4D Gaussian Splatting
A volumetrically captured performance, reconstructed as a 4D Gaussian splat and brought to life inside real-time environments in Unreal Engine.
Hair and finely detailed garments, such as fringing, have long been among the hardest things to capture volumetrically. Conventional workflows reconstruct the performer as a single solid surface, flattening fine, moving detail. 4D Gaussian Splatting takes a different approach. A real performance is rebuilt from thousands of tiny points that change from frame to frame, so hair and fabric move exactly as they did in life. The captured model is then placed inside Unreal Engine, where she can move through any world.

Where a 3D splat captures a single still moment, a 4D splat records how every point moves over time.
The performance was recorded on a volumetric stage using 48 cameras at once, each capturing the model from a different angle. The capture was output as a sequence of 3D frames, each describing the subject as a field of Gaussian splats: tiny data points that hold colour, opacity and position. Dazai Studio’s open-source 4DGS Converter compiled the sequence into a single 4D Gaussian splat, which was then brought into Unreal Engine with Dazai Studio’s SplatRenderer plugin and rendered through Sequencer. Because the data comes directly from the footage rather than a rebuilt mesh, fine detail, from strands of hair to the movement of a hem, carries through into the engine.
Captured from every direction, the performance can be framed, lit and placed anywhere, long after the shoot has ended.
Inside Unreal Engine, the captured performance becomes something that can be directed again and again. Because it was recorded from every direction, the virtual camera can frame the model from any angle. The scene can be relit in real time, with the sun moved across the sky to shift the light from bright daylight to a warm sunset, and the world around her can be built into anything imaginable, from a sunlit mosaic seascape to a rain-soaked neon city. For fashion, a single capture session could become a runway in any location, a campaign set in a world that doesn’t physically exist, or content for gaming, virtual production and immersive experiences. One performance, any world.
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