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Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis
Jonathon Luiten, Georgios Kopanas, Bastian Leibe, Deva Ramanan
TL;DR
Persistent dynamic 3D scene modeling aims to represent scene elements over time for applications such as robotics, augmented reality, and self-driving. This paper optimizes moving, rotating 3D Gaussians with persistent appearance and local-rigidity constraints, reporting 1.57 normalized-pixel error on 2D tracking metrics—10x better than previous state-of-the-art—and a 1.3 PSNR gain over 3GS-O.
Problem
Persistent dynamic 3D world modeling is an important goal for metric reconstruction of scene elements over time and applications such as robotics, augmented reality, and self-driving.
Source: §1 · p. 1Method
The method optimizes moving, rotating 3D Gaussians with persistent color, opacity, and size, using local-rigidity constraints to maintain temporal consistency and corresponding scene points.
Source: §3 · pp. 3, 5Results
Takeaways & Limitations
The representation supports dynamic-scene editing by combining components from different scenes and backgrounds and propagating edits across frames.
Source: §4 · p. 9The method tracks only scene parts visible in the initial frame, cannot reconstruct newly entering objects, and requires multiple cameras rather than monocular video.
Source: §5 · p. 9
Abstract
from arXiv · showhide
We present a method that simultaneously addresses the tasks of dynamic scene novel-view synthesis and six degree-of-freedom (6-DOF) tracking of all dense scene elements. We follow an analysis-by-synthesis framework, inspired by recent work that models scenes as a collection of 3D Gaussians which are optimized to reconstruct input images via differentiable rendering. To model dynamic scenes, we allow Gaussians to move and rotate over time while enforcing that they have persistent color, opacity, and size. By regularizing Gaussians' motion and rotation with local-rigidity constraints, we show that our Dynamic 3D Gaussians correctly model the same area of physical space over time, including the rotation of that space. Dense 6-DOF tracking and dynamic reconstruction emerges naturally from persistent dynamic view synthesis, without requiring any correspondence or flow as input. We demonstrate a large number of downstream applications enabled by our representation, including first-person view synthesis, dynamic compositional scene synthesis, and 4D video editing.
1. Introduction
Dynamic 3D Gaussians jointly model dynamic scenes for novel-view synthesis and dense long-term 6-DOF tracking. They use a persistent particle representation optimized to match images across time and viewpoints.
1. Introduction
- Persistent dynamic world models could support metric scene reconstruction for robotics, augmented reality, and self-driving, as well as controllable editable 3D content, but prior methods had not combined photorealistic arbitrary-scene reconstruction, accurate tracking, appealing novel views, fast training, and real-time rendering.The paper frames scalability to high-resolution imagery as an important requirement.Source: §1 · p. 1
- The method extends 3D Gaussian Splatting [17] from static to dynamic scenes, optimizing a persistent 3D representation against images from multiple timesteps and cameras so tracking emerges from scene modeling.Differentiable splatting-based rendering supports image reconstruction optimization, while spatial-consistency priors encourage physically plausible motion.Source: §1 · p. 2
- Each Gaussian retains its number, color, opacity, and size over time while its position and orientation vary, with local rigidity, rotational-similarity, and long-term local-isometry priors regularizing motion.The priors encourage neighborhoods to move approximately rigidly between timesteps and nearby particles to remain close over time.Source: §1 · p. 2
- Unlike Eulerian fixed-grid approaches and prior point-based representations [1], Dynamic 3D Gaussians use oriented Lagrangian particles with richer physical priors to reconstruct all 3D points' 6-DOF motion.The representation directly tracks both position and rotation.Source: §1 · p. 2
- On CMU Panoptic Studio, the method reaches 28.7 PSNR at 850 FPS, 2.21cm average 3D tracking error, and 1.57 normalized-pixel error, 10x better than prior state-of-the-art.It trains on 150 timesteps with 27 training cameras per timestep in 2 hours on one RTX 3090 GPU, and tracks each 3D point's rotation.Source: §1 · p. 2
- Tracking arises from rendering per-frame images without optical flow, pose skeletons, or other correspondence input, enabling scene edits across time, dynamic object addition or removal, and cameras that follow scene elements.The method's fast rendering and training also support real-time applications.Source: §1 · p. 2
2. Related Work
The section positions the work as a unified multi-camera analysis-by-synthesis approach to dynamic novel-view synthesis, long-term point tracking, and dynamic reconstruction. It contrasts prior methods by their correspondence capabilities, representation limits, and input requirements.
Dynamic Novel-View Synthesis
- Prior dynamic-NeRF methods use per-timestep or Eulerian-grid [5] [10] [36] representations without correspondence, while canonical-warp methods [8] [21] [22] [28] [32] [40] provide backward but not default forward mappings.Some canonical warps use invertible skinning [35] or reversible networks [40], but dependence on one canonical view restricts dynamic representation.Source: §2 · pp. 2–3
- Template-guided methods [20] constrain scenes to predefined motion models and require prior scene knowledge, whereas point-based methods [1] offer potential for correspondence through their Lagrangian representation.The paper notes that point-based rendering has underperformed MLP- and grid-based approaches [25].Source: §2 · p. 3
- The authors describe their method as the first dynamic Gaussian reconstruction, building on static 3D Gaussian splatting [17] and using Gaussian rotation to model full 6-DOF motion and support local-rigidity losses.They note that earlier Gaussian view-synthesis work [17] [18] addressed static scenes.Source: §2 · p. 3
Long-Term Point Tracking
- Unlike OmniMotion [40], which uses monocular video, pseudo-3D tracks, and dense pairwise optical-flow targets, this method uses multi-camera metric 3D and no correspondence input.Prior long-term dense trackers [6] [7] [12] [16] are generally trained on datasets of ground-truth point tracks; traditional tracking often targets objects or only two-frame point correspondences.Source: §2 · p. 3
Dynamic Reconstruction
- Other dynamic-reconstruction approaches may require accurate depth cameras, ground-truth object point clouds [31], or domain-specific scenes [23], while uses 480 cameras and precomputed optical flow.The paper evaluates multi-camera 3D tracking using Panoptic Studio data with 27 cameras.Source: §2 · p. 3
3. Method
Dynamic 3D Gaussians reconstruct scenes online from multiview images using differentiable rendering and temporally persistent representations. Local physical priors make dense 6-DOF tracking emerge from the reconstruction, without correspondence or flow input.
Overview
- Each timestep is optimized from multiview images, initialized from the previous representation, with only motion parameters updated after the first timestep.The first timestep optimizes all Gaussian properties; subsequent timesteps are reconstructed online by gradient-based optimization through a differentiable renderer.Source: §3 · p. 3
Dynamic 3D Gaussians
- Each Gaussian has time-varying center and rotation but persistent size, color, opacity, and background, enabling dense non-rigid 6-DOF tracking of physical scene elements.Experiments use 200–300k Gaussians, usually with 30–100k outside the static background; view-dependent color is disabled for simplicity.Source: §3 · p. 4
Differentiable Rendering via Gaussian 3D Splatting
- The renderer projects 3D Gaussians into 2D, sorts them by depth, and combines their colors through front-to-back volume rendering with occlusion-aware transmittance.It extends the differentiable 3D Gaussian renderer [17] to dynamic scenes; its implementation renders at up to 850 FPS on the scenes described.Source: §3 · pp. 4–5
Physically-Based Priors
- Short-term local-rigidity and rotation-similarity losses constrain neighboring Gaussians, while long-term local isometry limits drift without preventing global non-rigid motion.Rigidity uses 20 nearest neighbors and a locally weighted constraint; rigidity and rotation losses span adjacent timesteps, while isometry preserves longer-term pairwise distances.Source: §3 · pp. 5–6
Optimization Details
- After first-frame initialization, the method fixes Gaussian size, color, opacity, and background logits, then optimizes position and rotation at each timestep.Depth samples initialize the first-frame point cloud but are not used during optimization; foreground masks address shirt-background confusion, and background points are constrained to remain static.Source: §3 · p. 6
Tracking with Dynamic 3D Gaussians
- Dense 3D correspondences follow the coordinate system of the Gaussian with greatest influence, or the static background when no Gaussian exceeds the influence threshold.For pixels, the method renders depth, unprojects to 3D, tracks the most influential Gaussian, and projects the result into another camera or timestep.Source: §3 · p. 6
4. Experiments
The experiments evaluate dynamic view synthesis and 2D/3D tracking on PanopticSports, and view synthesis on Particle-NeRF. They also test component ablations and demonstrate editing and augmented-reality applications.
Dataset Preparation and Evaluation Metrics
- PanopticSports comprises six evaluated 150-frame sequences, with 27 training and four test cameras; tracking evaluation uses 21 3D trajectories and 371 2D tracks.Novel-view synthesis is evaluated on the four held-out cameras across all timesteps; 3D tracking metrics adapt 2D metrics to centimeter thresholds.Source: §4 · pp. 6–7
PanopticSports Results
- On PanopticSports, Dynamic 3D Gaussians achieves 28.7 PSNR and beats 3GS-O on PSNR and SSIM, with slightly worse LPIPS across scenes.The authors attribute the gains to correctly modelling temporal consistency in the dynamic scene.Source: Table 1 · p. 7, §4 · p. 8
- 3D tracking achieves 2.21cm median trajectory error, 100% survival, and 71.4 accuracy; 2D tracking achieves 1.57-pixel error, 78.4 accuracy, and 100% survival, versus PIPs’ 15.7, 39.6, and 79%.No further 3D tracking methods were available for comparison; the PIPs comparison is not fully fair because the methods have different training data and camera access.Source: §4 · p. 8
Particle-NeRF Dataset Results
- On Particle-NeRF’s simpler synthetic scenes, the method achieves almost perfect PSNR, SSIM, and LPIPS scores.Training was limited to no more wall-clock time per timestep than Particle-NeRF, such as 200ms per timestep.Source: §4 · pp. 7–8, Table 2 · p. 7, Figure 5 · p. 8
Ablation Study
- Ablations show that rigidity, background segmentation, fixed color/opacity/size, and forward-propagated timestep initialization are key to tracking and view-synthesis gains.Rotation and isometric losses add little to measured metrics but improve visual coherence; the full method boosts view synthesis by 1.3 PSNR over 3GS-O.Source: Table 3 · p. 8, §4 · p. 9
Further Applications
- Independent Gaussians enable scene compositing and removal, edits that propagate across video frames, and cameras or objects attached to Gaussians’ motion and rotation.Examples include adding a logo in one frame and attaching a first-person camera to a Gaussian.Source: §4 · p. 9, Figure 7 · p. 9
5. Conclusion and Limitations
The method uses dynamic 3D Gaussians for scene modeling, view synthesis, and 6-DOF tracking, but only tracks content visible in the initial frame and requires multiple cameras.
Conclusion
- The method models dynamic 3D scenes, synthesizes views, and tracks scene elements in 6-DOF, capturing movements and rotations consistent with physical properties.The authors identify entertainment, robotics, VR, and AR as relevant application domains.Source: §5 · p. 9
Limitations
- By design, the method tracks only scene parts visible in the initial frame and fails to reconstruct new objects entering the scene.The authors describe these limitations as directions for future research on extending the Dynamic 3D Gaussian representation.Source: §5 · p. 9
- The method requires a multi-camera setup and does not work off-the-shelf on monocular video.Source: §5 · p. 9
Conclusion
- The authors identify potential for real-time rendering and creative scene editing as avenues for further work.Source: §5 · p. 9
Related papers
This paper cites
- The Unreasonable Effectiveness of Deep Features as a Perceptual Metric2018
- NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis2020
- D-NeRF: Neural Radiance Fields for Dynamic Scenes2020
- HyperNeRF: A Higher-Dimensional Representation for Topologically Varying Neural Radiance Fields2021
- CoTracker: It is Better to Track Together2023
- K-Planes: Explicit Radiance Fields in Space, Time, and Appearance2023
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- R4DGS: Referring Segmentation in 4D Gaussian Splatting2026
- RealMe: Immersive Volumetric Video from Minimal Captures2026
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