Dynamic Gaussian Splatting (3DGS) has achieved impressive performance for dynamic scene reconstruction, yet jointly improving rendering fidelity and mesh reconstruction remains challenging. This trade-off arises because motion modeling, surface reconstruction, and appearance preservation are tightly coupled within a shared Gaussian representation. To address this challenge, we propose Motion–Surface–Appearance Dynamic Gaussian Splatting (MSA-DGS), a unified framework that progressively improves these three aspects of dynamic reconstruction.
First, Multi-Canonical Deformation Modeling (MCDM) partitions the sequence into multiple canonical Gaussian groups to better capture localized temporal deformation. Second, Surface-Aligned Anisotropic Densification (SAAD) initializes new Gaussian primitives according to local surface geometry, providing reliable surface support for mesh reconstruction. Finally, Residual-Based Expressiveness Restoration (RBER) progressively restores fine appearance details through geometry-space and image-space residual refinement while preserving the established geometry. Extensive experiments on DG-Mesh, D-NeRF, and Nerfies demonstrate that the proposed framework consistently achieves a better balance between rendering fidelity and mesh reconstruction than existing methods.
Each video shows our reconstructed dynamic scene (Gaussian rendering + mesh) across time.
Girlwalk
Hook
Jumping Jacks
Stand Up
Drag the divider left or right to compare our method with DG-Mesh.
Horse
Beagle
Bird
Drag to rotate · Scroll to zoom · Right-drag to pan
Bird
drag / scroll / right-drag
Duck
drag / scroll / right-drag
T-Rex
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MSA-DGS integrates three core modules that progressively improve the three tightly coupled aspects of dynamic Gaussian reconstruction — motion modeling, surface reconstruction, and appearance preservation. A first stage establishes the base dynamic representation through MCDM and SAAD, and a second stage applies RBER to restore fine appearance detail while preserving the established geometry.
We compare against state-of-the-art dynamic reconstruction methods — DG-Mesh and Dynamic-2DGS — on the DG-Mesh and D-NeRF datasets. For each method, we show both the direct Gaussian Splatting (GS) rendering and the extracted mesh surface. DG-Mesh yields blurry renderings, and Dynamic-2DGS produces fragmented or incomplete surfaces (e.g., missing parts in Horse). Our method reconstructs sharp appearances with topologically clean meshes, achieving superior performance in both rendering fidelity and geometric accuracy.
We compare the baseline (single canonical space) against MCDM (multiple canonical spaces) across an extended temporal sequence (T = 0, …, 10). The baseline forces a single canonical representation to span the entire motion range, causing the deformation network to over-smooth time-specific structures, leading to blurred renderings and incoherent geometry. MCDM redistributes temporal modeling burden across K canonical sets. Since each canonical set covers only a localized segment, per-frame fidelity improves substantially, yielding sharper appearances and more coherent mesh reconstruction.
We compare isotropic densification (baseline) against our Surface-Aligned Anisotropic Densification (SAAD). Under mesh supervision, isotropic primitives inserted at face centroids ignore local surface anisotropy, progressively degrading rendering quality as they accumulate (visible blur at 10k → 25k iterations). SAAD derives the initial covariance of each new Gaussian from local face vertex statistics via eigendecomposition, producing surface-aligned primitives that preserve structural detail. The result is sharper boundaries and cleaner local structure throughout training.
@article{TODO,
author = {Seungjae Lee and Ho Jun Kim and Hak Gu Kim},
title = {Motion--Surface--Appearance Dynamic Gaussian Splatting for Accurate Geometry and High-Fidelity Rendering},
journal = {TODO},
year = {2025}
}