3D 视觉与重建 · CVPR2026 ·2026.06.03

RetimeGS:4D 高斯泼溅的连续时间重建

RetimeGS: Continuous-Time Reconstruction of 4D Gaussian Splatting

Xuezhen Wang、Li Ma、Yulin Shen、Zeyu Wang、Pedro V. Sander

与你有关的部分

把 4DGS 的时序混叠问题显式建模为高斯的时间行为定义,并用光流引导初始化与三重渲染监督来约束连续时刻的一致性;做动态场景重建或新视角合成时,可直接借用这套连续时间监督策略来消除插帧鬼影。

原文依据 we identify this limitation as a form of temporal aliasing and propose RetimeGS
可迁移到 动态场景新视角合成4D 重建视频插帧

摘要译文

由模型翻译 · 术语统一 · 请对照原文核对关键结论

时序重定时,即在任意时间戳上重建并渲染动态场景的能力,对慢动作回放、时序编辑和后期制作等应用至关重要。然而,现有大多数 4D 高斯泼溅(4DGS)方法在离散帧索引上过拟合,却难以表示连续时间帧,导致在时间戳之间插值时出现鬼影伪影。我们将这一局限识别为一种时序混叠,并提出 RetimeGS——一种简单而有效的 4DGS 表示,它显式定义 3D 高斯的时间行为,从而缓解时序混叠。为实现平滑且一致的插值,我们引入了光流引导的初始化与监督、三重渲染监督以及其他针对性策略。这些组件共同作用,使得即便在大幅运动下也能实现无鬼影、时序连贯的渲染。在包含快速运动、非刚性形变和严重遮挡的数据集上的实验表明,RetimeGS 在质量和连贯性上均优于最优方法。

英文原文摘要 1095 字符

Temporal retiming, the ability to reconstruct and render dynamic scenes at arbitrary timestamps, is crucial for applications such as slow-motion playback, temporal editing, and post-production. However, most existing 4D Gaussian Splatting (4DGS) methods overfit at discrete frame indices but struggle to represent continuous-time frames, leading to ghosting artifacts when interpolating between timestamps. We identify this limitation as a form of temporal aliasing and propose RetimeGS, a simple yet effective 4DGS representation that explicitly defines the temporal behavior of the 3D Gaussian and mitigates temporal aliasing. To achieve smooth and consistent interpolation, we incorporate optical flow-guided initialization and supervision, triple-rendering supervision, and other targeted strategies. Together, these components enable ghost-free, temporally coherent rendering even under large motions. Experiments on datasets featuring fast motion, non-rigid deformation, and severe occlusions demonstrate that RetimeGS achieves superior quality and coherence over state-of-the-art methods.

标签

会议 CVPR2026
页码 7340-7350
Bibkey
来源 CVF Open Access