# MoRGS: Efficient Per-Gaussian Motion Reasoning for Streamable Dynamic 3D Scenes

arXiv: https://arxiv.org/abs/2603.25042 · HTML: https://mlsanity.com/paper/2603.25042/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 38 references that are in the map.
- First posted on arXiv 26 Mar 2026.

## Builds on (most cited first, 30 of 32)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [SAM 2: Segment Anything in Images and Videos](https://mlsanity.com/paper/2408.00714/) (2024)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [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)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [Non-Rigid Neural Radiance Fields: Reconstruction and Novel View Synthesis of a Dynamic Scene From Monocular Video](https://mlsanity.com/paper/2012.12247/) (2020)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [Tensor4D : Efficient Neural 4D Decomposition for High-fidelity Dynamic Reconstruction and Rendering](https://mlsanity.com/paper/2211.11610/) (2022)
- [4D-Rotor Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes](https://mlsanity.com/paper/2402.03307/) (2024)
- [SEA-RAFT: Simple, Efficient, Accurate RAFT for Optical Flow](https://mlsanity.com/paper/2405.14793/) (2024)
- [3DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videos](https://mlsanity.com/paper/2403.01444/) (2024)
- [Efficient Neural Radiance Fields for Interactive Free-viewpoint Video](https://mlsanity.com/paper/2112.01517/) (2021)
- [Streaming Radiance Fields for 3D Video Synthesis](https://mlsanity.com/paper/2210.14831/) (2022)
- [NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects](https://mlsanity.com/paper/2303.14435/) (2023)
- [Neural Residual Radiance Fields for Streamably Free-Viewpoint Videos](https://mlsanity.com/paper/2304.04452/) (2023)
- [Fully Explicit Dynamic Gaussian Splatting](https://mlsanity.com/paper/2410.15629/) (2024)
- [MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2410.07707/) (2024)
- [Swift4D:Adaptive divide-and-conquer Gaussian Splatting for compact and efficient reconstruction of dynamic scene](https://mlsanity.com/paper/2503.12307/) (2025)
- [4D Gaussian Splatting with Scale-aware Residual Field and Adaptive Optimization for Real-time Rendering of Temporally Complex Dynamic Scenes](https://mlsanity.com/paper/2412.06299/) (2024)
- [Instant Gaussian Stream: Fast and Generalizable Streaming of Dynamic Scene Reconstruction via Gaussian Splatting](https://mlsanity.com/paper/2503.16979/) (2025)
- [DN-4DGS: Denoised Deformable Network with Temporal-Spatial Aggregation for Dynamic Scene Rendering](https://mlsanity.com/paper/2410.13607/) (2024)
- [4DGC: Rate-Aware 4D Gaussian Compression for Efficient Streamable Free-Viewpoint Video](https://mlsanity.com/paper/2503.18421/) (2025)
- [QUEEN: QUantized Efficient ENcoding of Dynamic Gaussians for Streaming Free-viewpoint Videos](https://mlsanity.com/paper/2412.04469/) (2024)
- [TeTriRF: Temporal Tri-Plane Radiance Fields for Efficient Free-Viewpoint Video](https://mlsanity.com/paper/2312.06713/) (2023)

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

- [QuARC-GS: Quantized Anchored Residual Coding for Compact Dynamic Scene Streaming with Gaussian Splatting](https://mlsanity.com/paper/2608.18285/) (2026)
- [DecoGS: Adaptive Static-Dynamic Decoupling of 3D Gaussians for Free-Viewpoint Video Streaming](https://mlsanity.com/paper/2609.17230/) (2026)

## Abstract (arXiv)

Online reconstruction of dynamic scenes aims to learn from streaming multi-view inputs under low-latency constraints. The fast training and real-time rendering capabilities of 3D Gaussian Splatting have made on-the-fly reconstruction practically feasible, enabling online 4D reconstruction. However, existing online approaches, despite their efficiency and visual quality, fail to learn per-Gaussian motion that reflects true scene dynamics. Without explicit motion cues, appearance and motion are optimized solely under photometric loss, causing per-Gaussian motion to chase pixel residuals rather than true 3D motion. To address this, we propose MoRGS, an efficient online per-Gaussian motion reasoning framework that explicitly models per-Gaussian motion to improve 4D reconstruction quality. Specifically, we leverage optical flow on a sparse set of key views as lightweight motion cues that regularize per-Gaussian motion beyond photometric supervision. To compensate for the sparsity of flow supervision, we learn a per-Gaussian motion offset field that reconciles discrepancies between projected 3D motion and observed flow across views and time. In addition, we introduce a per-Gaussian motion confidence that separates dynamic from static Gaussians and weights Gaussian attribute residual updates, thereby suppressing redundant motion in static regions for better temporal consistency and accelerating the modeling of large motions. Extensive experiments demonstrate that MoRGS achieves state-of-the-art reconstruction quality and motion fidelity among online methods, while maintaining streamable performance.
