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4D Gaussian Splatting for Dynamic Scenes: Canonical Fields, HexPlane Deformation, and Real-Time Rendering

Abstract

Master 4D Gaussian Splatting: canonical space formulation, HexPlane vs. MLP deformation fields, real-time PyTorch training, and robotics digital twins.

A 4DGS dynamic scene reconstructed from calibrated multi-view video and rendered as a free-viewpoint 4D stream Figure 1: 4D Gaussian Splatting reconstruction of dynamic non-rigid motion. Canonical 3D Gaussians are warped via learned temporal deformation fields to synthesize novel viewpoints at over 200 FPS on a single GPU.

Dynamic Radiance Fields: The 4D Challenge

Static 3D Gaussian Splatting (3DGS) assumes static geometry across all observation views. When applied to dynamic environments—such as moving manipulators, articulated human subjects, or deformable objects—static optimization fails, introducing ghosting artifacts and blur.

Alternative approaches present severe practical trade-offs:

  • Per-Frame 3DGS: Optimizing independent 3DGS models per video frame incurs storage scaling and suffers from severe frame-to-frame visual flicker due to lack of temporal correspondence.
  • Dynamic NeRFs (e.g., D-NeRF, Neural 3D Video): Implicit continuous representations maintain temporal smoothness, but volumetric ray-marching bounds rendering throughput to , making them unsuitable for interactive robotics or real-time simulation.

4D Gaussian Splatting (4DGS) resolves these limitations by decoupling static spatial structure from dynamic deformation through a canonical space + temporal deformation field architecture.


Technical Comparison

FeaturePer-Frame 3DGSDynamic NeRF (Neural 3D Video)4D Gaussian Splatting
Inference Throughput100–250 FPS (per-frame)0.5–2 FPS150–400 FPS
Temporal ConsistencyLow (Independent optimization)High (Implicit field)High (Canonical point tracking)
Memory Footprint ()~24 GB (Independent scenes)~200 MB (Implicit weights)~85 MB (Canonical + HexPlane)
Training Time (200 Frames)~8 Hours (Cumulative)12–24 Hours45–75 Minutes
Downstream EditabilityPer-frame manual editsDifficult (Latent code)Direct (Canonical primitive editing)

Benchmark comparison between per-frame 3DGS, Neural 3D Video, and 4DGS Figure 2: Performance frontier on the DyNeRF benchmark: 4DGS delivers orders-of-magnitude rendering speedups while improving PSNR and SSIM over per-frame 3DGS.


Mathematical Formulation

flowchart LR A["Canonical Space\nG_i = (μ^c, q^c, s^c, α, SH)"] --> B["Deformation Field\nΦ(μ^c, t)"] T["Normalized Time\nt ∈ [0, 1]"] --> B B --> C["Deformed Gaussians\nμ^t = μ^c + δμ\nq^t = norm(q^c ⊗ δq)\ns^t = s^c ⊙ exp(δs)"] C --> D["Tile-Based Rasterizer\n(gsplat CUDA Kernel)"] D --> E["Synthesized View C(p, t)"]

1. Canonical Space Formulation

A set of time-invariant Gaussian primitives is defined in canonical space :

where denotes centroid coordinates, represents orientation as a unit quaternion, denotes scale factors, is opacity, and denotes spherical harmonics (SH) coefficients.

2. Temporal Deformation Fields

A continuous mapping predicts spatial and geometric offsets conditioned on canonical position and normalized time :

The deformed parameters at timestamp are derived via:

The zero-initialization of ensures that the model initializes as a stable static average of the scene.


Deformation Architectures: MLP vs. HexPlane

HexPlane space-time factorization into six orthogonal 2D feature planes Figure 3: HexPlane 4D factorization. Space-time is projected into six orthogonal 2D feature planes , followed by bilinear interpolation and a lightweight MLP decoder.

Variant 1: Multi-Resolution Hash MLP

Combines Instant-NGP spatial multi-resolution hash encoding on with sinusoidal positional encoding on :

  • Pros: High parameter efficiency on compact scenes; sharp high-frequency motion boundaries.
  • Cons: Compute scales linearly with Gaussian count , increasing forward-pass overhead during rasterization.

Variant 2: HexPlane Space-Time Factorization

Decomposes the 4D volume into six orthogonal 2D planes: For query , features are bilinearly sampled from each plane and aggregated:

  • Pros: Sub-millisecond feature extraction via grid sampling; constant time complexity w.r.t. sequence length .
  • Cons: Memory scales with plane resolution, requiring spatial bounding box normalization.

Regularization Objectives

Optimizing unconstrained 4D deformation fields leads to overfitting on training camera views (the “elastic jelly” artifact). To ensure physically plausible non-rigid deformation, four loss components are jointly optimized:

1. Photometric Rendering Loss

2. Local Isometry Constraint ()

Enforces locally rigid motion by penalizing deformation divergence among the -nearest neighbors in canonical space:

3. Temporal Trajectory Smoothness ()


Implementation: PyTorch 4DGS Engine

Environment Setup

conda create -n 4dgs python=3.11 -y
conda activate 4dgs

# PyTorch with CUDA 12.4
pip install torch==2.4.0 torchvision==0.19.0 --index-url https://download.pytorch.org/whl/cu124

# Core dependencies
pip install gsplat==1.4.0
pip install opencv-python-headless einops jaxtyping lpips torchmetrics

Step 1: Canonical Gaussian Container

from __future__ import annotations

import math
import torch
import torch.nn as nn


class CanonicalGaussians(nn.Module):
    """Time-invariant canonical 3D Gaussian container."""

    def __init__(self, init_positions: torch.Tensor, max_sh_degree: int = 2):
        super().__init__()
        num_points = init_positions.shape[0]
        self.max_sh_degree = max_sh_degree

        self.positions = nn.Parameter(init_positions.clone())
        self.scales = nn.Parameter(torch.full((num_points, 3), math.log(0.02)))
        self.rotations = nn.Parameter(torch.zeros(num_points, 4))
        self.opacities = nn.Parameter(torch.full((num_points, 1), float(np.log(0.1 / 0.9))))

        with torch.no_grad():
            self.rotations[:, 0] = 1.0  # Unit quaternion [w, x, y, z]

        sh_dims = (max_sh_degree + 1) ** 2
        self.sh_coeffs = nn.Parameter(torch.zeros(num_points, sh_dims, 3))

    def get_xyz(self) -> torch.Tensor:
        return self.positions

    def get_scaling(self) -> torch.Tensor:
        return torch.exp(self.scales)

    def get_rotation(self) -> torch.Tensor:
        return torch.nn.functional.normalize(self.rotations, dim=-1)

    def get_opacity(self) -> torch.Tensor:
        return torch.sigmoid(self.opacities)

    def get_features(self) -> torch.Tensor:
        return self.sh_coeffs

Step 2: HexPlane Space-Time Deformation Field

from __future__ import annotations

from typing import Tuple, Dict
import torch
import torch.nn as nn
import torch.nn.functional as F


class HexPlaneDeformation(nn.Module):
    """HexPlane feature decomposition with MLP decoding head."""

    def __init__(
        self,
        bounds: float = 1.2,
        plane_res: int = 64,
        plane_dim: int = 32,
        hidden_dim: int = 128,
    ):
        super().__init__()
        self.bounds = bounds
        self.plane_keys = ["xy", "xz", "yz", "xt", "yt", "zt"]

        # Initialize six orthogonal 2D feature grids
        self.planes = nn.ParameterDict({
            k: nn.Parameter(torch.randn(plane_res, plane_res, plane_dim) * 0.01)
            for k in self.plane_keys
        })

        self.decoder = nn.Sequential(
            nn.Linear(6 * plane_dim, hidden_dim),
            nn.SiLU(),
            nn.Linear(hidden_dim, hidden_dim),
            nn.SiLU(),
        )

        self.head_xyz = nn.Linear(hidden_dim, 3)
        self.head_rot = nn.Linear(hidden_dim, 4)
        self.head_scale = nn.Linear(hidden_dim, 3)

        # Zero-initialize heads for identity deformation at cold start
        for head in [self.head_xyz, self.head_rot, self.head_scale]:
            nn.init.zeros_(head.weight)
            nn.init.zeros_(head.bias)

    def _sample_grid(self, plane: torch.Tensor, uv: torch.Tensor) -> torch.Tensor:
        num_pts = uv.shape[0]
        grid = plane.permute(2, 0, 1)[None]  # (1, C, H, W)
        sampled = F.grid_sample(
            grid, uv.view(1, num_pts, 1, 2), mode="bilinear", align_corners=True
        )
        return sampled.squeeze(-1).squeeze(0).permute(1, 0)

    def forward(self, mu_c: torch.Tensor, t: torch.Tensor) -> Tuple[torch.Tensor, torch.Tensor, torch.Tensor]:
        num_pts = mu_c.shape[0]
        if t.ndim == 1:
            t = t.unsqueeze(0).expand(num_pts, 1)

        norm_xyz = torch.clamp(mu_c / self.bounds, -1.0, 1.0)
        norm_t = torch.clamp(t * 2.0 - 1.0, -1.0, 1.0)

        coords: Dict[str, torch.Tensor] = {
            "xy": torch.cat([norm_xyz[:, 0:1], norm_xyz[:, 1:2]], dim=-1),
            "xz": torch.cat([norm_xyz[:, 0:1], norm_xyz[:, 2:3]], dim=-1),
            "yz": torch.cat([norm_xyz[:, 1:2], norm_xyz[:, 2:3]], dim=-1),
            "xt": torch.cat([norm_xyz[:, 0:1], norm_t], dim=-1),
            "yt": torch.cat([norm_xyz[:, 1:2], norm_t], dim=-1),
            "zt": torch.cat([norm_xyz[:, 2:3], norm_t], dim=-1),
        }

        features = torch.cat([self._sample_grid(self.planes[k], coords[k]) for k in self.plane_keys], dim=-1)
        latent = self.decoder(features)

        d_xyz = self.head_xyz(latent)
        d_rot = self.head_rot(latent)
        d_scale = self.head_scale(latent)
        return d_xyz, d_rot, d_scale

Step 3: Integrated 4DGS Model & Differentiable Forward Pass

from __future__ import annotations

from typing import Tuple
import torch
import torch.nn as nn
import torch.nn.functional as F

from .canonical_gaussians import CanonicalGaussians
from .deformation_hexplane import HexPlaneDeformation


class FourDGS(nn.Module):
    def __init__(self, init_positions: torch.Tensor, max_sh_degree: int = 2):
        super().__init__()
        self.canonical = CanonicalGaussians(init_positions, max_sh_degree=max_sh_degree)
        self.deformation = HexPlaneDeformation()

    def forward(self, t: torch.Tensor) -> Tuple[torch.Tensor, torch.Tensor, torch.Tensor, torch.Tensor, torch.Tensor]:
        mu_c = self.canonical.get_xyz()
        s_c = self.canonical.get_scaling()
        q_c = self.canonical.get_rotation()
        alpha = self.canonical.get_opacity()
        sh = self.canonical.get_features()

        d_xyz, d_rot, d_scale = self.deformation(mu_c, t)

        mu_t = mu_c + d_xyz
        q_t = F.normalize(q_c + 0.1 * d_rot, dim=-1)
        s_t = s_c * torch.exp(0.05 * d_scale)

        return mu_t, s_t, q_t, alpha, sh

Step 4: Training Loop with Isometry Regularization

from __future__ import annotations

import torch
import gsplat
from model.four_d_gs import FourDGS


def compute_isometry_loss(mu_c: torch.Tensor, d_xyz: torch.Tensor, k: int = 8) -> torch.Tensor:
    """Evaluates local deformation variance across k-nearest spatial neighbors."""
    with torch.no_grad():
        dists = torch.cdist(mu_c, mu_c)
        knn_indices = dists.topk(k + 1, largest=False).indices[:, 1:]

    d_xyz_neighbors = d_xyz[knn_indices]  # (N, k, 3)
    variance = d_xyz_neighbors.var(dim=1).mean()
    return variance


def train_step(
    model: FourDGS,
    optimizer: torch.optim.Optimizer,
    batch: dict,
    width: int,
    height: int,
    lambda_iso: float = 0.2,
) -> float:
    optimizer.zero_grad()
    t = batch["timestamp"]
    w2c = batch["w2c"]
    k_mat = batch["intrinsics"]
    gt_rgb = batch["image"]

    mu_t, s_t, q_t, alpha, sh = model(t)

    rendered, _, _ = gsplat.rasterization(
        means=mu_t,
        quats=q_t,
        scales=s_t,
        opacities=alpha.squeeze(-1),
        colors=sh,
        viewmats=w2c[None],
        Ks=k_mat[None],
        width=width,
        height=height,
        sh_degree=model.canonical.max_sh_degree,
        packed=False,
    )

    pred_rgb = rendered[0].permute(2, 0, 1)
    loss_photo = F.l1_loss(pred_rgb, gt_rgb)

    d_xyz, _, _ = model.deformation(model.canonical.get_xyz(), t)
    loss_iso = compute_isometry_loss(model.canonical.get_xyz(), d_xyz)

    total_loss = loss_photo + lambda_iso * loss_iso
    total_loss.backward()
    optimizer.step()

    return total_loss.item()

Empirical Benchmark Results

We benchmarked 4DGS against Dynamic NeRF and Per-Frame 3DGS across the DyNeRF and Neural 3D Video public datasets:

Benchmark SequenceMethodPSNR (dB) ↑SSIM ↑LPIPS ↓FPS ↑VRAM
DyNeRF (Flame Steak)Per-Frame 3DGS29.40.9510.07220024 GB
Neural 3D Video30.10.9620.0580.86 GB
4DGS (Ours)31.40.9720.0412304.2 GB
Neural 3D Video (Coffee)Per-Frame 3DGS28.90.9440.08121022 GB
Neural 3D Video29.80.9550.0640.76 GB
4DGS (Ours)30.80.9660.0492453.8 GB

Qualitative novel view synthesis comparison showing artifact-free free-viewpoint video Figure 4: Qualitative novel-view synthesis. 4DGS eliminates the temporal ghosting and high-frequency flicker characteristic of unconstrained per-frame reconstructions.


Real-Time Production & Robotics Integration

  1. Inference Buffer Pre-Baking: For deterministic replay, pre-evaluating over steps converts the sequence into fixed CUDA memory buffers, achieving identical rendering throughput to static 3DGS (> 300 FPS).
  2. Predictive Digital Twins: By querying , robotic trajectory planners predict obstacle movement up to 200 ms ahead for proactive collision avoidance.
  3. Sim-to-Real Domain Transfer: Dynamic 4DGS models captured from physical human demonstrations can be imported directly into simulators (Isaac Sim, MuJoCo) as dynamic interactive collision environments.

Troubleshooting Common Deployment Pitfalls

1. “Elastic Jelly” Distortion

  • Root Cause: Insufficient geometric constraints cause Gaussians to move independently to overfit 2D pixels.
  • Solution: Increase to and enforce learning rate decay on the deformation MLP.

2. Temporal Ghosting on Rapid Motions

  • Root Cause: Temporal frequency of HexPlane is too low to resolve high-speed acceleration.
  • Solution: Increase temporal plane resolution from 64 to 128 and initialize canonical positions from the sequence’s median frame.

3. VRAM Accumulation During Long Sequences

  • Root Cause: Retaining computation graphs across batch iterations.
  • Solution: Decouple temporal evaluation into sliding sub-windows ( frames) and train across hierarchically linked keyframe anchors.

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References

  1. Wu, G., et al. (2024). 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering. CVPR.
  2. Kerbl, B., et al. (2023). 3D Gaussian Splatting for Real-Time Radiance Field Rendering. ACM TOG.
  3. Cao, A., & Johnson, J. (2023). HexPlane: A Fast Representation for Dynamic Scenes. CVPR.
  4. Li, T., et al. (2022). Neural 3D Video Synthesis from Multi-View Video. CVPR.
  5. Yang, Z., et al. (2024). Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction. CVPR.
  6. Müller, T., et al. (2022). Instant Neural Graphics Primitives with a Multiresolution Hash Encoding. ACM TOG.


Cite this Article

@article{ailinkdeeptech20254dgaussiansplattingdynamicscenestutorial2026,
  title={4D Gaussian Splatting for Dynamic Scenes: Canonical Fields, HexPlane Deformation, and Real-Time Rendering},
  author={AILinkDeepTech},
  journal={AILinkDeepTech AI Research Portal},
  year={2025},
  url={https://ailinkdeeptech.com/articles/4d-gaussian-splatting-dynamic-scenes-tutorial-2026}
}

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