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Experiments with 3D and 4D Gaussian Splatting

Research and local experiments for creating and rendering dynamic Gaussian scenes, with Ubuntu 24.04 LTS and an NVIDIA RTX 4090 as the target workstation.

The main question is: given synchronized views of an animated world, how can we reconstruct a 4D Gaussian representation, save it, and render it from different viewpoints over time?

Workflow

flowchart LR
    A[Multi-view images + cameras + timestamps] --> B[Prepare method-specific input]
    B --> C[Train a scene or run a pretrained reconstruction model]
    C --> D[Dynamic Gaussians + supporting model files]
    D --> E[Images and videos]
    D --> F[Compatible local interactive viewer]
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Animated-world generation is supplied independently. This repository focuses on reconstruction, data preparation, representation storage, and rendering. Cloud-only proprietary services are outside scope. Downloading public code, weights, or datasets is compatible with running the computation locally.

Start here

  1. Follow the pretrained experiments guide: view existing scenes, compare STG and Mango-GS rendering, then try NoPo4D inference before choosing what to train.
  2. Read the research guide for methods, papers, downloadable assets, and license distinctions.
  3. Use the rendering guide for representation compatibility and additional rendering procedures.
  4. When ready to train, check the input-data guide and follow the local creation guide.
  5. For the matched Native STG contender protocol, use the contender experiments guide.

Start with splaTV's bundled scene and its local time-control patch. Next inspect the published sear_steak checkpoints, then run the bundled NoPo4D example. Record your visual assessment using the experiment template. The HUST D-NeRF bouncingballs walkthrough remains a later synthetic training option. These are experiment choices, not local quality rankings.

What this repository contains

This repository contains research, experiment guides, and a reproducible viewer patch. It is also the workspace for future training implementations, installed environments, downloaded weights, generated 4DGS assets, and measured GPU results. Run commands here; upstream checkouts and large runtime files live beneath the Git-ignored .local/ directory.

Track our implementation, scripts, patches, environment specifications, and small experiment reports. Keep datasets, downloaded checkpoints, environments, caches, rendered images/videos, and raw logs under .local/. See the workspace setup for the layout and commands. See the execution record for native GPU preview results and remaining compatibility gates; no training or comparative benchmark is claimed.

Research was checked on 2026-09-05. The guides distinguish source-inspected behavior, author-reported results, and procedures that still need execution on the target workstation. NVIDIA device access must be checked from an authorized host terminal: a sandbox failure is not evidence of a host driver fault. The installed CUDA compiler is /usr/local/cuda-13.0/bin/nvcc; the target stack is standard Python 3.14 with uv, PyTorch 2.13.0+cu130 and torchvision 0.28.0+cu130. Follow the shared environment guide and tracked candidate specifications. No Conda or automatic downgrade is used; incompatible research implementations remain adaptation pending.

“4DGS” describes several representations, not a universal interchange format. Save the full model required by the selected renderer; a PLY file alone may omit motion networks or appearance decoders. See the compatibility table.

Open-source and research-restricted implementations are both covered, with code, dependency, and weight terms recorded separately in the license notes.

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Experiments with 3D and 4D Gaussian Splatting

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