# CoMoGaussian: Continuous Motion-Aware Gaussian Splatting from Motion-Blurred Images

arXiv: https://arxiv.org/abs/2503.05332 · HTML: https://mlsanity.com/paper/2503.05332/

## Key facts

- Cited by 7 papers in the map (data through 14 Oct 2026).
- Builds on 28 of its 42 references that are in the map.
- First posted on arXiv 7 Mar 2025.

## Builds on (most cited first, 28 of 28)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Learning Phrase Representations using RNN Encoder-Decoder for Statistical Machine Translation](https://mlsanity.com/paper/1406.1078/) (2014)
- [Neural Ordinary Differential Equations](https://mlsanity.com/paper/1806.07366/) (2018)
- [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)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Local Light Field Fusion: Practical View Synthesis with Prescriptive Sampling Guidelines](https://mlsanity.com/paper/1905.00889/) (2019)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs](https://mlsanity.com/paper/2112.00724/) (2021)
- [NeRF in the Dark: High Dynamic Range View Synthesis from Noisy Raw Images](https://mlsanity.com/paper/2111.13679/) (2021)
- [FreeNeRF: Improving Few-shot Neural Rendering with Free Frequency Regularization](https://mlsanity.com/paper/2303.07418/) (2023)
- [SparseNeRF: Distilling Depth Ranking for Few-shot Novel View Synthesis](https://mlsanity.com/paper/2303.16196/) (2023)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)
- [NoPe-NeRF: Optimising Neural Radiance Field with No Pose Prior](https://mlsanity.com/paper/2212.07388/) (2022)
- [Deblur-NeRF: Neural Radiance Fields from Blurry Images](https://mlsanity.com/paper/2111.14292/) (2021)
- [BAD-NeRF: Bundle Adjusted Deblur Neural Radiance Fields](https://mlsanity.com/paper/2211.12853/) (2022)
- [DP-NeRF: Deblurred Neural Radiance Field with Physical Scene Priors](https://mlsanity.com/paper/2211.12046/) (2022)
- [A Neural Approach to Blind Motion Deblurring](https://mlsanity.com/paper/1603.04771/) (2016)
- [Deblurring 3D Gaussian Splatting](https://mlsanity.com/paper/2401.00834/) (2024)
- [BAD-Gaussians: Bundle Adjusted Deblur Gaussian Splatting](https://mlsanity.com/paper/2403.11831/) (2024)
- [NAN: Noise-Aware NeRFs for Burst-Denoising](https://mlsanity.com/paper/2204.04668/) (2022)
- [BAGS: Blur Agnostic Gaussian Splatting through Multi-Scale Kernel Modeling](https://mlsanity.com/paper/2403.04926/) (2024)
- [ExBluRF: Efficient Radiance Fields for Extreme Motion Blurred Images](https://mlsanity.com/paper/2309.08957/) (2023)
- [DoF-NeRF: Depth-of-Field Meets Neural Radiance Fields](https://mlsanity.com/paper/2208.00945/) (2022)
- [Light Field Blind Motion Deblurring](https://mlsanity.com/paper/1704.05416/) (2017)
- [SMURF: Continuous Dynamics for Motion-Deblurring Radiance Fields](https://mlsanity.com/paper/2403.07547/) (2024)

## Built on by (most cited first, 7 of 7)

- [4D Gaussian Splatting as a Learned Dynamical System](https://mlsanity.com/paper/2512.19648/) (2025)
- [Benchmarking PhD-Level Coding in 3D Geometric Computer Vision](https://mlsanity.com/paper/2603.30038/) (2026)
- [Unblur-SLAM: Dense Neural SLAM for Blurry Inputs](https://mlsanity.com/paper/2603.26810/) (2026)
- [EvFlow-GS: Event Enhanced Motion Deblurring with Optical Flow for 3D Gaussian Splatting](https://mlsanity.com/paper/2604.22183/) (2026)
- [AsyncEvGS: Asynchronous Event-Assisted Gaussian Splatting for Handheld Motion-Blurred Scenes](https://mlsanity.com/paper/2605.07192/) (2026)
- [CasDeblurGS: Cascaded 2D-to-3D Multi-View Consistency for 3D Gaussian Splatting from Two Blurry Images](https://mlsanity.com/paper/2608.10345/) (2026)
- [ClearGS: Reliability-Aware Gaussian Splatting from Handheld Videos](https://mlsanity.com/paper/2609.31509/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) has gained significant attention due to its high-quality novel view rendering, motivating research to address real-world challenges. A critical issue is the camera motion blur caused by movement during exposure, which hinders accurate 3D scene reconstruction. In this study, we propose CoMoGaussian, a Continuous Motion-Aware Gaussian Splatting that reconstructs precise 3D scenes from motion-blurred images while maintaining real-time rendering speed. Considering the complex motion patterns inherent in real-world camera movements, we predict continuous camera trajectories using neural ordinary differential equations (ODEs). To ensure accurate modeling, we employ rigid body transformations, preserving the shape and size of the object but rely on the discrete integration of sampled frames. To better approximate the continuous nature of motion blur, we introduce a continuous motion refinement (CMR) transformation that refines rigid transformations by incorporating additional learnable parameters. By revisiting fundamental camera theory and leveraging advanced neural ODE techniques, we achieve precise modeling of continuous camera trajectories, leading to improved reconstruction accuracy. Extensive experiments demonstrate state-of-the-art performance both quantitatively and qualitatively on benchmark datasets, which include a wide range of motion blur scenarios, from moderate to extreme blur.
