4D Gaussian Splatting as a Learned Dynamical System

Arnold Caleb Asiimwe, Carl Vondrick
12/22/2025
cs.CV

No official code found. Best implementation: arnold-caleb/evogs (7 stars, last commit 2026-03-06).

Abstract

We reinterpret 4D Gaussian Splatting as a continuous-time dynamical system, where scene motion arises from integrating a learned neural dynamical field rather than applying per-frame deformations. This formulation, which we call EvoGS, treats the Gaussian representation as an evolving physical system whose state evolves continuously under a learned motion law. This unlocks capabilities absent in deformation-based approaches:(1) sample-efficient learning from sparse temporal supervision by modeling the underlying motion law; (2) temporal extrapolation enabling forward and backward prediction beyond observed time ranges; and (3) compositional dynamics that allow localized dynamics injection for controllable scene synthesis. Experiments on dynamic scene benchmarks show that EvoGS achieves better motion coherence and temporal consistency compared to deformation-field baselines while maintaining real-time rendering

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arnold-caleb/evogsCommunity74%

EvoGS: 4D Gaussian Splatting as a Learned Dynamical System

70HTML, ShellFeb 9, 20267 months ago
dynamical-systemsgaussian-splattingneural-rendering

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Cite this paper

@article{asiimwe2025gaussian,
  title  = {4D Gaussian Splatting as a Learned Dynamical System},
  author = {Arnold Caleb Asiimwe and Carl Vondrick},
  year   = {2025},
  eprint = {2512.19648},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2512.19648v1}
}

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