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[ARTICLE · art-67997] src=arxiv.org ↗ pub= topic=artificial-intelligence verified=true sentiment=↑ positive

AniGS: Bridging Rendering and Diffusion Prior for 3D Scene Animation

Researchers present AniGS, a method for scene-level animation of 3D Gaussian Splatting reconstructions that adds subtle, distributed dynamics like vegetation motion while preserving rigid structures, using a time-conditioned deformation field and a pretrained video diffusion model. Experiments on five real-world, large-scale outdoor scenes demonstrate that AniGS produces natural ambient dynamics and high-quality novel view videos, enabling more immersive viewing experiences.

read1 min views1 publishedJul 22, 2026

arXiv:2607.18539v1 Announce Type: new Abstract: Novel view rendering of large and complex reconstructed scenes is becoming increasingly photorealistic. However, most reconstructions remain static and lack the ambient motion that makes environments immersive. We present AniGS, a method for scene-level animation of 3D Gaussian Splatting (3DGS) reconstructions that adds subtle, distributed dynamics, e.g., vegetation motion, while preserving rigid structures. Unlike existing 3D animation techniques which are limited to object-centric subjects or small regions, AniGS is designed for large, cluttered, navigable scenes. AniGS represents the scene with a canonical 3DGS and models motion using a time-conditioned deformation field. To animate the entire scene, we leverage a pretrained video diffusion model and introduce an iterative dataset--model update strategy that progressively expands viewpoint coverage and repeatedly updates camera-fixed training videos using a render-and-refine scheme. To prevent artifacts from unintended motion in static areas, we further introduce a composed video-to-video refinement scheme that restricts motion to desired regions. Experiments on five real-world, large-scale outdoor scenes demonstrate that AniGS produces natural ambient dynamics and high-quality novel view videos, enabling more immersive viewing experiences of reconstructed environments.

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