dynamic World: A Representation-Centric View of 4D Scene Reconstruction](https://mlsanity.com/paper/2609.39960/) (2026)
- [Physically Plausible Human-Object Rendering from Sparse Views via 3D Gaussian Splatting](https://mlsanity.com/paper/2503.09640/) (2025)
- [SAGS: Self-Adaptive Alias-Free Gaussian Splatting for Dynamic Surgical Endoscopic Reconstruction](https://mlsanity.com/paper/2510.27318/) (2025)
- [DLGStream: Dynamic Language-embedded Guassian Splatting for Open-vocabulary Enabled Free-viewpoint Video Streaming](https://mlsanity.com/paper/2606.28840/) (2026)
- [GARO: Geometry-Aware Redundancy Optimization for Real-Time and High-Fidelity Dynamic Gaussian Splatting](https://mlsanity.com/paper/2609.23509/) (2026)

## Abstract (arXiv)

Rendering dynamic scenes from monocular videos is a crucial yet challenging task. The recent deformable Gaussian Splatting has emerged as a robust solution to represent real-world dynamic scenes. However, it often leads to heavily redundant Gaussians, attempting to fit every training view at various time steps, leading to slower rendering speeds. Additionally, the attributes of Gaussians in static areas are time-invariant, making it unnecessary to model every Gaussian, which can cause jittering in static regions. In practice, the primary bottleneck in rendering speed for dynamic scenes is the number of Gaussians. In response, we introduce Efficient Dynamic Gaussian Splatting (EDGS), which represents dynamic scenes via sparse time-variant attribute modeling. Our approach formulates dynamic scenes using a sparse anchor-grid representation, with the motion flow of dense Gaussians calculated via a classical kernel representation. Furthermore, we propose an unsupervised strategy to efficiently filter out anchors corresponding to static areas. Only anchors associated with deformable objects are input into MLPs to query time-variant attributes. Experiments on two real-world datasets demonstrate that our EDGS significantly improves the rendering speed with superior rendering quality compared to previous state-of-the-art methods.
