# 7DGS: Unified Spatial-Temporal-Angular Gaussian Splatting

arXiv: https://arxiv.org/abs/2503.07946 · HTML: https://mlsanity.com/paper/2503.07946/

## Key facts

- Cited by 18 papers in the map (data through 14 Oct 2026).
- Builds on 35 of its 44 references that are in the map.
- First posted on arXiv 11 Mar 2025.

## Builds on (most cited first, 30 of 35)

- [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)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [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)
- [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)
- [HexPlane: A Fast Representation for Dynamic Scenes](https://mlsanity.com/paper/2301.09632/) (2023)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (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)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle](https://mlsanity.com/paper/2312.03431/) (2023)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [Robust Dynamic Radiance Fields](https://mlsanity.com/paper/2301.02239/) (2023)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)
- [NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects](https://mlsanity.com/paper/2303.14435/) (2023)
- [3D Geometry-aware Deformable Gaussian Splatting for Dynamic View Synthesis](https://mlsanity.com/paper/2404.06270/) (2024)
- [Light Field Neural Rendering](https://mlsanity.com/paper/2112.09687/) (2021)
- [Fully Explicit Dynamic Gaussian Splatting](https://mlsanity.com/paper/2410.15629/) (2024)
- [Forward Flow for Novel View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2309.17390/) (2023)
- [EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis](https://mlsanity.com/paper/2410.01804/) (2024)
- [Flow supervision for Deformable NeRF](https://mlsanity.com/paper/2303.16333/) (2023)
- [Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media](https://mlsanity.com/paper/2405.15425/) (2024)
- [Radiant Foam: Real-Time Differentiable Ray Tracing](https://mlsanity.com/paper/2502.01157/) (2025)
- [Unbiased 4D: Monocular 4D Reconstruction with a Neural Deformation Model](https://mlsanity.com/paper/2206.08368/) (2022)
- [DDGS-CT: Direction-Disentangled Gaussian Splatting for Realistic Volume Rendering](https://mlsanity.com/paper/2406.02518/) (2024)

## Built on by (most cited first, 18 of 18)

- [Orientation-anchored Hyper-Gaussian for 4D Reconstruction from Casual Videos](https://mlsanity.com/paper/2509.23492/) (2025)
- [Universal Beta Splatting](https://mlsanity.com/paper/2510.03312/) (2025)
- [4C4D: 4 Camera 4D Gaussian Splatting](https://mlsanity.com/paper/2604.04063/) (2026)
- [HyperGaussians: High-Dimensional Gaussian Splatting for High-Fidelity Animatable Face Avatars](https://mlsanity.com/paper/2507.02803/) (2025)
- [Disentangled 4D Gaussian Splatting: Rendering High-Resolution Dynamic World at 343 FPS](https://mlsanity.com/paper/2503.22159/) (2025)
- [SharpTimeGS: Sharp and Stable Dynamic Gaussian Splatting via Lifespan Modulation](https://mlsanity.com/paper/2602.02989/) (2026)
- [Decoupling Motion and Geometry in 4D Gaussian Splatting](https://mlsanity.com/paper/2603.00952/) (2026)
- [textit4DSurf: High-Fidelity Dynamic Scene Surface Reconstruction](https://mlsanity.com/paper/2603.28064/) (2026)
- [TRiGS: Temporal Rigid-Body Motion for Scalable 4D Gaussian Splatting](https://mlsanity.com/paper/2604.00538/) (2026)
- [On the Design of Mixture-of-Experts for Dynamic Gaussian Splatting](https://mlsanity.com/paper/2607.08250/) (2026)
- [XClipGS: Exact Half-Space Clipping for Medical Volume Gaussian Splatting](https://mlsanity.com/paper/2608.07760/) (2026)
- [TraceFlow: Dynamic 3D Reconstruction of Specular Scenes Driven by Ray Tracing](https://mlsanity.com/paper/2512.10095/) (2025)
- [WildGHand: Learning Anti-Perturbation Gaussian Hand Avatars from Monocular In-the-Wild Videos](https://mlsanity.com/paper/2602.20556/) (2026)
- [Stitch4D: Sparse Multi-Location 4D Urban Reconstruction via Spatio-Temporal Interpolation](https://mlsanity.com/paper/2604.07923/) (2026)
- [UniFusion: Sparse-View 4D Reconstruction via Unified Spatio-temporal Depth Alignment](https://mlsanity.com/paper/2609.05888/) (2026)
- [Tele360: Real-Time Feed-Forward Human Reconstruction from Sparse Unposed Cameras](https://mlsanity.com/paper/2609.15032/) (2026)
- [FactorSplat: Appearance-Controllable Gaussian Proxies for Medical Volume Rendering](https://mlsanity.com/paper/2610.02382/) (2026)
- [Where Should the Gaussians Go? Reusable Label-Aware Allocation for Budget-Constrained Gaussian Splatting of Cinematic CT](https://mlsanity.com/paper/2610.20397/) (2026)

## Abstract (arXiv)

Real-time rendering of dynamic scenes with view-dependent effects remains a fundamental challenge in computer graphics. While recent advances in Gaussian Splatting have shown promising results separately handling dynamic scenes (4DGS) and view-dependent effects (6DGS), no existing method unifies these capabilities while maintaining real-time performance. We present 7D Gaussian Splatting (7DGS), a unified framework representing scene elements as seven-dimensional Gaussians spanning position (3D), time (1D), and viewing direction (3D). Our key contribution is an efficient conditional slicing mechanism that transforms 7D Gaussians into view- and time-conditioned 3D Gaussians, maintaining compatibility with existing 3D Gaussian Splatting pipelines while enabling joint optimization. Experiments demonstrate that 7DGS outperforms prior methods by up to 7.36 dB in PSNR while achieving real-time rendering (401 FPS) on challenging dynamic scenes with complex view-dependent effects. The project page is: https://gaozhongpai.github.io/7dgs/.
