# Alias-free 4D Gaussian Splatting

arXiv: https://arxiv.org/abs/2511.18367 · HTML: https://mlsanity.com/paper/2511.18367/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 30 of its 51 references that are in the map.
- First posted on arXiv 23 Nov 2025.

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

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [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)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [K-Planes: Explicit Radiance Fields in Space, Time, and Appearance](https://mlsanity.com/paper/2301.10241/) (2023)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [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)
- [GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting](https://mlsanity.com/paper/2311.11700/) (2023)
- [GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfaces](https://mlsanity.com/paper/2311.17977/) (2023)
- [Tensor4D : Efficient Neural 4D Decomposition for High-fidelity Dynamic Reconstruction and Rendering](https://mlsanity.com/paper/2211.11610/) (2022)
- [HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned Sampling](https://mlsanity.com/paper/2301.02238/) (2023)
- [Tri-MipRF: Tri-Mip Representation for Efficient Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2307.11335/) (2023)
- [Per-Gaussian Embedding-Based Deformation for Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2404.03613/) (2024)
- [SWinGS: Sliding Windows for Dynamic 3D Gaussian Splatting](https://mlsanity.com/paper/2312.13308/) (2023)
- [3D-HGS: 3D Half-Gaussian Splatting](https://mlsanity.com/paper/2406.02720/) (2024)
- [SA-GS: Scale-Adaptive Gaussian Splatting for Training-Free Anti-Aliasing](https://mlsanity.com/paper/2403.19615/) (2024)
- [Spectrally Pruned Gaussian Fields with Neural Compensation](https://mlsanity.com/paper/2405.00676/) (2024)
- [DN-4DGS: Denoised Deformable Network with Temporal-Spatial Aggregation for Dynamic Scene Rendering](https://mlsanity.com/paper/2410.13607/) (2024)
- [Rip-NeRF: Anti-aliasing Radiance Fields with Ripmap-Encoded Platonic Solids](https://mlsanity.com/paper/2405.02386/) (2024)
- [NeRRF: 3D Reconstruction and View Synthesis for Transparent and Specular Objects with Neural Refractive-Reflective Fields](https://mlsanity.com/paper/2309.13039/) (2023)
- [Implicit Event-RGBD Neural SLAM](https://mlsanity.com/paper/2311.11013/) (2023)
- [SlimmeRF: Slimmable Radiance Fields](https://mlsanity.com/paper/2312.10034/) (2023)
- [PartRM: Modeling Part-Level Dynamics with Large Cross-State Reconstruction Model](https://mlsanity.com/paper/2503.19913/) (2025)
- [Unifying Appearance Codes and Bilateral Grids for Driving Scene Gaussian Splatting](https://mlsanity.com/paper/2506.05280/) (2025)
- [Mipmap-GS: Let Gaussians Deform with Scale-specific Mipmap for Anti-aliasing Rendering](https://mlsanity.com/paper/2408.06286/) (2024)

## Built on by (most cited first, 2 of 2)

- [Visionary: The World Model Carrier Built on WebGPU-Powered Gaussian Splatting Platform](https://mlsanity.com/paper/2512.08478/) (2025)
- [AA-Splat: Anti-Aliased Feed-forward Gaussian Splatting](https://mlsanity.com/paper/2603.29394/) (2026)

## Abstract (arXiv)

Existing dynamic scene reconstruction methods based on Gaussian Splatting enable real-time rendering and generate realistic images. However, adjusting the camera's focal length or the distance between Gaussian primitives and the camera to modify rendering resolution often introduces strong artifacts, stemming from the frequency constraints of 4D Gaussians and Gaussian scale mismatch induced by the 2D dilated filter. To address this, we derive a maximum sampling frequency formulation for 4D Gaussian Splatting and introduce a 4D scale-adaptive filter and scale loss, which flexibly regulates the sampling frequency of 4D Gaussian Splatting. Our approach eliminates high-frequency artifacts under increased rendering frequencies while effectively reducing redundant Gaussians in multi-view video reconstruction. We validate the proposed method through monocular and multi-view video reconstruction experiments.Ours project page: https://4d-alias-free.github.io/4D-Alias-free/
