4D Gaussian Splatting as a Learned Dynamical System
Arnold Caleb Asiimwe, Carl Vondrick

TL;DR
EvoGS reinterprets 4D Gaussian Splatting as a continuous-time neural dynamical system, enabling efficient learning, temporal extrapolation, and controllable scene synthesis for dynamic scenes.
Contribution
It introduces EvoGS, a novel approach modeling scene motion as a learned dynamical system, surpassing deformation-based methods in coherence and flexibility.
Findings
Better motion coherence and temporal consistency than deformation baselines
Enables real-time rendering of dynamic scenes
Supports temporal extrapolation and localized dynamics injection
Abstract
We reinterpret 4D Gaussian Splatting as a continuous-time dynamical system, where scene motion arises from integrating a learned neural dynamical field rather than applying per-frame deformations. This formulation, which we call EvoGS, treats the Gaussian representation as an evolving physical system whose state evolves continuously under a learned motion law. This unlocks capabilities absent in deformation-based approaches:(1) sample-efficient learning from sparse temporal supervision by modeling the underlying motion law; (2) temporal extrapolation enabling forward and backward prediction beyond observed time ranges; and (3) compositional dynamics that allow localized dynamics injection for controllable scene synthesis. Experiments on dynamic scene benchmarks show that EvoGS achieves better motion coherence and temporal consistency compared to deformation-field baselines while…
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Taxonomy
Topics3D Shape Modeling and Analysis · Generative Adversarial Networks and Image Synthesis · Advanced Vision and Imaging
