Amortized Anchor Refinement for Deployable Continuous-Time 4D Gaussian Reconstruction
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Abstract (arXiv)
Continuous-time 4D reconstruction remains impractical on standalone XR headsets. Per-scene optimization demands deployment-infeasible compute, and lower budgets cause collapse rather than degrade gradually. Feed-forward prediction is fast, but struggle to recover scene-specific detail. We present Amortized Anchor Refinement, which uses a frozen backbone to predict an initial Gaussian representation and a short optimization to specialize it under a fixed compute budget, with a capacity floor preserving representational density. A training-free stage then applies a persistent-homology constraint to prune unstable Gaussians while preserving topologically persistent structures, and streams the resulting trajectories directly as scene flow. On the Stage-Capture benchmark, Amortized Anchor Refinement achieves 24.31±2.22dB, while our deployment experiments demonstrate reconstruction within the target budget on a single consumer GPU and playback on a standalone XR headset.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 5 of its 43 references that are in the map. First posted on arXiv 31 Aug 2026.
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5 of 43 references.
References · 5
- 2025Depth Anything 3: Recovering the Visual Space from Any Viewscited by 692
- 2025π3: Permutation-Equivariant Visual Geometry Learningcited by 319
- 2025MapAnything: Universal Feed-Forward Metric 3D Reconstructioncited by 314
- 2024GaussianFlow: Splatting Gaussian Dynamics for 4D Content Creationcited by 100
- 2025MoVieS: Motion-Aware 4D Dynamic View Synthesis in One Secondcited by 35
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