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1,093篇论文匹配“3D Rendering & Reconstruction”
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Wenjie Chang, Hanzhi Chang, Yueyi Zhang, Wenfei Yang, Tianzhu Zhang

Indirect Time-of-Flight (iToF) cameras are popular for 3D perception because they are cost-effective and easy to deploy. They emit modulated infrared signals to illuminate the scene and process the received signals to generate amplitude and phase images. The depth is calculated from the phase using the modulation frequency. However, the obtained depth often suffers from noise caused by multi-path interference, low signal-to-noise ratio (SNR), and depth wrapping. Building on recent advancements in neural scene representations, which have shown great potential in 3D modeling from multi-view RGB images, we propose leveraging this approach to reconstruct 3D representations from noisy iToF data. Our method utilizes the multi-view consistency of amplitude and phase maps, fusing information from all input views to generate an accurate scene representation. Considering the impact of infrared illumination, we propose a new rendering scheme for amplitude maps based on signed distance function (SDF) and introduce a neural lighting function to model the appearance variations caused by active illumination. We also incorporate a phase-guided sampling strategy and a wrapping-aware phase-to-depth loss to utilize raw phase information and mitigate depth wrapping. Additionally, we add a noise-weight loss to prevent excessive smoothing information across noisy multi-view measurements. Experiments conducted on synthetic and real-world datasets demonstrate that the proposed method outperforms state-of-the-art techniques.

Simon Niedermayr, Christoph Neuhauser, Rüdiger Westermann

We introduce an image upscaling technique tailored for 3D Gaussian Splatting (3DGS) on lightweight GPUs. Compared to 3DGS, it achieves significantly higher rendering speeds and reduces artifacts commonly observed in 3DGS reconstructions. Our technique upscales low-resolution 3DGS renderings with a marginal increase in cost by directly leveraging the analytical image gradients of Gaussians for gradient-based bicubic spline interpolation.The technique is agnostic to the specific 3DGS implementation, achieving novel view synthesis at rates 3x-4x higher than the baseline implementation.Through extensive experiments on multiple datasets, we showcase the performance improvements and high reconstruction fidelity attainable with gradient-aware upscaling of 3DGS images.We further demonstrate the integration of gradient-aware upscaling into the gradient-based optimization of a 3DGS model and analyze its effects on reconstruction quality and performance.

Heyi Sun, Cong Wang, Tian-Xing Xu, Jingwei Huang, Di Kang, Chunchao Guo, Song-Hai Zhang

Creating high-fidelity and editable head avatars is a pivotal challenge in computer vision and graphics, boosting many AR/VR applications. While recent advancements have achieved photorealistic renderings and plausible animation, head editing, especially real-time appearance editing, remains challenging due to the implicit representation and entangled modeling of the geometry and global appearance. To address this, we propose Surface-Volumetric Gaussian Head Avatar (SVG-Head), a novel hybrid representation that explicitly models the geometry with 3D Gaussians bound on a FLAME mesh and leverages disentangled texture images to capture the global appearance. Technically, it contains two types of Gaussians, in which surface Gaussians explicitly model the appearance of head avatars using learnable texture images, facilitating real-time texture editing, while volumetric Gaussians enhance the reconstruction quality of non-Lambertian regions (e.g., lips and hair). To model the correspondence between 3D world and texture space, we provide a mesh-aware Gaussian UV mapping method, which leverages UV coordinates given by the FLAME mesh to obtain sharp texture images and real-time rendering speed. A hierarchical optimization strategy is further designed to pursue the optimal performance in both reconstruction quality and editing flexibility. Experiments on the NeRSemble dataset show that SVG-Head not only generates high-fidelity rendering results, but also is the first method to obtain explicit texture images for Gaussian head avatars and support real-time appearance editing.

Lei Tian, Xiaomin Li, Liqian Ma, Hao Yin, Zirui Zheng, Hefei Huang, Taiqing Li, Huchuan Lu, Xu Jia

Recent advances in 3D reconstruction techniques and vision-language models have fueled significant progress in 3D semantic understanding, a capability critical to robotics, autonomous driving, and virtual/augmented reality. However, methods that rely on 2D priors are prone to a critical challenge: cross-view semantic inconsistencies induced by occlusion, image blur, and view-dependent variations. These inconsistencies, when propagated via projection supervision, deteriorate the quality of 3D Gaussian semantic fields and introduce artifacts in the rendered outputs. To mitigate this limitation, we propose CCL-LGS, a novel framework that enforces view-consistent semantic supervision by integrating multi-view semantic cues. Specifically, our approach first employs a zero-shot tracker to align a set of SAM-generated 2D masks and reliably identify their corresponding categories. Next, we utilize CLIP to extract robust semantic encodings across views. Finally, our Contrastive Codebook Learning (CCL) module distills discriminative semantic features by enforcing intra-class compactness and inter-class distinctiveness. In contrast to previous methods that directly apply CLIP to imperfect masks, our framework explicitly resolves semantic conflicts while preserving category discriminability. Extensive experiments demonstrate that CCL-LGS outperforms previous state-of-the-art methods. Our project page is available at https://epsilontl.github.io/CCL-LGS/.

Yuki Urakawa, Yoshihiro Watanabe

Among structured-light methods, the phase-shifting approach enables high-resolution and high-accuracy measurements using a minimum of three patterns. However, its performance is significantly affected when dynamic and complex-shaped objects are measured, as motion artifacts and phase inconsistencies can degrade accuracy. In this study, we propose an enhanced phase-shifting method that incorporates neural inverse rendering to enable the 3D measurement of moving objects. To effectively capture object motion, we introduce a displacement field into the rendering model, which accurately represents positional changes and mitigates motion-induced distortions. Additionally, to achieve high-precision reconstruction with fewer phase-shifting patterns, we design a multiview-rendering framework that utilizes multiple cameras in conjunction with a single projector. Comparisons with state-of-the-art methods and various ablation studies demonstrated that our method accurately reconstructs the shapes of moving objects, even with a small number of patterns, using only simple, well-known phase-shifting patterns.

Jingjing Wang, Qirui Hu, Chong Bao, Yuke Zhu, Hujun Bao, Zhaopeng Cui, Guofeng Zhang

We propose an outdoor scene dataset and propose a series of benchmarks based on it.Inverse rendering in urban scenes is pivotal for applications like autonomous driving and digital twins, yet it faces significant challenges due to complex illumination conditions, including multi-illumination and indirect light and shadow effects.However, these challenges' effects on intrinsic decomposition and 3D reconstruction are not explored due to the lack of appropriate datasets. In this paper, we present LightCity, a novel high-quality synthetic urban dataset featuring diverse illumination conditions with realistic indirect light and shadow effects.LightCity encompasses over 300 sky maps with highly controllable illumination, varying scales with both street-level and aerial perspectives over 50K images, and rich properties such as depth, normal, and material components, light and indirect light, etc.Besides, we leverage LightCity to benchmark three fundamental tasks in the urban environments and conduct a comprehensive analysis of these benchmarks, laying a robust foundation for advancing related research.

Ata Çelen, Marc Pollefeys, Daniel Barath, Iro Armeni

We introduce HouseTour, a method for spatially-aware 3D camera trajectory and natural language summary generation from a collection of images depicting an existing 3D space. Unlike existing vision-language models (VLMs), which struggle with geometric reasoning, our approach generates smooth video trajectories via a diffusion process constrained by known camera poses and integrates this information into the VLM for 3D-grounded descriptions. We synthesize the final video using 3D Gaussian splatting to render novel views along the trajectory. To support this task, we present the HouseTour dataset, which includes over 1,200 house-tour videos with camera poses, 3D reconstructions, and real estate descriptions. Experiments demonstrate that incorporating 3D camera trajectories into the text generation process improves performance over methods handling each task independently. We evaluate both individual and end-to-end performance, introducing a new joint metric. Our work enables automated, professional-quality video creation for real estate and touristic applications without requiring specialized expertise or equipment.

Dongki Jung, Jaehoon Choi, Yonghan Lee, Dinesh Manocha

We present a novel 3D mapping pipeline for large-scale indoor environments. To address the significant challenges in large-scale indoor scenes, such as prevalent occlusions and textureless regions, we propose IM360, a novel approach that leverages the wide field of view of omnidirectional images and integrates the spherical camera model into the Structure-from-Motion (SfM) pipeline. Our SfM utilizes dense matching features specifically designed for 360 images, demonstrating superior capability in image registration. Furthermore, with the aid of mesh-based neural rendering techniques, we introduce a texture optimization method that refines texture maps and accurately captures view-dependent properties by combining diffuse and specular components. We evaluate our pipeline on large-scale indoor scenes, demonstrating its effectiveness in real-world scenarios. In practice, IM360 demonstrates superior performance, achieving a 3.5 PSNR increase in textured mesh reconstruction. We attain state-of-the-art performance in terms of camera localization and registration on Matterport3D and Stanford2D3D.

Chengwei Ren, Fan Zhang, Liangchao Xu, Liang Pan, Ziwei Liu, Wenping Wang, Xiao-Ping Zhang, Yuan Liu

3D Gaussian Splatting (3DGS) is a prevailing technique to reconstruct large-scale 3D scenes from multiview images for novel view synthesis, like a room, a block, and even a city. Such large-scale scenes are not static with changes constantly happening in these scenes, like a new building being built or a new decoration being set up. To keep the reconstructed 3D Gaussian fields up-to-date, a naive way is to reconstruct the whole scene after changing, which is extremely costly and inefficient. In this paper, we propose a new method called GauUpdate that allows partially updating an old 3D Gaussian field with new objects from a new 3D Gaussian field. However, simply inserting the new objects leads to inconsistent appearances because the old and new Gaussian fields may have different lighting environments from each other. GauUpdate addresses this problem by applying inverse rendering techniques in the 3DGS to recover both the materials and environmental lights. Based on the materials and lighting, we relight the new objects in the old 3D Gaussian field for consistent global illumination. For an accurate estimation of the materials and lighting, we put additional constraints on the materials and lighting conditions, that these two fields share the same materials but different environment lights, to improve their qualities. We conduct experiments on both synthetic scenes and real-world scenes to evaluate GauUpdate, which demonstrate that GauUpdate achieves realistic object insertion in 3D Gaussian fields with consistent appearances.

Zhirui Gao, Renjiao Yi, Yaqiao Dai, Xuening Zhu, Wei Chen, Chenyang Zhu, Kai Xu

This paper presents an end-to-end framework for reconstructing 3D parametric curves directly from multi-view edge maps. Contrasting with existing two-stage methods that follow a sequential "edge point cloud reconstruction and parametric curve fitting" pipeline, our one-stage approach optimizes 3D parametric curves directly from 2D edge maps, eliminating error accumulation caused by the inherent optimization gap between disconnected stages. However, parametric curves inherently lack suitability for rendering-based multi-view optimization, necessitating a complementary representation that preserves their geometric properties while enabling differentiable rendering. We propose a novel bi-directional coupling mechanism between parametric curves and edge-oriented Gaussian components. This tight correspondence formulates a curve-aware Gaussian representation, CurveGaussian, that enables differentiable rendering of 3D curves, allowing direct optimization guided by multi-view evidence. Furthermore, we introduce a dynamically adaptive topology optimization framework during training to refine curve structures through linearization, merging, splitting, and pruning operations. Comprehensive evaluations on the ABC dataset and real-world benchmarks demonstrate our one-stage method's superiority over two-stage alternatives, particularly in producing cleaner and more robust reconstructions. Additionally, by directly optimizing parametric curves, our method significantly reduces the parameter count during training, achieving both higher efficiency and superior performance compared to existing approaches.

Sankeerth Durvasula, Sharanshangar Muhunthan, Zain Moustafa, Richard Chen, Ruofan Liang, Yushi Guan, Nilesh Ahuja, Nilesh Jain, Selvakumar Panneer, Nandita Vijaykumar

3D Gaussian Splatting (3DGS) is a state-of-art technique to model real-world scenes with high quality and real-time rendering.Typically, a higher quality representation can be achieved by using a large number of 3D Gaussians. However, using large 3D Gaussian counts significantly increases the GPU device memory for storing model parameters. A large model thus requires powerful GPUs with high memory capacities for training and has slower training/rendering latencies due to the inefficiencies of memory access and data movement. In this work, we introduce ContraGS, a method to enable training directly on compressed 3DGS representations without reducing the Gaussian Counts, and thus with a little loss in model quality. ContraGS leverages codebooks to compactly store a set of Gaussian parameter vectors throughout the training process, thereby significantly reducing memory consumption. While codebooks have been demonstrated to be highly effective at compressing fully trained 3DGS models, directly training using codebook representations is an unsolved challenge. ContraGS solves the problem of learning non-differentiable parameters in codebook-compressed representations by posing parameter estimation as a Bayesian inference problem. To this end, ContraGS provides a framework that effectively uses MCMC sampling to sample over a posterior distribution of these compressed representations. With ContraGS, we demonstrate that ContraGS significantly reduces the peak memory during training (on average 3.49X) and accelerated training and rendering 1.36Xand 1.88X on average, respectively), while retraining close to state-of-art quality.

Dubing Chen, Huan Zheng, Yucheng Zhou, Xianfei Li, Wenlong Liao, Tao He, Pai Peng, Jianbing Shen

Vision-based 3D semantic occupancy prediction is a critical task in 3D vision that integrates volumetric 3D reconstruction with semantic understanding. Existing methods, however, often rely on modular pipelines. These modules are typically optimized independently or use pre-configured inputs, leading to cascading errors. In this paper, we address this limitation by designing a novel causal loss that enables holistic, end-to-end supervision of the modular 2D-to-3D transformation pipeline. Grounded in the principle of 2D-to-3D semantic causality, this loss regulates the gradient flow from 3D voxel representations back to the 2D features. Consequently, it renders the entire pipeline differentiable, unifying the learning process and making previously non-trainable components fully learnable. Building on this principle, we propose the Semantic Causality-Aware 2D-to-3D Transformation, which comprises three components guided by our causal loss: Channel-Grouped Lifting for adaptive semantic mapping, Learnable Camera Offsets for enhanced robustness against camera perturbations, and Normalized Convolution for effective feature propagation. Extensive experiments demonstrate that our method achieves state-of-the-art performance on the Occ3D benchmark, demonstrating significant robustness to camera perturbations and improved 2D-to-3D semantic consistency.

Guosheng Zhao, Xiaofeng Wang, Chaojun Ni, Zheng Zhu, Wenkang Qin, Guan Huang, Xingang Wang

Combining reconstruction models with generative models has emerged as a promising paradigm for closed-loop simulation in autonomous driving. For example, ReconDreamer has demonstrated remarkable success in rendering large-scale maneuvers. However, a significant gap remains between the generated data and real-world sensor observations, particularly in terms of fidelity for structured elements, such as the ground surface. To address these challenges, we propose ReconDreamer++, an enhanced framework that significantly improves the overall rendering quality by mitigating the domain gap and refining the representation of the ground surface.Specifically, ReconDreamer++ introduces the Novel Trajectory Deformable Network (NTDNet), which leverages learnable spatial deformation mechanisms to bridge the domain gap between synthesized novel views and original sensor observations. Moreover, for structured elements such as the ground surface, we preserve geometric prior knowledge in 3D Gaussians, andthe optimization process focuses on refining appearance attributes while preserving the underlying geometric structure. Experimental evaluations conducted on multiple datasets (Waymo, nuScenes, PandaSet, and EUVS) confirm the superior performance of ReconDreamer++. Specifically, on Waymo, ReconDreamer++ achieves performance comparable to Street Gaussians for the original trajectory while significantly outperforming ReconDreamer on novel trajectories. In particular, it achieves substantial improvements, including a 6.1% increase in NTA-IoU, a 23. 0% improvement in FID, and a remarkable 4.5% gain in the ground surface metric NTL-IoU, highlighting its effectiveness in accurately reconstructing structured elements such as the road surface.

Shiyong Liu, Xiao Tang, Zhihao Li, Yingfan He, Chongjie Ye, Jianzhuang Liu, Binxiao Huang, Shunbo Zhou, Xiaofei Wu

In large-scale scene reconstruction using 3D Gaussian splatting, it is common to partition the scene into multiple smaller regions and reconstruct them individually. However, existing division methods are occlusion-agnostic, meaning that each region may contain areas with severe occlusions. As a result, the cameras within those regions are less correlated, leading to a low average contribution to the overall reconstruction. In this paper, we propose an occlusion-aware scene division strategy that clusters training cameras based on their positions and co-visibilities to acquire multiple regions. Cameras in such regions exhibit stronger correlations and a higher average contribution, facilitating high-quality scene reconstruction. We further propose a region-based rendering technique to accelerate large scene rendering, which culls Gaussians invisible to the region where the viewpoint is located. Such a technique significantly speeds up the rendering without compromising quality. Extensive experiments on multiple large scenes show that our method achieves superior reconstruction results with faster rendering speeds compared to existing state-of-the-art approaches. Project page: https://occlugaussian.github.io.

Roberto Iacoviello, Alberto Ciprian, Alberto Messina, Maurizio Montagnuolo, Davide Zappia

The evolving media landscape increasingly demands immersive, non-linear formats supported by innovative tools for content creation and distribution. The Horizon Europe XReco project addresses this need by providing a unified, data-driven ecosystem for next-generation media production, with a focus on extended reality (XR) and virtual production. The platform integrates ingestion of diverse media types (text, images, audio, video, 3D), cross-modal search, 3D content creation, sharing, and monetization. Central to XReco is a metadata-driven ingestion system that overcomes archive fragmentation by enabling efficient organization and access to content from sources like broadcasters, online news, and open repositories. This capability was demonstrated through a short TV documentary on Guglielmo Marconi, created using historical materials assembled via the XReco platform. The platform's Orchestrator module empowers users with powerful cross-modal semantic search capabilities, leveraging neural descriptors to enable queries across different media formats. Editorial teams can retrieve relevant contents searching by keywords like ''telegraph'' or perform reverse image searches to identify and contextualize visual assets like images and 3D models. This unified search functionality significantly enhances content discovery and reuse. A major innovation of the platform consists in providing a set of tools for enhancing the quality of the ingested contents, as well as generating 3D models from 2D assets using state-of-the-art techniques (video super resolution, blind face restoration, NeRF, Gaussian Splatting, Structure from Motion). These services are accessible and tunable via a unified interface, which provides a streamlined user experience and hides the complexity of the underlying technologies. For the Marconi documentary, detailed 3D models of key technological artifacts were created, enabling viewers to interactively explore these objects from multiple perspectives. XReco also supports seamless integration with third-party tools to enrich production workflows. Our documentary incorporated photorealistic digital avatars created with Unreal MetaHuman, animated via motion capture, and featured holoported human experts alongside real presenters within dynamic virtual environments. A noteworthy example is the virtual reconstruction of the RAI Radio Museum in Turin based on Gaussian Splatting, in which avatars from remote locations are developed with Unity and rendered using 4D Gaussian Splatting and Free Viewpoint Video (FVV) technologies. Compatibility with platforms such as Unity and Unreal Engine further facilitates the creation of visually compelling XR experiences. In summary, the XReco platform represents a robust end-to-end solution that effectively tackles the technical and commercial complexities of modern XR and virtual production, paving the way for innovative storytelling in the evolving media ecosystem. During the demo, attendees will have a walkthrough of the platform functionalities, highlighting key technologies for content search, filtering, and processing. They will also be able to enjoy a short documentary about Guglielmo Marconi, produced by our editorial team using XReco technology. After the walkthrough, attendees will have the opportunity to interact directly with the XReco platform to explore its features hands-on-such as testing the search capabilities, creating 3D assets, and experimenting with other available tools. This will provide a more engaging and comprehensive experience of the demo's functionalities. Link to the video: https://drive.google.com/drive/folders/15XTkg-x1U62hQ2dRo2ABiT3LG94CJXO5

Wei Gao 0003, Sam Kwong, Zhu Li 0001, Shan Liu 0001, Ge Li 0002

Point cloud processing and 3D vision have emerged as very hot topics in the multimedia community. Point clouds can give an immersive visual experience and provide accurate structural information of 3D objects and scenes in the applications including virtual reality/augmented reality (VR/AR), autonomous driving, robot navigation, and geo-information systems (GIS). Moreover, 3D Gaussian splatting has become a very powerful and popular tool for 3D reconstruction, generation and rendering, as well as compression, representation and understanding. 3D Gaussian splatting technology can also be deemed as an extension of point cloud processing technology. 3D vision technologies empower the developments of immersive media, embodied artificial intelligence (AI) and unmanned systems. Their challenges in processing, analysis, and applications have attracted significant interest from industry, academia, and standardization bodies. This workshop invites innovative contributions in point cloud processing and 3D Gaussian splatting to propel the advancements of 3D vision technologies.

Ruifan Ji, Mingyuan Wu, Bo Chen 0025, Michael Zink, Ramesh K. Sitaraman, Jacob Chakareski, Klara Nahrstedt

We present Anywhere Avatar, a telepresence system that enables full-body and facial avatar reconstruction using a smartphone and a laptop. Users record short videos to generate personalized avatars, which are animated in real time during teleconferencing using webcam-based tracking. Built on pre-trained FLAME and SMPL models, the avatars are rendered in high fidelity using Gaussian splatting. The system runs at near real-time with minimal bandwidth, making expressive 3D telepresence accessible without specialized hardware.

Debora Russo, Nicola Mazzocca, Valeria Vittorini

We present UR-MAT, a multimodal, material-aware synthetic dataset for urban scene understanding and physics-based simulation. UR-MAT comprises seven diverse outdoor environments, ranging from historic districts to modern office areas, reconstructed from OpenStreetMap data and procedurally enhanced in Unreal Engine. Each scene includes semantically structured 3D meshes and physically based rendering (PBR) materials annotated with electromagnetic properties such as permittivity, reflectance, and attenuation. The dataset provides spatially aligned RGB images, material segmentation masks, depth maps, point clouds, camera poses, and 3D mesh files in .glb format. All data is generated through a deterministic, reproducible pipeline integrating OSM2World, Unreal Engine, and UnrealCV. UR-MAT supports a wide range of research tasks, from semantic segmentation and 3D reconstruction to material-aware electromagnetic simulation (e.g., mmWave propagation). We also release two utility scripts to extract mesh-material relationships and assign physical metadata, enabling dataset extension and reproducibility. By bridging computer vision and physical modeling, UR-MAT serves as a testbed for multimodal AI and signal-aware urban simulation.

Zihao Ding, Cheng-Tse Lee, Mufeng Zhu, Tao Guan, Yuan-Chun Sun, Cheng-Hsin Hsu, Yao Liu 0001

3D Gaussian Splatting (3DGS) is an emerging media representation that reconstructs real-world 3D scenes in high fidelity, enabling 6-degrees-of-freedom (6-DoF) navigation in virtual reality (VR). However, developing and evaluating 3DGS-enabled applications and optimizing their rendering performance require realistic user navigation data. Such data is currently unavailable for photorealistic 3DGS reconstructions of real-world scenes. This paper introduces EyeNavGS, the first publicly available 6-DoF navigation dataset featuring traces from 46 participants exploring twelve diverse, real-world 3DGS scenes. The dataset was collected at two sites, using the Meta Quest Pro headsets, recording the head pose and eye gaze data for each rendered frame during free world standing 6-DoF navigation. For each of the twelve scenes, we performed careful scene initialization to correct for scene tilt and scale, ensuring a perceptually-comfortable VR experience. We also release our open-source SIBR viewer software fork with record-and-replay functionalities and a suite of utility tools for data processing, conversion, and visualization. The EyeNavGS dataset and its accompanying software tools provide valuable resources for advancing research in 6-DoF viewport prediction, adaptive streaming, 3D saliency, and foveated rendering for 3DGS scenes. The EyeNavGS dataset is available at: https://symmru.github.io/EyeNavGS/

Zhixia Zhao, Qiyue Li 0001, Jie Li 0015, Richang Hong, Zhi Liu 0002

Gaussian splatting video has recently emerged as a promising representation for immersive 6-degree-of-freedom (6DoF) content due to its low-latency rendering, compact data structure, and high visual fidelity. In particular, 4D Gaussian splatting video-which models dynamic scenes as temporally evolving Gaussian splats in 3D space-offers an efficient solution for rendering photorealistic, interactive experiences. However, a systematic understanding of user behavior in such environments, especially head movement, remains largely unexplored due to the absence of dedicated datasets tailored to this format. This lack of data severely limits progress in viewpoint prediction, attention modeling, and video streaming optimization. To address this critical gap, we introduce ViewGauss-the first publicly available dataset that captures full 6DoF head movement during the viewing of 4D Gaussian splatting videos. Our dataset is collected from 35 participants using a high-precision Vive Focus Vision headset in a controlled environment, while they freely watched four reconstructed Gaussian splatting video sequences derived from the HiFi4G dataset. The data are recorded with high temporal resolution using position coordinates and unit quaternions, and organized into structured CSV files with precise timestamps for downstream synchronization and behavioral analysis. To demonstrate the practical value of ViewGauss, we conduct a preliminary viewpoint prediction experiment using the iTransformer model. The results show that head orientation patterns in 4D Gaussian splatting video scenes are not only temporally coherent but also learnable, highlighting the potential of ViewGauss as a benchmark for future behavioral modeling and predictive rendering systems. The dataset is publicly available at: https://github.com/Cedarleigh/ViewGauss-DataSet.