# ReCon-GS: Continuum-Preserved Gaussian Streaming for Fast and Compact Reconstruction of Dynamic Scenes

arXiv: https://arxiv.org/abs/2509.24325 · HTML: https://mlsanity.com/paper/2509.24325/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Builds on 45 of its 53 references that are in the map.
- First posted on arXiv 29 Sep 2025.

## Builds on (most cited first, 30 of 45)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [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)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (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)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [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)
- [SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes](https://mlsanity.com/paper/2312.14937/) (2023)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (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)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [4D-Rotor Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes](https://mlsanity.com/paper/2402.03307/) (2024)
- [MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds](https://mlsanity.com/paper/2405.17421/) (2024)
- [HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned Sampling](https://mlsanity.com/paper/2301.02238/) (2023)
- [3DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videos](https://mlsanity.com/paper/2403.01444/) (2024)
- [Compact 3D Scene Representation via Self-Organizing Gaussian Grids](https://mlsanity.com/paper/2312.13299/) (2023)
- [Streaming Radiance Fields for 3D Video Synthesis](https://mlsanity.com/paper/2210.14831/) (2022)
- [Per-Gaussian Embedding-Based Deformation for Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2404.03613/) (2024)
- [ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Model](https://mlsanity.com/paper/2405.20721/) (2024)
- [Motion-aware 3D Gaussian Splatting for Efficient Dynamic Scene Reconstruction](https://mlsanity.com/paper/2403.11447/) (2024)
- [CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splatting](https://mlsanity.com/paper/2404.09458/) (2024)
- [Fully Explicit Dynamic Gaussian Splatting](https://mlsanity.com/paper/2410.15629/) (2024)
- [End-to-End Rate-Distortion Optimized 3D Gaussian Representation](https://mlsanity.com/paper/2406.01597/) (2024)
- [MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2410.07707/) (2024)

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

- [SLARM: Streaming and Language-Aligned Reconstruction Model for Dynamic Scenes](https://mlsanity.com/paper/2603.22893/) (2026)
- [MoRGS: Efficient Per-Gaussian Motion Reasoning for Streamable Dynamic 3D Scenes](https://mlsanity.com/paper/2603.25042/) (2026)
- [TRiGS: Temporal Rigid-Body Motion for Scalable 4D Gaussian Splatting](https://mlsanity.com/paper/2604.00538/) (2026)
- [Spark3R: Asymmetric Token Reduction Makes Fast Feed-Forward 3D Reconstruction](https://mlsanity.com/paper/2605.06270/) (2026)
- [HPC: Hierarchical Point-based Latent Representation for Streaming Dynamic Gaussian Splatting Compression](https://mlsanity.com/paper/2602.00671/) (2026)
- [DLGStream: Dynamic Language-embedded Guassian Splatting for Open-vocabulary Enabled Free-viewpoint Video Streaming](https://mlsanity.com/paper/2606.28840/) (2026)
- [QuARC-GS: Quantized Anchored Residual Coding for Compact Dynamic Scene Streaming with Gaussian Splatting](https://mlsanity.com/paper/2608.18285/) (2026)
- [DyG2T: Modeling Object Dynamics with 3D Gaussian Temporal-Spatial Particle Graph Transformer](https://mlsanity.com/paper/2608.18498/) (2026)
- [S2GS: Structured Sparse Gaussian Streaming for Efficient Free-Viewpoint Video Reconstruction on Edge-IoT Devices](https://mlsanity.com/paper/2608.19639/) (2026)
- [Rethinking 3D Noise: Learning 3D-Aware Video Priors via Optimization-Free Morphological Perturbations](https://mlsanity.com/paper/2609.03657/) (2026)
- [Racing in Volume with Flow Ensembles](https://mlsanity.com/paper/2609.16310/) (2026)
- [DecoGS: Adaptive Static-Dynamic Decoupling of 3D Gaussians for Free-Viewpoint Video Streaming](https://mlsanity.com/paper/2609.17230/) (2026)

## Abstract (arXiv)

Online free-viewpoint video (FVV) reconstruction is challenged by slow per-frame optimization, inconsistent motion estimation, and unsustainable storage demands. To address these challenges, we propose the Reconfigurable Continuum Gaussian Stream, dubbed ReCon-GS, a novel storage-aware framework that enables high fidelity online dynamic scene reconstruction and real-time rendering. Specifically, we dynamically allocate multi-level Anchor Gaussians in a density-adaptive fashion to capture inter-frame geometric deformations, thereby decomposing scene motion into compact coarse-to-fine representations. Then, we design a dynamic hierarchy reconfiguration strategy that preserves localized motion expressiveness through on-demand anchor re-hierarchization, while ensuring temporal consistency through intra-hierarchical deformation inheritance that confines transformation priors to their respective hierarchy levels. Furthermore, we introduce a storage-aware optimization mechanism that flexibly adjusts the density of Anchor Gaussians at different hierarchy levels, enabling a controllable trade-off between reconstruction fidelity and memory usage. Extensive experiments on three widely used datasets demonstrate that, compared to state-of-the-art methods, ReCon-GS improves training efficiency by approximately 15% and achieves superior FVV synthesis quality with enhanced robustness and stability. Moreover, at equivalent rendering quality, ReCon-GS slashes memory requirements by over 50% compared to leading state-of-the-art methods.
