  As 3D Gaussian Splatting (3DGS) provides fast and high-quality novel view
synthesis, it is a natural extension to deform a canonical 3DGS to multiple
frames for representing a dynamic scene. However, previous works fail to
accurately reconstruct complex dynamic scenes. We attribute the failure to the
design of the deformation field, which is built as a coordinate-based function.
This approach is problematic because 3DGS is a mixture of multiple fields
centered at the Gaussians, not just a single coordinate-based framework. To
resolve this problem, we define the deformation as a function of per-Gaussian
embeddings and temporal embeddings. Moreover, we decompose deformations as
coarse and fine deformations to model slow and fast movements, respectively.
Also, we introduce a local smoothness regularization for per-Gaussian embedding
to improve the details in dynamic regions. Project page:
https://jeongminb.github.io/e-d3dgs/
