The UGRS 4D Gaussian Splatting project is now officially live on the Blender Demo Files page
Blender Demo File - UGRS Real-time 4DGS Demo for Blender 5.0 © 2025 Mediastorm & 4DV.ai — Released under the Creative Commons Attribution (CC-BY 4.0) License.
This demo is part of the SIGGRAPH 2025 Real-Time Live! “InfiniteStudio: 4D Volumetric Capture for Filmmaking and Beyond” showcase, recognized with the Best in Show award.
Overview
A custom Blender node originally developed by Mediastorm during the ASUS 4DGS Yungang Grottoes project. It supports loading and previewing of 3D Gaussian Splatting (3DGS) and 4D Gaussian Splatting (4DGS) datasets,
providing basic visualization styles for quick inspection and camera motion design. This viewer represents an early component of the Universal Gaussian Rendering System (UGRS), a broader R&D effort exploring unified Gaussian rendering and visualization workflows.
Its technology was later featured in the SIGGRAPH 2025 Real-Time Live! showcase “InfiniteStudio: 4D Volumetric Capture for Filmmaking and Beyond” — which received the Best in Show Award.
Features
Load and visualize .ply files for 3DGS and 4DGS Basic shader presets for stylized or analytic previews Easy to integrate into custom Blender pipelines Experimental visualization for dynamic 4DGS sequences
Requirements
Blender 4.3+
Platform: Windows / macOS / Linux
- Clone or download this repository.
- Add the provided assets into your Blender scene collection.(The sample project already includes a 4D corgi .ply asset.)
- Create a new collection to store seq05 and exclude it from rendering visibility.
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If using a new project: Go to File → Append → NodeTree → GeometryNodesTree Add the node group in the Geometry Nodes editor via Add (Shift + A) → Group → GeometryNodesTree
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Load the 3DGS/4DGS .ply file through the node’s file path input, and ensure the parameters match the reference setup.
- Control playback via the Frame_Index_input parameter. You can keyframe it manually or enter #frame to bind it to the current timeline frame.
🔬 Technology Exploration
Mediastorm’s ongoing R&D explores advanced Gaussian rendering within Blender’s ecosystem, bridging procedural rendering, real-time lighting, and volumetric representation.
Current Focus
Spherical Harmonics Shading
Full-space Gaussian Evaluation
Realtime Eevee Integration
Shadow & Reflection Support
Proxy Mesh Approximation
🙏 Acknowledgements
Special thanks to Zhang Yu (4DV.ai) for clarifying the fundamental differences between 3DGS and 4DGS in the early stages of development. His guidance ensured this tool was built on a correct conceptual foundation.
For development logs (in Chinese): 👉 (Bilibili)









