Abstract:Dynamic scene reconstruction from casual videos has seen recent remarkable progress. Numerous approaches have attempted to overcome the ill-posedness of the task by distilling priors from 2D foundational models and by imposing hand-crafted regularization on the optimized motion. However, these methods struggle to reconstruct scenes from extreme novel viewpoints, especially when highly articulated motions are present. In this paper, we present DRoPS, a novel approach that leverages a static pre-scan of the dynamic object as an explicit geometric and appearance prior. While existing state-of-the-art methods fail to fully exploit the pre-scan, DRoPS leverages our novel setup to effectively constrain the solution space and ensure geometrical consistency throughout the sequence. The core of our novelty is twofold: first, we establish a grid-structured and surface-aligned model by organizing Gaussian primitives into pixel grids anchored to the object surface. Second, by leveraging the grid structure of our primitives, we parameterize motion using a CNN conditioned on those grids, injecting strong implicit regularization and correlating the motion of nearby points. Extensive experiments demonstrate that our method significantly outperforms the current state of the art in rendering quality and 3D tracking accuracy.




Abstract:Gaussian splatting has become a popular representation for novel-view synthesis, exhibiting clear strengths in efficiency, photometric quality, and compositional edibility. Following its success, many works have extended Gaussians to 4D, showing that dynamic Gaussians maintain these benefits while also tracking scene geometry far better than alternative representations. Yet, these methods assume dense multi-view videos as supervision, constraining their use to controlled capture settings. In this work, we extend the capability of Gaussian scene representations to casually captured monocular videos. We show that existing 4D Gaussian methods dramatically fail in this setup because the monocular setting is underconstrained. Building off this finding, we propose Dynamic Gaussian Marbles (DGMarbles), consisting of three core modifications that target the difficulties of the monocular setting. First, DGMarbles uses isotropic Gaussian "marbles", reducing the degrees of freedom of each Gaussian, and constraining the optimization to focus on motion and appearance over local shape. Second, DGMarbles employs a hierarchical divide-and-conquer learning strategy to guide the optimization towards solutions with coherent motion. Finally, DGMarbles adds image-level and geometry-level priors into the optimization, including a tracking loss that takes advantage of recent progress in point tracking. By constraining the optimization in these ways, DGMarbles learns Gaussian trajectories that enable novel-view rendering and accurately capture the 3D motion of the scene elements. We evaluate on the (monocular) Nvidia Dynamic Scenes dataset and the Dycheck iPhone dataset, and show that DGMarbles significantly outperforms other Gaussian baselines in quality, and is on-par with non-Gaussian representations, all while maintaining the efficiency, compositionality, editability, and tracking benefits of Gaussians.
Abstract:We introduce 4D Motion Scaffolds (MoSca), a neural information processing system designed to reconstruct and synthesize novel views of dynamic scenes from monocular videos captured casually in the wild. To address such a challenging and ill-posed inverse problem, we leverage prior knowledge from foundational vision models, lift the video data to a novel Motion Scaffold (MoSca) representation, which compactly and smoothly encodes the underlying motions / deformations. The scene geometry and appearance are then disentangled from the deformation field, and are encoded by globally fusing the Gaussians anchored onto the MoSca and optimized via Gaussian Splatting. Additionally, camera poses can be seamlessly initialized and refined during the dynamic rendering process, without the need for other pose estimation tools. Experiments demonstrate state-of-the-art performance on dynamic rendering benchmarks.




Abstract:Correspondences emerge from large-scale vision models trained for generative and discriminative tasks. This has been revealed and benchmarked by computing correspondence maps between pairs of images, using nearest neighbors on the feature grids. Existing work has attempted to improve the quality of these correspondence maps by carefully mixing features from different sources, such as by combining the features of different layers or networks. We point out that a better correspondence strategy is available, which directly imposes structure on the correspondence field: the functional map. Wielding this simple mathematical tool, we lift the correspondence problem from the pixel space to the function space and directly optimize for mappings that are globally coherent. We demonstrate that our technique yields correspondences that are not only smoother but also more accurate, with the possibility of better reflecting the knowledge embedded in the large-scale vision models that we are studying. Our approach sets a new state-of-the-art on various dense correspondence tasks. We also demonstrate our effectiveness in keypoint correspondence and affordance map transfer.