Paper

Xiaobiao Du

Beixi Hao

Zhen Fang

Tianqing Zhu

Richard Hartley

Xin Yu

Recent advances in 3D Gaussian Splatting (3DGS) have achieved remarkable performance in novel view synthesis, yet deploying both static and dynamic Gaussian representations on resource-constrained mobile devices remains challenging due to heavy storage, redundant primitives, and costly per-frame computation. We present Mobile-4DGS, a unified lightweight framework for high-fidelity real-time static and dynamic Gaussian rendering on mobile platforms. For compact appearance modeling, we introduce a Monte Carlo Specular Energy Aggregator that compresses high-order radiance residuals into the first-order Spherical Harmonics (SH), together with an Attribute-Conditioned SH Enhancement module whose predicted offsets are pre-baked before inference. We further propose a Multi-View Alpha-Based Densification and Pruning strategy to suppress redundant primitives while maintaining multi-view consistency. For dynamic scenes, we develop a compact explicit 4D representation by constructing second-order Gaussian motion, learnable temporal support, and a binary static-dynamic partition, enabling continuous-time modeling without runtime deformation networks. Based on this partition, a Depth-Order Certificate selectively reuses previously committed depth orders to reduce re-projection, sorting, merging, and index-buffer updates during playback. Extensive experiments on static and dynamic scenes demonstrate that Mobile-4DGS substantially reduces storage and rendering overhead while maintaining competitive visual quality, enabling real-time 3D and 4D Gaussian Splatting on mobile devices. \textcolor{magenta}{\href{https://xiaobiaodu.github.io/mobile-4dgs-project/}{Code has been released: https://xiaobiaodu.github.io/mobile-4dgs-project/}}.

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