mlsanityData to 7 Oct 2026

Does it matter which Gaussians you pick in 4D Gaussian streaming?

arXiv 2603.17227 ↗First posted 18 Mar 2026cs.CVcited by 0

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Abstract (arXiv)

Anchor-driven 4D Gaussian streaming methods such as Instant Gaussian Stream (IGS) update a dynamic scene each frame from a compact set of Gaussian anchors, chosen by default with Farthest Point Sampling (FPS) at a fixed budget of 8,192. Because these anchors act as control points that drive the whole scene through linear blend skinning, the rule used to choose them ought to affect reconstruction quality. We test this by holding the IGS pipeline fixed and changing only the sampler, comparing FPS, random, uniform, an opacity-scale heuristic, and a learned policy across budgets and refinement settings on N3DV and MeetingRoom. At deployment budgets the sampler has no measurable effect: a cheap random or uniform sampler at 4,096 anchors matches FPS@8192 within measurement error, the default budget is over-provisioned, and the result holds on a second backbone (3DGStream). The learned policy is mixed rather than consistently better: it can improve the N3DV validation set at tight budgets, but does not give a stable cross-dataset rule, and selection is never the bottleneck because refinement dominates runtime. We will release our full sweep and evaluation protocol as a sampler benchmark.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 38 of its 52 references that are in the map. First posted on arXiv 18 Mar 2026.

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38 of 52 references.

References · 38

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26 more
  1. 2023Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesiscited by 341
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  21. 2025Hybrid 3D-4D Gaussian Splatting for Fast Dynamic Scene Representationcited by 11
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  26. 2025DynaSplat: Dynamic-Static Gaussian Splatting with Hierarchical Motion Decomposition for Scene Reconstructioncited by 2

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