MEGA: Memory-Efficient 4D Gaussian Splatting for Dynamic Scenes
Xinjie Zhang, Zhening Liu, Yifan Zhang, Xingtong Ge, Dailan He, Tongda Xu, Yan Wang, Zehong Lin, Shuicheng Yan, Jun Zhang

TL;DR
This paper presents MEGA, a memory-efficient 4D Gaussian Splatting framework that significantly reduces memory usage while maintaining high-quality dynamic scene rendering, enabling practical large-scale 3D scene capture.
Contribution
It introduces a novel memory-efficient 4D Gaussian representation and entropy-based deformation technique, reducing storage costs by over 190 times compared to prior methods.
Findings
Achieves approximately 190× and 125× storage reduction on two datasets.
Maintains comparable rendering speed and scene quality.
Sets a new standard in memory-efficient dynamic scene representation.
Abstract
4D Gaussian Splatting (4DGS) has recently emerged as a promising technique for capturing complex dynamic 3D scenes with high fidelity. It utilizes a 4D Gaussian representation and a GPU-friendly rasterizer, enabling rapid rendering speeds. Despite its advantages, 4DGS faces significant challenges, notably the requirement of millions of 4D Gaussians, each with extensive associated attributes, leading to substantial memory and storage cost. This paper introduces a memory-efficient framework for 4DGS. We streamline the color attribute by decomposing it into a per-Gaussian direct color component with only 3 parameters and a shared lightweight alternating current color predictor. This approach eliminates the need for spherical harmonics coefficients, which typically involve up to 144 parameters in classic 4DGS, thereby creating a memory-efficient 4D Gaussian representation. Furthermore, we…
Peer Reviews
Decision·ICLR 2025 Conference Withdrawn Submission
- The view-adaptive Gaussian deformation leads to a significant reduction in the number of Gaussians while preserving the high rendering quality of 4D scenes. - Also, the authors demonstrate the effectiveness of DAC color representation that encodes the time-aware color using DC components and AC components. - The opacity regularization further reduces the number of less-contributing Gaussians.
- The proposed Gaussian deformation would require a large computation for the 4D Gaussian deformation stage, computation with MLPs that encode much information, for each rendering view and each timestamp. Thus, the rendering speed comparison with a similar number of Gaussian settings of the original 4DGS could help understand the additional computation costs for the proposed deformation design. - In Table 3, the most critical storage reduction comes from the opacity regularization, which has alr
The paper effectively exploits the fact that a large portion of memory is dedicated to color representations and uses MLPs to generate view dependent colors. In addition, the paper found that many Gaussians are underutilized in the 4D Gaussian Splatting framework and proposed a method to overcome the issue.
Separating view-dependent and view-independent components has long been a common practice in computer graphics. While the attempt to associate this concept with Direct and Alternating Currents (DC and AC) is interesting, the connection between DC/AC and color separation is not clear in the paper. Providing a clear explanation of why this terminology is used for color separation would highlight the authors' intention. In line 131, the paper states that this method is the first memory-efficient f
1. The paper's novel approach to reducing memory and computational overhead in dynamic scene rendering is innovative. 2. The paper demonstrates substantial improvements in memory usage and processing speed without compromising the quality of scene representation. 3. Its motivation is well stated and the paper is logical.
1. The paper could benefit from a more detailed discussion of the potential limitations or scenarios where the approach may not perform optimally. 2. The modifications to the spherical harmonics functions in the model may adversely affect the rendering quality of scenes with metallic surfaces and complex lighting conditions. This could limit the method's effectiveness in accurately representing such materials and lighting scenarios.
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Taxonomy
TopicsVideo Surveillance and Tracking Methods · Remote Sensing and LiDAR Applications · Robotics and Sensor-Based Localization
