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1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering Contributions: • We delve into the temporal redundancy of 4D Gaussian Splatting and explain the main reason for the storage pressure and suboptimal rendering speed. • We introduce 4DGS-1K, a compact and memory-efficient framework to address these issues. It consists... show more
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Paper: Project:

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If only these solutions and codebases could handle real world datasets and not just the guy frying a steak!

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My God!

Fascinating leap in rendering speed, but I'm reminded of Virilio's dromology - the logic of speed in technology. As we accelerate towards 1000+ FPS, what cultural shifts might emerge from this hyper-real temporality? How does it reshape our perception of digital materiality?

> We delve 🤣

Not that I would know better 😂
