DN-4DGS: Denoised Deformable Network with Temporal-Spatial Aggregation for Dynamic Scene Rendering

Dynamic scenes rendering is an intriguing yet challenging problem. Although current methods based on NeRF have achieved satisfactory performance, they still can not reach real-time levels. Recently, 3D Gaussian Splatting (3DGS) has garnered researchers attention due to their outstanding rendering quality and real-time speed. Therefore, a new paradigm has been proposed: defining a canonical 3D gaussians and deforming it to individual frames in deformable fields. However, since the coordinates of canonical 3D gaussians are filled with noise, which can transfer noise into the deformable fields, and there is currently no method that adequately considers the aggregation of 4D information. Therefore, we propose Denoised Deformable Network with Temporal-Spatial Aggregation for Dynamic Scene Rendering (DN-4DGS). Specifically, a Noise Suppression Strategy is introduced to change the distribution of the coordinates of the canonical 3D gaussians and suppress noise. Additionally, a Decoupled Temporal-Spatial Aggregation Module is designed to aggregate information from adjacent points and frames. Extensive experiments on various real-world datasets demonstrate that our method achieves state-of-the-art rendering quality under a real-time level.

Paper

Similar papers

Peer review

Reviewer umjH5/10 · confidence 5/52024-06-15

Summary

This paper proposes a novel framework for modeling dynamic scenes. To address the noisy 3D Gaussians in canonical space, the authors introduce a Noise Suppression Strategy (NSS) with a two-layer Deformation Field to resolve this issue. Additionally, they propose a Decoupled Temporal-Spatial Aggregation Module (DTS) to efficiently aggregate neighboring temporal features (for the first deformation) and k-nearest neighbors' spatial features (for the second deformation). Experiments on real-world datasets show substantial quality improvements compared to D-4DGS [1]. [1] Guanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie, Xiaopeng Zhang, Wei Wei, Wenyu Liu, Qi Tian, and Xinggang Wang. 4d gaussian splatting for real-time dynamic scene rendering. arXiv preprint arXiv:2310.08528, 2023.

Strengths

This paper aims to improve the capability of 3DGS-based dynamic reconstruction methods in modeling real-world scenes. The proposed Temporal Aggregation and Spatial Aggregation are sensible, and the detailed ablation studies in Tab. 4 demonstrate the effectiveness of each component. In terms of rendering metrics, the experimental results in this paper surpass the previous state-of-the-art 3D-GS-based methods in real-world scenes. The design of the dual-deformation network and the experiments with strong baselines are appreciated.

Weaknesses

1. I think the following papers should also be cited: - (CVPR 2024) Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis by Zhan Li et al. - (ICLR 2024) Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting by Zeyu Yang et al. 2. Issues with the HyperNeRF dataset: I believe that the visualization comparisons on the HyperNeRF dataset should include HyperNeRF [2], 4DGS [3], and even Deformable-GS [4]. Based on my understanding of the HyperNeRF dataset, its camera poses are not accurate. This leads to a slight misalignment between the rendered images and the ground truth due to the inaccurate camera poses. Most current image quality evaluation metrics, such as PSNR and SSIM, heavily penalize slight misalignments more than blurriness. For example, in the Fig. 7 `Chicken` scene, I found that both D-4DGS [1] and DN-4DGS exhibit blurriness under the sparse Init setting. I am confident that HyperNeRF and Deformable-GS can render relatively sharp images, but slight misalignments with the ground truth caused by inaccurate poses result in these methods having much lower rendering metrics compared to some blurrier methods. (In Tab. 2, HyperNeRF, which has higher rendering quality than D-4DGS, has lower rendering metrics.) Therefore, I will not rely heavily on the quantitative metrics of the HyperNeRF dataset. The visual results are more important, and comparisons with more previous state-of-the-art methods are needed to demonstrate the effectiveness of the proposed method. 3. Selection of the baseline. I do not think D-4DGS [1] is an appropriate baseline. The essence of why the Deformation Field (outputting delta) works is due to its sufficiently smooth output. D-4DGS's Hexplane clearly disrupts this smoothness, which is why it performs poorly on the D-NeRF dataset. In real-world scenes, due to the high sensitivity of 3D Gaussian explicit representation to inaccurate camera poses, it does not have a significant advantage over NeRF-based methods (like HyperNeRF). I fully agree with the authors' attempt to improve the modeling capability of Deformation-based Gaussian splatting, but I think the authors need to explore more fundamental reasons, such as the accuracy of camera poses and the negative optimization effects of D-4DGS's strong regularization of deformation in real-world scenarios. Methods like 4DGS [3] and spacetime-GS [5], which decouple time features into each GS, can better handle the inaccuracies of camera poses in real-world scenes [2] Keunhong Park, Utkarsh Sinha, Peter Hedman, Jonathan T Barron, Sofien Bouaziz, Dan B Goldman, Ricardo Martin-Brualla, and Steven M Seitz. Hypernerf: A higher-dimensional representation for topologically varying neural radiance fields. arXiv preprint arXiv:2106.13228, 2021. [3] Zeyu Yang, Hongye Yang, Zijie Pan, Xiatian Zhu, and Li Zhang. Real-time photorealistic dynamic scene representation and rendering with 4d gaussian splatting. arXiv preprint arXiv:2310.10642. [4] Ziyi Yang, Xinyu Gao, Wen Zhou, Shaohui Jiao, Yuqing Zhang, and Xiaogang Jin. Deformable 3d gaussians for high-fidelity monocular dynamic scene reconstruction. arXiv preprint arXiv:2309.13101,2023. [5] Zhan Li, Zhang Chen, Zhong Li, and Yi Xu. 2023. Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis. arXiv preprint arXiv:2312.16812 (2023).

Questions

A minor question: I would like to know if the authors have tested the effectiveness of their method on the D-NeRF dataset.

Rating

5

Confidence

5

Soundness

2

Presentation

3

Contribution

2

Limitations

Please refer to the weakness.

Reviewer 3vN15/10 · confidence 5/52024-06-30

Summary

The author proposed a Denoised Deformable Network to enhance the rendering performance of 4D-GS. In this network, a two-stage deformation prediction method was introduced to suppress noise and achieve better performance.

Strengths

Based on the performance on three dynamic datasets, the proposed method outperforms the compared methods.

Weaknesses

1. Novelty: The author claims that the novelty of the proposed method lies in suppressing noise to achieve more accurate deformation prediction. However, from the figures and descriptions, it appears to only apply a two-stage deformation prediction without any denoising operations. 2. Lack of detailed explanation of the method. 3. Insufficient comparison with other methods and related work.

Questions

Method: 1. The description of the method is unclear. In section 4.3.1, the feature $F_{t}(i)'$ is obtained by concatenating $F(i)$, $F_{max}(i)$ and $\gamma_{i}$. However, $F(i)$ and $F_{max}(i)$ have different dimensions. It is not explained how these are concatenated or what the shape of $\gamma_{i}$ is. 2.During optimization, why is an additional embedding $\gamma_{i}$ included? What is its purpose? For instance, in HexPlane, pairs of 2D planes are initialized to represent specific spatial or spatiotemporal axes. How does $\gamma_{i}$ function in this context? 3. In the DSAM (section 4.3.2), the operation is similar to that in section 4.3.1. There is no direct denoising operation, only a two-stage deformation prediction. Related Work and Comparison: Many new works have appeared in CVPR 2024 in terms of dynamic NeRF and Gaussian diffusion. Ablation study: From the methods section, it appears that the NSS includes both the TAM and DSAM. How, then, can it be part of the ablation study?

Rating

5

Confidence

5

Soundness

3

Presentation

3

Contribution

3

Limitations

The authors have addressed the limitations.

Area Chair 6hAe2024-08-09

Dissusion

Dear reviewer 3vN1, We received diverse reviews for this submission. Please review the rebuttal and the comments from other reviewers and join the discussion as soon as you can. Thank you! Your AC

Reviewer 1vtH5/10 · confidence 4/52024-07-11

Summary

This paper presents a two-stage pipeline for reconstructing 4D scenes with 3D Gaussians. Similar to previous works, the authors defined a set of canonical 3D gaussians and use MLPs as the deformable fields to deform them into new frames. The key difference is that the authors notice that the deformable field contains a lot of noise, so they propose to suppress the noise by using a two-stage deformation process. In the first stage, they use a temporal aggregation to aggreate temporal information. In the second stage, spatial aggregation is performed with nearest neighbor. The training loss is standard gaussian noise with TV loss. Results demonstrated that the proposed method outperforms previous methods.

Strengths

- The authors notice that the problem of current 4DGS is that the canonical space contain a lot of noise - The authors propose a noise suppression strategy and temporal-spatial aggregation to remove the noise - The authors perform extensive experiments and ablation studies to verify their idea

Weaknesses

Personally I feel like the biggest issue for this paper is the presentation for the introduction and method are not that clear for me. Firstly, the authors claim that previous 4D Gaussian methods can have noise canonical space. I am not fully understand what does noise means here, there should be more explanation on this. Secondly, it seems that the noise supression strategy is just using temporal aggregation followed by spatial aggregation. But the authors claim that there are two components in Line 46: NSS and DTS, but seems that they represent the same thing. On Line 140, the authors claim that after the first deformation, the noise is attenuated. Why is that? With this being said, what is the difference of the last two rows of Table 4?

Questions

What is the training time of this method compared with other 4D Gaussians? Would two stage training and aggregation delay training speed? Considering the weaknesses I mentioned, I am happy to discuss with the authors and hope to see a better exposition of this paper, especially about the NSS and how that relates to DTS.

Rating

5

Confidence

4

Soundness

3

Presentation

2

Contribution

2

Limitations

The authors have discussed their limitations.

Area Chair 6hAe2024-08-09

Discussion

Dear reviewer 1vtH, We received diverse reviews for this submission. Please review the rebuttal and the comments from other reviewers and join the discussion as soon as you can. Thank you! Your AC

Reviewer ELfM6/10 · confidence 4/52024-07-13

Summary

This paper proposes DN-4DGS, a deformation-based Gaussian splatting technique for dynamic scene rendering. DN-4DGS utilizes a grid-based representation to model the deformation field. It features a two-stage deformation inference pipeline that aggregates temporal and spatial information to reduce noise in the deformation field. These two stages are trained sequentially. Experimental results show that DN-4DGS outperforms other methods in rendering quality.

Strengths

The Temporal Aggregation Module and Denoised Spatial Aggregation Module leverage temporal and spatial features to regularize the deformation field. This idea is both sound and novel. Based on the reconstructed canonical Gaussians demonstrated in the paper, I find that the reconstructed deformation field may be closer to the true deformation. The authors provide clear intuitions about these designs.

Weaknesses

There are some inaccurate description in the paper. In line 158, $G_t$ has the time parameter t. Does this mean that the position of the Gaussian is deformed to the time t? In formulas (3) and (5), the function depends only on the current coordinates x, y, z and time t. However, it actually also involves temporal features and neighboring points in space. These parameters are not described in these two formulas. The authors claims that the reason for performing temporal optimization first is to reduce the impact of noise on the KNN in the second stage. However, in the ablation study, there is a lack of experiments that only use DSAM without TAM, where TAM could be replaced with an ordinary deformation network. Therefore, it is difficult to determine the correctness of this claim. The authors did not provide video results.

Questions

Compared to the 3DGStream method, what are the advantages and disadvantages of DN-4DGS? Adding a discussion of the latest methods can highlight the unique features of this method.

Rating

6

Confidence

4

Soundness

4

Presentation

2

Contribution

4

Limitations

A potential limitation could be the inability to handle scenarios with significant movement.

Reviewer umjH2024-08-08

Feedback by reviewer umjH

Thanks so much for authors' response and the additional experimental results based on the review. According to the rebuttal results, I understand that the essence of the work is to reduce noise in the canonical space of deformation-based Gaussian splatting to improve rendering quality. However, I believe this viewpoint is not valid. In the current deformation-based Gaussian splatting, there is a crucial detail: there is no assumption that `delta=0` at `t=0`, meaning the canonical space does not necessarily represent the state at `t=0`. Therefore, the canonical space is the result of free optimization, and introducing a zero-canonical constraint could actually reduce rendering quality. I'm not sure if authors have conducted zero-canonical experiments. If authors' starting point is to reduce noise in the canonical space, I believe the improvements of DN-4DGS are more due to the increase in MLP layers (equivalent to deepening the deformation field layers). Therefore, to prove authors' point, authors should provide a comparison between the baseline method with an MLP of the same depth and the zero-canonical constraint.

Authorsrebuttal2024-08-09

Thank you for your suggestion. In fact, although our proposed method involves two deformation operations, we decrease the number of MLP layers in the design process to reduce computational complexity. To substantiate our claim, we have compiled the parameters of the deformation networks corresponding to different baselines as well as the baselines combined with our method. | Method | Parameters | | --- | --- | | D-4DGS | 3.38M | | D-4DGS + ours | 3.41M | | Deformable-GS | 0.52M | | Deformable-GS + ours | 0.39M | 1. **D-4DGS**: Since most of the parameters in D-4DGS are composed of the HexPlane and deformation head, our method introduces an additional deformation operation, leading to a slight increase in the number of parameters compared to the baseline. However, the increase is only by 0.03M parameters. 2. **Deformable-GS**: Deformable-GS primarily consists of an MLP-based deformation network. To reduce the computational load, our method halves the number of MLP layers, resulting in fewer overall parameters compared to the original Deformable-GS. In summary, the performance improvements brought by our method are likely due to the design itself rather than an increase in the number of parameters. Regarding the zero-canonical constraint, we have conducted relevant experiments, and the results show that this constraint indeed leads to performance degradation. We believe this is due to two main reasons: 1. The zero-canonical constraint cannot ensure `delta = 0` at `t = 0`. Even with the zero-canonical constraint, after training, there is still significant noise in the dynamic region of the canonical Gaussian, which affects the prediction of the deformation network. 2. The zero-canonical constraint increases the difficulty of training the network and may overshadow the main objectives, leading to incomplete training of the reconstruction loss and subsequently affecting the network's performance.

Reviewer umjH2024-08-09

Final decision from reviewer umjH

Thanks so much for authors' prompt response. I still find it difficult to understand the authors' explanation from the perspective of the canonical space regarding the improvements DN-4DGS brings to deformation-based Gaussian splatting. The canonical space in the Deformable-GS, as shown in the rebuttal PDF, is noticeably better than in Fig. 8, so I don’t believe the improvements are due to reduced noise in the canonical space. I think it is more likely due to the increased spatial and temporal smoothness, which is the essential reason deformation-based Gaussian splatting works. As demonstrated in the rebuttal, there is a significant gap between D-4DGS and Deformable-GS on the D-NeRF dataset (34.05 vs. 39.51), which is because the Hexplane disrupts the smoothness of the deformation in both space and time. Regardless, while the authors' explanation for the effectiveness of their work doesn't fully satisfy me, the method itself does contribute to the field of deformation-based Gaussian splatting. Therefore, I have decided to raise my score to `borderline accept`. The authors may consider exploring alternative explanations for the work's effectiveness, rather than focusing on the canonical space, in the release version.

Authorsrebuttal2024-08-09

Thank you for your prompt response and for ultimately raising your score. We also appreciate your suggestions regarding our work, and we fully acknowledge the importance of spatial and temporal smoothness in deformation-based Gaussian splatting. In fact, our method can indeed be viewed from the perspective of enhancing both spatial and temporal smoothness. The TAM in the first stage is designed to aggregate features along the temporal dimension, thereby improving temporal smoothness. Our two-stage deformation strategy is aimed at providing more accurate local spatial adjacency relationships in the second stage of spatial aggregation, which in turn enhances spatial smoothness. Finally, we sincerely appreciate your recognition of our work's contribution to the field of deformation-based Gaussian splatting. We will consider adding an explanation from the perspective of smoothness to highlight the effectiveness of our method in the release version.

Reviewer 3vN12024-08-09

Thank you for providing a detailed explanation and additional experiments. The rebuttal addressed my concerns and clarified my questions. In the "Related Work and Comparison" section, I noticed that although the proposed method demonstrates superior performance in terms of PSNR, the LPIPS score is not as strong. Could you please provide a more in-depth explanation for this discrepancy? Overall, based on the rebuttal, I have decided to raise my score to borderline accept.

Authorsrebuttal2024-08-10

Thank you very much for your professional evaluation and willingness to raise your score! PSNR primarily compares the mean squared error between the original image and the reconstructed image. It's effective at capturing overall differences (For example, if the reconstructed image is missing an object or includes an extra one, the mean squared error will be higher, resulting in a lower PSNR value). However, PSNR isn't as effective at capturing fine details or distinguishing blurred images. On the other hand, LPIPS uses deep learning for comparison, which excels at extracting structural information and capturing local details in the image. Our approach improves the deformation network by implementing a two-stage deformation process and spatiotemporal information aggregation, leading to significant enhancements in modeling dynamic regions. As shown in Figure 6 of the main text, on the PlenopticVideo dataset, our method effectively captures the motion of the coffee and flames, whereas the baseline method shows an over-reconstruction of the coffee and a failure to capture the flames. Consequently, our method shows a noticeable improvement in PSNR compared to the baseline. However, when it comes to capturing fine texture details, we think this mainly depends on the baseline model’s design, such as the Gaussian properties, the optimization process, and the loss function. Since our method is a plug-and-play enhancement, it doesn’t modify these aspects of the baseline model. As a result, the depiction of fine texture details still relies heavily on the baseline's inherent capabilities, leading to a less noticeable improvement in the LPIPS metric.

Reviewer 1vtH2024-08-12

Thanks the author for the response. Now I can understand this paper much better! From my understanding, the method contains two stages of training: the first stage is using only TAM, the second stage is using both TAM and DSAM. Both two stages form the NSS strategy, which mitigates the noise of 4DGS. I am still not fully understand why after the first deformation (TAM), the noise is attenuated. To my understanding, the difference from stage1 with original 4DGS is that TAM has temporal aggregation, is the noise atteunation coming from that?

Authorsrebuttal2024-08-12

First of all, thank you very much for your response, and we're glad to see that our previous answers helped you better understand our work. Regarding the questions you’ve raised, here are our answers: First, we want to **emphasize that the noise reduction pertains to the input of DSAM**. Therefore, the meaning of line 140 in the main text is as follows: Due to the successful alteration of the input coordinate distribution during the first deformation stage, we can obtain more accurate Gaussian positions compared to the canonical Gaussian. As a result, the noise in the input to DSAM is attenuated. Next, we will explain the reasons for this phenomenon from two aspects: primary and secondary factors. 1. **Two-Stage Training Method (NSS)** - Primary Factor: For DSAM, if the input does not go through the first stage of deformation, it will consist of the canonical Gaussian; however, after the first stage of deformation, the input becomes the deformed Gaussian. Since the deformed Gaussian has more accurate positions and coordinate relationships, the noise in DSAM's input is effectively reduced. 2. **Temporal Aggregation (TAM)** - Secondary Factor: Compared to an ordinary deformation network, TAM performs better in the first stage of deformation due to its ability to aggregate temporal information, as demonstrated in the table below. In this table, we present experiments where the two-stage deformation was conducted without TAM, replacing it with an ordinary deformation network. From the table, it can be seen that using TAM can provide DSAM with more accurate input, leading to an improvement in the final rendering quality. | Setting | PSNR | SSIM | LPIPS | | --- | --- | --- | --- | | w TAM | **32.02** | **0.944** | **0.043** | | w/o TAM | 31.72 | 0.943 | 0.045 | Therefore, for DSAM's input, if TAM is used in the first stage, the Gaussian's positions and coordinate relationships will be more accurate (compared to the coordinates of the Gaussian after deformation in ordinary network), which also gives TAM a certain ability to reduce noise. In the revised version, we will provide further clarification on line 140 to help with understanding.

Reviewer 1vtH2024-08-12

Thanks for the explanation. I think the explanation makes me much more clear why the proposed method can achieve noise reduction. I think the method is interesting and I am happy to raise my score.

Authorsrebuttal2024-08-13

Thank you for your recognition and adjustment of the score. We are glad that our rebuttal effectively addressed your concerns. We also appreciate your recognition of our methods. Thank you again for your constructive feedback and guidance throughout the review process.

Program Chairsdecision2024-09-25

Decision

Accept (poster)

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