title: 1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering
summary: 4D Gaussian Splatting (4DGS) has recently gained considerable attention as a
  method for reconstructing dynamic scenes. Despite achieving superior quality,
  4DGS typically requires substantial storage and suffers from slow rendering
  speed. In this work, we delve into these issues and identify two key sources of
  temporal redundancy. (Q1) Short-Lifespan Gaussians: 4DGS uses a large
  portion of Gaussians with short temporal span to represent scene dynamics,
  leading to an excessive number of Gaussians. (Q2) Inactive Gaussians:
  When rendering, only a small subset of Gaussians contributes to each frame.
  Despite this, all Gaussians are processed during rasterization, resulting in
  redundant computation overhead. To address these redundancies, we present
  4DGS-1K, which runs at over 1000 FPS on modern GPUs. For Q1, we
  introduce the Spatial-Temporal Variation Score, a new pruning criterion that
  effectively removes short-lifespan Gaussians while encouraging 4DGS to capture
  scene dynamics using Gaussians with longer temporal spans. For Q2, we store a
  mask for active Gaussians across consecutive frames, significantly reducing
  redundant computations in rendering. Compared to vanilla 4DGS, our method
  achieves a 41times reduction in storage and 9times faster rasterization
  speed on complex dynamic scenes, while maintaining comparable visual quality.
  Please see our project page at https://4DGS-1K.github.io.
paper_authors._id: 67dcd5da7f5c5665205b11c0
paper_authors.name: Yuheng Yuan
paper_authors.status: claimed_verified
paper_authors.statusLastChangedAt: 2025-03-21T11:40:54.364Z
paper_authors._id: 67ac56c90f861b63617d153d
paper_authors.avatarUrl: /avatars/96f5e60031fe4fe677159dccfecaa65c.svg
paper_authors.fullname: Yuan Yuheng
paper_authors.type: user
paper_authors.user: nopyyh
paper_authors._id: 67dcd5da7f5c5665205b11c1
paper_authors.name: Qiuhong Shen
paper_authors._id: 67dcd5da7f5c5665205b11c2
paper_authors.name: Xingyi Yang
paper_authors.status: claimed_verified
paper_authors.statusLastChangedAt: 2025-06-05T07:29:40.544Z
paper_authors._id: 634cfebc350bcee9bed20a4d
paper_authors.avatarUrl: https://cdn-avatars.huggingface.co/v1/production/uploads/634cfebc350bcee9bed20a4d/fN47nN5rhw-HJaFLBZWQy.png
paper_authors.fullname: Xingyi Yang
paper_authors.type: user
paper_authors.user: adamdad
paper_authors._id: 67dcd5da7f5c5665205b11c3
paper_authors.name: Xinchao Wang
paper_title: 1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering
paper_summary: 4D Gaussian Splatting (4DGS) has recently gained considerable attention as a
  method for reconstructing dynamic scenes. Despite achieving superior quality,
  4DGS typically requires substantial storage and suffers from slow rendering
  speed. In this work, we delve into these issues and identify two key sources of
  temporal redundancy. (Q1) Short-Lifespan Gaussians: 4DGS uses a large
  portion of Gaussians with short temporal span to represent scene dynamics,
  leading to an excessive number of Gaussians. (Q2) Inactive Gaussians:
  When rendering, only a small subset of Gaussians contributes to each frame.
  Despite this, all Gaussians are processed during rasterization, resulting in
  redundant computation overhead. To address these redundancies, we present
  4DGS-1K, which runs at over 1000 FPS on modern GPUs. For Q1, we
  introduce the Spatial-Temporal Variation Score, a new pruning criterion that
  effectively removes short-lifespan Gaussians while encouraging 4DGS to capture
  scene dynamics using Gaussians with longer temporal spans. For Q2, we store a
  mask for active Gaussians across consecutive frames, significantly reducing
  redundant computations in rendering. Compared to vanilla 4DGS, our method
  achieves a 41times reduction in storage and 9times faster rasterization
  speed on complex dynamic scenes, while maintaining comparable visual quality.
  Please see our project page at https://4DGS-1K.github.io.
paper_ai_summary: 4DGS-1K improves the rendering speed and storage efficiency of 4D Gaussian Splatting by reducing short-lifespan and inactive Gaussians.
paper_ai_keywords: 4D Gaussian Splatting 4DGS Spatial-Temporal Variation Score Gaussian pruning rasterization dynamic scenes visual quality