Constrained Dynamic Gaussian Splatting
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Abstract (arXiv)
While Dynamic Gaussian Splatting enables high-fidelity 4D reconstruction, its deployment is severely hindered by a fundamental dilemma: unconstrained densification leads to excessive memory consumption incompatible with edge devices, whereas heuristic pruning fails to achieve optimal rendering quality under preset Gaussian budgets. In this work, we propose Constrained Dynamic Gaussian Splatting (CDGS), a novel framework that formulates dynamic scene reconstruction as a budget-constrained optimization problem to enforce a strict, user-defined Gaussian budget during training. Our key insight is to introduce a differentiable budget controller as the core optimization driver. Guided by a multi-modal unified importance score, this controller fuses geometric, motion, and perceptual cues for precise capacity regulation. To maximize the utility of this fixed budget, we further introduce an adaptive static-dynamic allocation strategy that separates the Gaussian representation into static and dynamic branches and distributes the shared global capacity between them according to motion complexity. Furthermore, we implement a three-phase training strategy to seamlessly integrate these constraints, ensuring precise adherence to the target count. After training, a dual-mode hybrid compression scheme further reduces storage overhead. CDGS therefore not only strictly adheres to the specified Gaussian-count budget (error<2%) but also achieves favorable rate-distortion performance. Extensive experiments demonstrate that CDGS delivers optimal rendering quality under varying capacity limits and favorable rate-distortion performance, achieving over 3x model compression compared with the state-of-the-art method Ex4DGS.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 64 of its 76 references that are in the map. First posted on arXiv 3 Feb 2026.
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64 of 76 references.
References · 64
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,698
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
- 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,957
- 2020D-NeRF: Neural Radiance Fields for Dynamic Scenescited by 1,459
- 2022TensoRF: Tensorial Radiance Fieldscited by 1,275
- 2020Nerfies: Deformable Neural Radiance Fieldscited by 1,194
- 20234D Gaussian Splatting for Real-Time Dynamic Scene Renderingcited by 1,144
- 2021Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstructioncited by 961
- 2020NeRF++: Analyzing and Improving Neural Radiance Fieldscited by 857
- 2023Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstructioncited by 753
- 2023K-Planes: Explicit Radiance Fields in Space, Time, and Appearancecited by 742
38 more
- 2023Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesiscited by 731
- 2023Scaffold-GS: Structured 3D Gaussians for View-Adaptive Renderingcited by 684
- 2023pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstructioncited by 668
- 2023Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fieldscited by 667
- 2023HexPlane: A Fast Representation for Dynamic Scenescited by 582
- 2023Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splattingcited by 470
- 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 420
- 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 365
- 2022Fast Dynamic Radiance Fields with Time-Aware Neural Voxelscited by 344
- 2023Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesiscited by 341
- 2020Neural Radiance Flow for 4D View Synthesis and Video Processingcited by 270
- 2023Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesiscited by 232
- 2022Tensor4D : Efficient Neural 4D Decomposition for High-fidelity Dynamic Reconstruction and Renderingcited by 217
- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 198
- 2023EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingScited by 191
- 2023HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned Samplingcited by 173
- 2022Fourier PlenOctrees for Dynamic Radiance Field Rendering in Real-timecited by 164
- 2023HumanRF: High-Fidelity Neural Radiance Fields for Humans in Motioncited by 161
- 20243DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videoscited by 156
- 2022NeRFPlayer: A Streamable Dynamic Scene Representation with Decomposed Neural Radiance Fieldscited by 151
- 2023CompGS: Smaller and Faster Gaussian Splatting with Vector Quantizationcited by 127
- 2022Mixed Neural Voxels for Fast Multi-view Video Synthesiscited by 126
- 2022Streaming Radiance Fields for 3D Video Synthesiscited by 118
- 2024RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPScited by 110
- 2022NeRFusion: Fusing Radiance Fields for Large-Scale Scene Reconstructioncited by 99
- 2024ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Modelcited by 98
- 2022ReLU Fields: The Little Non-linearity That Couldcited by 87
- 2024FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Renderingcited by 85
- 2023Neural Residual Radiance Fields for Streamably Free-Viewpoint Videoscited by 77
- 2024Fully Explicit Dynamic Gaussian Splattingcited by 75
- 2023SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Explorationcited by 62
- 2023Temporal Interpolation Is All You Need for Dynamic Neural Radiance Fieldscited by 59
- 2025FreeTimeGS: Free Gaussian Primitives at Anytime and Anywhere for Dynamic Scene Reconstructioncited by 53
- 2024MEGA: Memory-Efficient 4D Gaussian Splatting for Dynamic Scenescited by 45
- 20243DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardtcited by 42
- 2025Swift4D:Adaptive divide-and-conquer Gaussian Splatting for compact and efficient reconstruction of dynamic scenecited by 40
- 20244D Gaussian Splatting with Scale-aware Residual Field and Adaptive Optimization for Real-time Rendering of Temporally Complex Dynamic Scenescited by 37
- 20254DGC: Rate-Aware 4D Gaussian Compression for Efficient Streamable Free-Viewpoint Videocited by 26
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