FAST-GS: Frequency Aware Space-time Gaussian Splatting for Photorealistic Dynamic Novel View Synthesis
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Abstract (arXiv)
4D Gaussian Splatting (4DGS) excels in dynamic 3D reconstruction and real-time novel view synthesis via efficient 4D Gaussian representations and parallelizable rendering. However, existing 4DGS approaches rely on a single polynomial to model motion, which limits performance in complex dynamic scenes where high-frequency motion components are prevalent, and fails to ensure long-term stability due to cumulative trajectory drift. To address these issues, we propose a Fourier Motion Modeling module: this paradigm decomposes motion into frequency-based sinusoidal components, capturing both low-frequency global trajectories and high-frequency local details to model complex motion patterns accurately. It retains the real-time rendering capability of 4DGS while improving complex motion fitting and long-term coherence. Additionally, we integrate a motion-aware regularization strategy into the loss function: it uses frequency-dependent weights to suppress high-frequency jitter while preserving low-frequency motion coherence. Extensive experiments on N3V and Google Immersive datasets from multiple scenarios demonstrate the effectiveness of our method.
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References · 9
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2023Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splattingcited by 476
- 2021DONeRF: Towards Real-Time Rendering of Compact Neural Radiance Fields using Depth Oracle Networkscited by 232
- 20244D-Rotor Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenescited by 189
- 2024Fully Explicit Dynamic Gaussian Splattingcited by 76
- 2024MEGA: Memory-Efficient 4D Gaussian Splatting for Dynamic Scenescited by 47
- 2021NeuLF: Efficient Novel View Synthesis with Neural 4D Light Fieldcited by 33
- 20251000+ FPS 4D Gaussian Splatting for Dynamic Scene Renderingcited by 13
- 2025Hybrid 3D-4D Gaussian Splatting for Fast Dynamic Scene Representationcited by 13
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