# Amortized Anchor Refinement for Deployable Continuous-Time 4D Gaussian Reconstruction

arXiv: https://arxiv.org/abs/2608.30218 · HTML: https://mlsanity.com/paper/2608.30218/

## 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.

## Builds on (most cited first, 5 of 5)

- [Depth Anything 3: Recovering the Visual Space from Any Views](https://mlsanity.com/paper/2511.10647/) (2025)
- [π3: Permutation-Equivariant Visual Geometry Learning](https://mlsanity.com/paper/2507.13347/) (2025)
- [MapAnything: Universal Feed-Forward Metric 3D Reconstruction](https://mlsanity.com/paper/2509.13414/) (2025)
- [GaussianFlow: Splatting Gaussian Dynamics for 4D Content Creation](https://mlsanity.com/paper/2403.12365/) (2024)
- [MoVieS: Motion-Aware 4D Dynamic View Synthesis in One Second](https://mlsanity.com/paper/2507.10065/) (2025)

## 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.
