Multi4D: High-Fidelity Dynamic Gaussian Splatting via Multi-Level Competitive Allocation
Summary
Multi4D introduces a multi-level competitive allocation framework for dynamic 3D Gaussian splatting that balances motion consistency and visual fidelity, achieving state-of-the-art rendering quality and real-time performance.
View Cached Full Text
Cached at: 06/24/26, 05:49 PM
Paper page - Multi4D: High-Fidelity Dynamic Gaussian Splatting via Multi-Level Competitive Allocation
Source: https://huggingface.co/papers/2606.22197 Published on Jun 20
·
Submitted byhttps://huggingface.co/BatofGo
Rayon Jun 24
Abstract
Multi4D addresses the trade-off between motion consistency and visual fidelity in dynamic 3D Gaussian splatting through a multi-level competitive allocation framework that enables adaptive specialization and efficient representation.
Dynamic 3D Gaussian splattingfaces a fundamental tension betweenmotion consistencyandvisual fidelity.Deformation-based approachespreservetemporal correspondencebut suffer frommotion over-factorization,oversmoothinghigh-frequency dynamics. In contrast,4D-primitive methodscapture fine visual details yet incurtemporal overparameterization, breakingobject identityand leading to severestorage overhead. To resolve this, we introduce Multi4D, a framework for high-fidelity dynamic Gaussian Splatting based onmulti-level competitive allocation. Instead of a monolithic representation, we distribute modeling capacity across three structured levels:static structure,persistent dynamic geometry, andtransient appearance primitives. Through sharedrasterizationandresidual-driven optimization, these levels dynamically compete to explainphotometric error, enablingadaptive specializationwithout pre-assigned decomposition. This allocation preserves long-termmotion consistencywhile capturing fine dynamic detail, achievingstate-of-the-art rendering qualityandreal-time performancewith significantly fewer dynamic primitives. Furthermore, because our representation explicitly tracks compact persistent Gaussians over time, semantic features can be embedded afterward, enabling Multi4D to achieve state-of-the-art4D segmentation accuracywith an order-of-magnitude speedup. Project page: https://batfacewayne.github.io/Multi4D.io/
View arXiv pageView PDFProject pageAdd to collection
Get this paper in your agent:
hf papers read 2606\.22197
Don’t have the latest CLI?curl \-LsSf https://hf\.co/cli/install\.sh \| bash
Models citing this paper0
No model linking this paper
Cite arxiv.org/abs/2606.22197 in a model README.md to link it from this page.
Datasets citing this paper0
No dataset linking this paper
Cite arxiv.org/abs/2606.22197 in a dataset README.md to link it from this page.
Spaces citing this paper0
No Space linking this paper
Cite arxiv.org/abs/2606.22197 in a Space README.md to link it from this page.
Collections including this paper0
No Collection including this paper
Add this paper to acollectionto link it from this page.
Similar Articles
Mobile-4DGS: Unified Static-Dynamic Real-time Mobile Gaussian Splatting
Mobile-4DGS 提出了一个统一的轻量级框架,在资源受限的移动设备上实现高保真、实时的静态与动态高斯溅射渲染。该方法通过压缩外观建模、多视角致密化与剪枝,以及紧凑的显式4D表示(含静态-动态划分与深度顺序复用),显著降低了存储和渲染开销,同时保持了有竞争力的视觉质量。
ATSplat: Compact Feed-forward 3D Gaussian Splatting with Adaptive Token Expansion
ATSplat introduces a feed-forward 3D Gaussian Splatting framework that uses adaptive 3D tokens to allocate primitives based on scene complexity, achieving state-of-the-art rendering quality while reducing the number of Gaussians by over 5.7 times compared to dense methods.
Better Gaussian Splatting in Julia
GaussianSplatting.jl 2.0 release brings multi-GPU backend support via KernelAbstractions.jl, a multithreaded UI, MCMC densification strategy, and depth/geometry supervision for better 3D reconstruction.
GlobalSplat: Efficient Feed-Forward 3D Gaussian Splatting via Global Scene Tokens
GlobalSplat introduces an efficient feed-forward framework for 3D Gaussian splatting that achieves compact and consistent scene reconstruction using global scene tokens, reducing computational overhead and inference time to under 78ms. The method uses a coarse-to-fine training approach to prevent representation bloat while maintaining competitive novel-view synthesis performance with significantly fewer Gaussians (16K) compared to dense baselines.
CompactSplat: Spatially Adaptive Gaussian Distribution for Feedforward Scene Reconstruction
CompactSplat is a feedforward framework that adaptively allocates 3D Gaussians via texture-guided spatial partitioning and hierarchical sampling, improving geometry and texture recovery in sparse-view scene reconstruction while supporting dynamic sparsity control without retraining.