在3DGS之后做了一些关于4DGS的论文梳理,写了一份RP申博,但之后的研究估计不会按照这个计划来。
4D Gaussian Splatting for Real-Time Dynamic Scene Rendering


deformation network

3D Gaussian Representations with Motion Trajectory Field for Dynamic Scene Reconstruction



Disentangled 4D Gaussian Splatting: Rendering High-Resolution Dynamic World at 343 FPS
什么将时间独立出来 基于复旦的论文
Light4GS: Lightweight Compact 4D Gaussian Splatting Generation via Context Model





