Response to Reviewer 8jaG
We thank the reviewer for the positive and detailed review as well as the suggestions for improvement. Our response to the reviewer’s comments is below:
**Q1: The comparison with the concurrent work.**
Very reasonable suggestion. We have updated the comparisons with the 4DGS [1] in the revised paper. For the Dynamic 3D Gaussian [2], we have discussed its differences in the related work section. In the discussion period, we additionally test its performance in the cut roasted beef scene using its officially released code. We present the comparison in the table below:
| Method | PSNR $\uparrow$ | SSIM $\uparrow$ | LPIPS $\downarrow$ |
| :----- | :---: | :---: | :---: |
| Dynamic 3D Gaussian [2] | 29.20 | 0.9551 | 0.08846 |
| Ours | 33.85 | 0.9596 | 0.04057 |
Note that the way described in the paper of Dynamic 3D Gaussian for obtaining the foreground/background mask cannot be simply applied to this scene, and its performance highly depends on these masks significantly. So we extract masks using an advanced video object segmentation model Xmem [3] with the masks for the first frame acquired via SAM [4]. In addition, we enable optimization of seg colors in the initial timestep and detach other parameters before rendering segmentation masks. Due to the above customization is not contained in the original Dynamic 3D Gaussian, we did not append this result in our revised paper.
> [1] Wu, Guanjun, et al. 4d gaussian splatting for real-time dynamic scene rendering. *arXiv preprint*, 2023.
> [2] Luiten, Jonathon, et al. Dynamic 3d gaussians: Tracking by persistent dynamic view synthesis. *3DV*, 2023.
> [3] Cheng, Ho Kei, and Alexander G. Schwing. Xmem: Long-term video object segmentation with an atkinson-shiffrin memory model. *ECCV*, 2022.
> [4] Kirillov, Alexander, et al. Segment anything. *ICCV*, 2023.
**Q2: The application on the urban scenes.**
Great thought. While this is beyond the scope of this work, we are delighted to share our explorations in this area. We test 4D Gaussians with minimal modification on selected dynamic sequences in the widely used Waymo Open Dataset. The modifications are summarized in the revised appendix, where we also provide some visualization of reconstruction and novel view synthesis results. The rendered videos can be found in the **supplementary material**. These results reveal that the proposed method can uniformly model both dynamic and static regions and achieve competitive reconstruction speed and quality without relying on any manually labeled dynamic mask. This indicates good potential of the proposed method.
**Q3: Novelty concern.**
In a sense, all work that extends static reconstruction methods to dynamic scenes can be viewed as the inclusion of time in addition to spatial dimension; how to achieve this is however non-trivial. Often such extensions will introduce new modules and optimizations, making the whole pipeline much more complex and less flexible. In this work, we implement a different extension by introducing an easily optimized and rendered parameterization of 4D Gaussian, and adapt the original rendering formulation in 3DGS. We believe that this extension is more flexible and inherits the advantages and spirits of the explicit modeling in 3D Gaussian Splatting, while it’s also fully interpretable and friendly to composition and editing. The 4DSH is designed as an integral part for appearance evolution over time. Indeed, the performance gain it brings is not impressive despite its obvious usefulness. Per our observation, this is due to limited cases of such time-dependent appearance involved within the evaluation video sequences. We will attempt to explore more extensive test data in the future work.
**Q4: Modeling concern.**
The issue raised by the reviewer 8jaG is common to splatting-based methods: we can draw an analogy in the 3D case, where many real-world 3D entities are composed of line segments with constant transparency, yet the 3D Gaussian also fades out beyond its $\mu_{xyz}$. However, this issue doesn’t significantly impede its expressive capability. The bullet times experiments in our supplementary material also suggest that this issue does not affect the temporal smoothness of 4D Gaussian. Furthermore, the unnormalized Gaussian function allows the 4D Gaussian to always have larger influence and does not fade out abruptly after $\mu_t$.
For the issue of physically-grounded, it is better to clarify that we are not aiming to model physical reality, and the 4D Gaussian should not be seen as corresponding to some physical entity. Actually, most of the successful methods for the task of novel view synthesis rather than simulation are not completely physically-grounded, although they may draw inspiration from some aspect of physical reality. Nevertheless, we believe that solving this issue properly might result in a new more advanced representation paradigm in the future research.