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SubscribeGeo4D: Leveraging Video Generators for Geometric 4D Scene Reconstruction
We introduce Geo4D, a method to repurpose video diffusion models for monocular 3D reconstruction of dynamic scenes. By leveraging the strong dynamic prior captured by such video models, Geo4D can be trained using only synthetic data while generalizing well to real data in a zero-shot manner. Geo4D predicts several complementary geometric modalities, namely point, depth, and ray maps. It uses a new multi-modal alignment algorithm to align and fuse these modalities, as well as multiple sliding windows, at inference time, thus obtaining robust and accurate 4D reconstruction of long videos. Extensive experiments across multiple benchmarks show that Geo4D significantly surpasses state-of-the-art video depth estimation methods, including recent methods such as MonST3R, which are also designed to handle dynamic scenes.
Vivid4D: Improving 4D Reconstruction from Monocular Video by Video Inpainting
Reconstructing 4D dynamic scenes from casually captured monocular videos is valuable but highly challenging, as each timestamp is observed from a single viewpoint. We introduce Vivid4D, a novel approach that enhances 4D monocular video synthesis by augmenting observation views - synthesizing multi-view videos from a monocular input. Unlike existing methods that either solely leverage geometric priors for supervision or use generative priors while overlooking geometry, we integrate both. This reformulates view augmentation as a video inpainting task, where observed views are warped into new viewpoints based on monocular depth priors. To achieve this, we train a video inpainting model on unposed web videos with synthetically generated masks that mimic warping occlusions, ensuring spatially and temporally consistent completion of missing regions. To further mitigate inaccuracies in monocular depth priors, we introduce an iterative view augmentation strategy and a robust reconstruction loss. Experiments demonstrate that our method effectively improves monocular 4D scene reconstruction and completion.
WideRange4D: Enabling High-Quality 4D Reconstruction with Wide-Range Movements and Scenes
With the rapid development of 3D reconstruction technology, research in 4D reconstruction is also advancing, existing 4D reconstruction methods can generate high-quality 4D scenes. However, due to the challenges in acquiring multi-view video data, the current 4D reconstruction benchmarks mainly display actions performed in place, such as dancing, within limited scenarios. In practical scenarios, many scenes involve wide-range spatial movements, highlighting the limitations of existing 4D reconstruction datasets. Additionally, existing 4D reconstruction methods rely on deformation fields to estimate the dynamics of 3D objects, but deformation fields struggle with wide-range spatial movements, which limits the ability to achieve high-quality 4D scene reconstruction with wide-range spatial movements. In this paper, we focus on 4D scene reconstruction with significant object spatial movements and propose a novel 4D reconstruction benchmark, WideRange4D. This benchmark includes rich 4D scene data with large spatial variations, allowing for a more comprehensive evaluation of the generation capabilities of 4D generation methods. Furthermore, we introduce a new 4D reconstruction method, Progress4D, which generates stable and high-quality 4D results across various complex 4D scene reconstruction tasks. We conduct both quantitative and qualitative comparison experiments on WideRange4D, showing that our Progress4D outperforms existing state-of-the-art 4D reconstruction methods. Project: https://github.com/Gen-Verse/WideRange4D
HoloTime: Taming Video Diffusion Models for Panoramic 4D Scene Generation
The rapid advancement of diffusion models holds the promise of revolutionizing the application of VR and AR technologies, which typically require scene-level 4D assets for user experience. Nonetheless, existing diffusion models predominantly concentrate on modeling static 3D scenes or object-level dynamics, constraining their capacity to provide truly immersive experiences. To address this issue, we propose HoloTime, a framework that integrates video diffusion models to generate panoramic videos from a single prompt or reference image, along with a 360-degree 4D scene reconstruction method that seamlessly transforms the generated panoramic video into 4D assets, enabling a fully immersive 4D experience for users. Specifically, to tame video diffusion models for generating high-fidelity panoramic videos, we introduce the 360World dataset, the first comprehensive collection of panoramic videos suitable for downstream 4D scene reconstruction tasks. With this curated dataset, we propose Panoramic Animator, a two-stage image-to-video diffusion model that can convert panoramic images into high-quality panoramic videos. Following this, we present Panoramic Space-Time Reconstruction, which leverages a space-time depth estimation method to transform the generated panoramic videos into 4D point clouds, enabling the optimization of a holistic 4D Gaussian Splatting representation to reconstruct spatially and temporally consistent 4D scenes. To validate the efficacy of our method, we conducted a comparative analysis with existing approaches, revealing its superiority in both panoramic video generation and 4D scene reconstruction. This demonstrates our method's capability to create more engaging and realistic immersive environments, thereby enhancing user experiences in VR and AR applications.
CAT4D: Create Anything in 4D with Multi-View Video Diffusion Models
We present CAT4D, a method for creating 4D (dynamic 3D) scenes from monocular video. CAT4D leverages a multi-view video diffusion model trained on a diverse combination of datasets to enable novel view synthesis at any specified camera poses and timestamps. Combined with a novel sampling approach, this model can transform a single monocular video into a multi-view video, enabling robust 4D reconstruction via optimization of a deformable 3D Gaussian representation. We demonstrate competitive performance on novel view synthesis and dynamic scene reconstruction benchmarks, and highlight the creative capabilities for 4D scene generation from real or generated videos. See our project page for results and interactive demos: cat-4d.github.io.
Reconstructing 4D Spatial Intelligence: A Survey
Reconstructing 4D spatial intelligence from visual observations has long been a central yet challenging task in computer vision, with broad real-world applications. These range from entertainment domains like movies, where the focus is often on reconstructing fundamental visual elements, to embodied AI, which emphasizes interaction modeling and physical realism. Fueled by rapid advances in 3D representations and deep learning architectures, the field has evolved quickly, outpacing the scope of previous surveys. Additionally, existing surveys rarely offer a comprehensive analysis of the hierarchical structure of 4D scene reconstruction. To address this gap, we present a new perspective that organizes existing methods into five progressive levels of 4D spatial intelligence: (1) Level 1 -- reconstruction of low-level 3D attributes (e.g., depth, pose, and point maps); (2) Level 2 -- reconstruction of 3D scene components (e.g., objects, humans, structures); (3) Level 3 -- reconstruction of 4D dynamic scenes; (4) Level 4 -- modeling of interactions among scene components; and (5) Level 5 -- incorporation of physical laws and constraints. We conclude the survey by discussing the key challenges at each level and highlighting promising directions for advancing toward even richer levels of 4D spatial intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/yukangcao/Awesome-4D-Spatial-Intelligence.
EasyVolcap: Accelerating Neural Volumetric Video Research
Volumetric video is a technology that digitally records dynamic events such as artistic performances, sporting events, and remote conversations. When acquired, such volumography can be viewed from any viewpoint and timestamp on flat screens, 3D displays, or VR headsets, enabling immersive viewing experiences and more flexible content creation in a variety of applications such as sports broadcasting, video conferencing, gaming, and movie productions. With the recent advances and fast-growing interest in neural scene representations for volumetric video, there is an urgent need for a unified open-source library to streamline the process of volumetric video capturing, reconstruction, and rendering for both researchers and non-professional users to develop various algorithms and applications of this emerging technology. In this paper, we present EasyVolcap, a Python & Pytorch library for accelerating neural volumetric video research with the goal of unifying the process of multi-view data processing, 4D scene reconstruction, and efficient dynamic volumetric video rendering. Our source code is available at https://github.com/zju3dv/EasyVolcap.
Joint Optimization for 4D Human-Scene Reconstruction in the Wild
Reconstructing human motion and its surrounding environment is crucial for understanding human-scene interaction and predicting human movements in the scene. While much progress has been made in capturing human-scene interaction in constrained environments, those prior methods can hardly reconstruct the natural and diverse human motion and scene context from web videos. In this work, we propose JOSH, a novel optimization-based method for 4D human-scene reconstruction in the wild from monocular videos. JOSH uses techniques in both dense scene reconstruction and human mesh recovery as initialization, and then it leverages the human-scene contact constraints to jointly optimize the scene, the camera poses, and the human motion. Experiment results show JOSH achieves better results on both global human motion estimation and dense scene reconstruction by joint optimization of scene geometry and human motion. We further design a more efficient model, JOSH3R, and directly train it with pseudo-labels from web videos. JOSH3R outperforms other optimization-free methods by only training with labels predicted from JOSH, further demonstrating its accuracy and generalization ability.
Driv3R: Learning Dense 4D Reconstruction for Autonomous Driving
Realtime 4D reconstruction for dynamic scenes remains a crucial challenge for autonomous driving perception. Most existing methods rely on depth estimation through self-supervision or multi-modality sensor fusion. In this paper, we propose Driv3R, a DUSt3R-based framework that directly regresses per-frame point maps from multi-view image sequences. To achieve streaming dense reconstruction, we maintain a memory pool to reason both spatial relationships across sensors and dynamic temporal contexts to enhance multi-view 3D consistency and temporal integration. Furthermore, we employ a 4D flow predictor to identify moving objects within the scene to direct our network focus more on reconstructing these dynamic regions. Finally, we align all per-frame pointmaps consistently to the world coordinate system in an optimization-free manner. We conduct extensive experiments on the large-scale nuScenes dataset to evaluate the effectiveness of our method. Driv3R outperforms previous frameworks in 4D dynamic scene reconstruction, achieving 15x faster inference speed compared to methods requiring global alignment. Code: https://github.com/Barrybarry-Smith/Driv3R.
Endo-4DGS: Endoscopic Monocular Scene Reconstruction with 4D Gaussian Splatting
In the realm of robot-assisted minimally invasive surgery, dynamic scene reconstruction can significantly enhance downstream tasks and improve surgical outcomes. Neural Radiance Fields (NeRF)-based methods have recently risen to prominence for their exceptional ability to reconstruct scenes but are hampered by slow inference speed, prolonged training, and inconsistent depth estimation. Some previous work utilizes ground truth depth for optimization but is hard to acquire in the surgical domain. To overcome these obstacles, we present Endo-4DGS, a real-time endoscopic dynamic reconstruction approach that utilizes 3D Gaussian Splatting (GS) for 3D representation. Specifically, we propose lightweight MLPs to capture temporal dynamics with Gaussian deformation fields. To obtain a satisfactory Gaussian Initialization, we exploit a powerful depth estimation foundation model, Depth-Anything, to generate pseudo-depth maps as a geometry prior. We additionally propose confidence-guided learning to tackle the ill-pose problems in monocular depth estimation and enhance the depth-guided reconstruction with surface normal constraints and depth regularization. Our approach has been validated on two surgical datasets, where it can effectively render in real-time, compute efficiently, and reconstruct with remarkable accuracy.
4Real-Video-V2: Fused View-Time Attention and Feedforward Reconstruction for 4D Scene Generation
We propose the first framework capable of computing a 4D spatio-temporal grid of video frames and 3D Gaussian particles for each time step using a feed-forward architecture. Our architecture has two main components, a 4D video model and a 4D reconstruction model. In the first part, we analyze current 4D video diffusion architectures that perform spatial and temporal attention either sequentially or in parallel within a two-stream design. We highlight the limitations of existing approaches and introduce a novel fused architecture that performs spatial and temporal attention within a single layer. The key to our method is a sparse attention pattern, where tokens attend to others in the same frame, at the same timestamp, or from the same viewpoint. In the second part, we extend existing 3D reconstruction algorithms by introducing a Gaussian head, a camera token replacement algorithm, and additional dynamic layers and training. Overall, we establish a new state of the art for 4D generation, improving both visual quality and reconstruction capability.
Hybrid 3D-4D Gaussian Splatting for Fast Dynamic Scene Representation
Recent advancements in dynamic 3D scene reconstruction have shown promising results, enabling high-fidelity 3D novel view synthesis with improved temporal consistency. Among these, 4D Gaussian Splatting (4DGS) has emerged as an appealing approach due to its ability to model high-fidelity spatial and temporal variations. However, existing methods suffer from substantial computational and memory overhead due to the redundant allocation of 4D Gaussians to static regions, which can also degrade image quality. In this work, we introduce hybrid 3D-4D Gaussian Splatting (3D-4DGS), a novel framework that adaptively represents static regions with 3D Gaussians while reserving 4D Gaussians for dynamic elements. Our method begins with a fully 4D Gaussian representation and iteratively converts temporally invariant Gaussians into 3D, significantly reducing the number of parameters and improving computational efficiency. Meanwhile, dynamic Gaussians retain their full 4D representation, capturing complex motions with high fidelity. Our approach achieves significantly faster training times compared to baseline 4D Gaussian Splatting methods while maintaining or improving the visual quality.
SD-GS: Structured Deformable 3D Gaussians for Efficient Dynamic Scene Reconstruction
Current 4D Gaussian frameworks for dynamic scene reconstruction deliver impressive visual fidelity and rendering speed, however, the inherent trade-off between storage costs and the ability to characterize complex physical motions significantly limits the practical application of these methods. To tackle these problems, we propose SD-GS, a compact and efficient dynamic Gaussian splatting framework for complex dynamic scene reconstruction, featuring two key contributions. First, we introduce a deformable anchor grid, a hierarchical and memory-efficient scene representation where each anchor point derives multiple 3D Gaussians in its local spatiotemporal region and serves as the geometric backbone of the 3D scene. Second, to enhance modeling capability for complex motions, we present a deformation-aware densification strategy that adaptively grows anchors in under-reconstructed high-dynamic regions while reducing redundancy in static areas, achieving superior visual quality with fewer anchors. Experimental results demonstrate that, compared to state-of-the-art methods, SD-GS achieves an average of 60\% reduction in model size and an average of 100\% improvement in FPS, significantly enhancing computational efficiency while maintaining or even surpassing visual quality.
Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle
We introduce Gaussian-Flow, a novel point-based approach for fast dynamic scene reconstruction and real-time rendering from both multi-view and monocular videos. In contrast to the prevalent NeRF-based approaches hampered by slow training and rendering speeds, our approach harnesses recent advancements in point-based 3D Gaussian Splatting (3DGS). Specifically, a novel Dual-Domain Deformation Model (DDDM) is proposed to explicitly model attribute deformations of each Gaussian point, where the time-dependent residual of each attribute is captured by a polynomial fitting in the time domain, and a Fourier series fitting in the frequency domain. The proposed DDDM is capable of modeling complex scene deformations across long video footage, eliminating the need for training separate 3DGS for each frame or introducing an additional implicit neural field to model 3D dynamics. Moreover, the explicit deformation modeling for discretized Gaussian points ensures ultra-fast training and rendering of a 4D scene, which is comparable to the original 3DGS designed for static 3D reconstruction. Our proposed approach showcases a substantial efficiency improvement, achieving a 5times faster training speed compared to the per-frame 3DGS modeling. In addition, quantitative results demonstrate that the proposed Gaussian-Flow significantly outperforms previous leading methods in novel view rendering quality. Project page: https://nju-3dv.github.io/projects/Gaussian-Flow
Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting
Reconstructing dynamic 3D scenes from 2D images and generating diverse views over time is challenging due to scene complexity and temporal dynamics. Despite advancements in neural implicit models, limitations persist: (i) Inadequate Scene Structure: Existing methods struggle to reveal the spatial and temporal structure of dynamic scenes from directly learning the complex 6D plenoptic function. (ii) Scaling Deformation Modeling: Explicitly modeling scene element deformation becomes impractical for complex dynamics. To address these issues, we consider the spacetime as an entirety and propose to approximate the underlying spatio-temporal 4D volume of a dynamic scene by optimizing a collection of 4D primitives, with explicit geometry and appearance modeling. Learning to optimize the 4D primitives enables us to synthesize novel views at any desired time with our tailored rendering routine. Our model is conceptually simple, consisting of a 4D Gaussian parameterized by anisotropic ellipses that can rotate arbitrarily in space and time, as well as view-dependent and time-evolved appearance represented by the coefficient of 4D spherindrical harmonics. This approach offers simplicity, flexibility for variable-length video and end-to-end training, and efficient real-time rendering, making it suitable for capturing complex dynamic scene motions. Experiments across various benchmarks, including monocular and multi-view scenarios, demonstrate our 4DGS model's superior visual quality and efficiency.
SplatFields: Neural Gaussian Splats for Sparse 3D and 4D Reconstruction
Digitizing 3D static scenes and 4D dynamic events from multi-view images has long been a challenge in computer vision and graphics. Recently, 3D Gaussian Splatting (3DGS) has emerged as a practical and scalable reconstruction method, gaining popularity due to its impressive reconstruction quality, real-time rendering capabilities, and compatibility with widely used visualization tools. However, the method requires a substantial number of input views to achieve high-quality scene reconstruction, introducing a significant practical bottleneck. This challenge is especially severe in capturing dynamic scenes, where deploying an extensive camera array can be prohibitively costly. In this work, we identify the lack of spatial autocorrelation of splat features as one of the factors contributing to the suboptimal performance of the 3DGS technique in sparse reconstruction settings. To address the issue, we propose an optimization strategy that effectively regularizes splat features by modeling them as the outputs of a corresponding implicit neural field. This results in a consistent enhancement of reconstruction quality across various scenarios. Our approach effectively handles static and dynamic cases, as demonstrated by extensive testing across different setups and scene complexities.
FreeTimeGS: Free Gaussians at Anytime and Anywhere for Dynamic Scene Reconstruction
This paper addresses the challenge of reconstructing dynamic 3D scenes with complex motions. Some recent works define 3D Gaussian primitives in the canonical space and use deformation fields to map canonical primitives to observation spaces, achieving real-time dynamic view synthesis. However, these methods often struggle to handle scenes with complex motions due to the difficulty of optimizing deformation fields. To overcome this problem, we propose FreeTimeGS, a novel 4D representation that allows Gaussian primitives to appear at arbitrary time and locations. In contrast to canonical Gaussian primitives, our representation possesses the strong flexibility, thus improving the ability to model dynamic 3D scenes. In addition, we endow each Gaussian primitive with an motion function, allowing it to move to neighboring regions over time, which reduces the temporal redundancy. Experiments results on several datasets show that the rendering quality of our method outperforms recent methods by a large margin.
Temporally Compressed 3D Gaussian Splatting for Dynamic Scenes
Recent advancements in high-fidelity dynamic scene reconstruction have leveraged dynamic 3D Gaussians and 4D Gaussian Splatting for realistic scene representation. However, to make these methods viable for real-time applications such as AR/VR, gaming, and rendering on low-power devices, substantial reductions in memory usage and improvements in rendering efficiency are required. While many state-of-the-art methods prioritize lightweight implementations, they struggle in handling scenes with complex motions or long sequences. In this work, we introduce Temporally Compressed 3D Gaussian Splatting (TC3DGS), a novel technique designed specifically to effectively compress dynamic 3D Gaussian representations. TC3DGS selectively prunes Gaussians based on their temporal relevance and employs gradient-aware mixed-precision quantization to dynamically compress Gaussian parameters. It additionally relies on a variation of the Ramer-Douglas-Peucker algorithm in a post-processing step to further reduce storage by interpolating Gaussian trajectories across frames. Our experiments across multiple datasets demonstrate that TC3DGS achieves up to 67times compression with minimal or no degradation in visual quality.
PlayerOne: Egocentric World Simulator
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Given an egocentric scene image from the user, PlayerOne can accurately construct the corresponding world and generate egocentric videos that are strictly aligned with the real scene human motion of the user captured by an exocentric camera. PlayerOne is trained in a coarse-to-fine pipeline that first performs pretraining on large-scale egocentric text-video pairs for coarse-level egocentric understanding, followed by finetuning on synchronous motion-video data extracted from egocentric-exocentric video datasets with our automatic construction pipeline. Besides, considering the varying importance of different components, we design a part-disentangled motion injection scheme, enabling precise control of part-level movements. In addition, we devise a joint reconstruction framework that progressively models both the 4D scene and video frames, ensuring scene consistency in the long-form video generation. Experimental results demonstrate its great generalization ability in precise control of varying human movements and worldconsistent modeling of diverse scenarios. It marks the first endeavor into egocentric real-world simulation and can pave the way for the community to delve into fresh frontiers of world modeling and its diverse applications.
DriveDreamer4D: World Models Are Effective Data Machines for 4D Driving Scene Representation
Closed-loop simulation is essential for advancing end-to-end autonomous driving systems. Contemporary sensor simulation methods, such as NeRF and 3DGS, rely predominantly on conditions closely aligned with training data distributions, which are largely confined to forward-driving scenarios. Consequently, these methods face limitations when rendering complex maneuvers (e.g., lane change, acceleration, deceleration). Recent advancements in autonomous-driving world models have demonstrated the potential to generate diverse driving videos. However, these approaches remain constrained to 2D video generation, inherently lacking the spatiotemporal coherence required to capture intricacies of dynamic driving environments. In this paper, we introduce DriveDreamer4D, which enhances 4D driving scene representation leveraging world model priors. Specifically, we utilize the world model as a data machine to synthesize novel trajectory videos based on real-world driving data. Notably, we explicitly leverage structured conditions to control the spatial-temporal consistency of foreground and background elements, thus the generated data adheres closely to traffic constraints. To our knowledge, DriveDreamer4D is the first to utilize video generation models for improving 4D reconstruction in driving scenarios. Experimental results reveal that DriveDreamer4D significantly enhances generation quality under novel trajectory views, achieving a relative improvement in FID by 24.5%, 39.0%, and 10.5% compared to PVG, S3Gaussian, and Deformable-GS. Moreover, DriveDreamer4D markedly enhances the spatiotemporal coherence of driving agents, which is verified by a comprehensive user study and the relative increases of 20.3%, 42.0%, and 13.7% in the NTA-IoU metric.
4DSloMo: 4D Reconstruction for High Speed Scene with Asynchronous Capture
Reconstructing fast-dynamic scenes from multi-view videos is crucial for high-speed motion analysis and realistic 4D reconstruction. However, the majority of 4D capture systems are limited to frame rates below 30 FPS (frames per second), and a direct 4D reconstruction of high-speed motion from low FPS input may lead to undesirable results. In this work, we propose a high-speed 4D capturing system only using low FPS cameras, through novel capturing and processing modules. On the capturing side, we propose an asynchronous capture scheme that increases the effective frame rate by staggering the start times of cameras. By grouping cameras and leveraging a base frame rate of 25 FPS, our method achieves an equivalent frame rate of 100-200 FPS without requiring specialized high-speed cameras. On processing side, we also propose a novel generative model to fix artifacts caused by 4D sparse-view reconstruction, as asynchrony reduces the number of viewpoints at each timestamp. Specifically, we propose to train a video-diffusion-based artifact-fix model for sparse 4D reconstruction, which refines missing details, maintains temporal consistency, and improves overall reconstruction quality. Experimental results demonstrate that our method significantly enhances high-speed 4D reconstruction compared to synchronous capture.
ViDAR: Video Diffusion-Aware 4D Reconstruction From Monocular Inputs
Dynamic Novel View Synthesis aims to generate photorealistic views of moving subjects from arbitrary viewpoints. This task is particularly challenging when relying on monocular video, where disentangling structure from motion is ill-posed and supervision is scarce. We introduce Video Diffusion-Aware Reconstruction (ViDAR), a novel 4D reconstruction framework that leverages personalised diffusion models to synthesise a pseudo multi-view supervision signal for training a Gaussian splatting representation. By conditioning on scene-specific features, ViDAR recovers fine-grained appearance details while mitigating artefacts introduced by monocular ambiguity. To address the spatio-temporal inconsistency of diffusion-based supervision, we propose a diffusion-aware loss function and a camera pose optimisation strategy that aligns synthetic views with the underlying scene geometry. Experiments on DyCheck, a challenging benchmark with extreme viewpoint variation, show that ViDAR outperforms all state-of-the-art baselines in visual quality and geometric consistency. We further highlight ViDAR's strong improvement over baselines on dynamic regions and provide a new benchmark to compare performance in reconstructing motion-rich parts of the scene. Project page: https://vidar-4d.github.io
Shape of Motion: 4D Reconstruction from a Single Video
Monocular dynamic reconstruction is a challenging and long-standing vision problem due to the highly ill-posed nature of the task. Existing approaches are limited in that they either depend on templates, are effective only in quasi-static scenes, or fail to model 3D motion explicitly. In this work, we introduce a method capable of reconstructing generic dynamic scenes, featuring explicit, full-sequence-long 3D motion, from casually captured monocular videos. We tackle the under-constrained nature of the problem with two key insights: First, we exploit the low-dimensional structure of 3D motion by representing scene motion with a compact set of SE3 motion bases. Each point's motion is expressed as a linear combination of these bases, facilitating soft decomposition of the scene into multiple rigidly-moving groups. Second, we utilize a comprehensive set of data-driven priors, including monocular depth maps and long-range 2D tracks, and devise a method to effectively consolidate these noisy supervisory signals, resulting in a globally consistent representation of the dynamic scene. Experiments show that our method achieves state-of-the-art performance for both long-range 3D/2D motion estimation and novel view synthesis on dynamic scenes. Project Page: https://shape-of-motion.github.io/
Swift4D:Adaptive divide-and-conquer Gaussian Splatting for compact and efficient reconstruction of dynamic scene
Novel view synthesis has long been a practical but challenging task, although the introduction of numerous methods to solve this problem, even combining advanced representations like 3D Gaussian Splatting, they still struggle to recover high-quality results and often consume too much storage memory and training time. In this paper we propose Swift4D, a divide-and-conquer 3D Gaussian Splatting method that can handle static and dynamic primitives separately, achieving a good trade-off between rendering quality and efficiency, motivated by the fact that most of the scene is the static primitive and does not require additional dynamic properties. Concretely, we focus on modeling dynamic transformations only for the dynamic primitives which benefits both efficiency and quality. We first employ a learnable decomposition strategy to separate the primitives, which relies on an additional parameter to classify primitives as static or dynamic. For the dynamic primitives, we employ a compact multi-resolution 4D Hash mapper to transform these primitives from canonical space into deformation space at each timestamp, and then mix the static and dynamic primitives to produce the final output. This divide-and-conquer method facilitates efficient training and reduces storage redundancy. Our method not only achieves state-of-the-art rendering quality while being 20X faster in training than previous SOTA methods with a minimum storage requirement of only 30MB on real-world datasets. Code is available at https://github.com/WuJH2001/swift4d.
LiDAR-based 4D Occupancy Completion and Forecasting
Scene completion and forecasting are two popular perception problems in research for mobile agents like autonomous vehicles. Existing approaches treat the two problems in isolation, resulting in a separate perception of the two aspects. In this paper, we introduce a novel LiDAR perception task of Occupancy Completion and Forecasting (OCF) in the context of autonomous driving to unify these aspects into a cohesive framework. This task requires new algorithms to address three challenges altogether: (1) sparse-to-dense reconstruction, (2) partial-to-complete hallucination, and (3) 3D-to-4D prediction. To enable supervision and evaluation, we curate a large-scale dataset termed OCFBench from public autonomous driving datasets. We analyze the performance of closely related existing baseline models and our own ones on our dataset. We envision that this research will inspire and call for further investigation in this evolving and crucial area of 4D perception. Our code for data curation and baseline implementation is available at https://github.com/ai4ce/Occ4cast.
Embracing Dynamics: Dynamics-aware 4D Gaussian Splatting SLAM
Simultaneous localization and mapping (SLAM) technology now has photorealistic mapping capabilities thanks to the real-time high-fidelity rendering capability of 3D Gaussian splatting (3DGS). However, due to the static representation of scenes, current 3DGS-based SLAM encounters issues with pose drift and failure to reconstruct accurate maps in dynamic environments. To address this problem, we present D4DGS-SLAM, the first SLAM method based on 4DGS map representation for dynamic environments. By incorporating the temporal dimension into scene representation, D4DGS-SLAM enables high-quality reconstruction of dynamic scenes. Utilizing the dynamics-aware InfoModule, we can obtain the dynamics, visibility, and reliability of scene points, and filter stable static points for tracking accordingly. When optimizing Gaussian points, we apply different isotropic regularization terms to Gaussians with varying dynamic characteristics. Experimental results on real-world dynamic scene datasets demonstrate that our method outperforms state-of-the-art approaches in both camera pose tracking and map quality.
GFlow: Recovering 4D World from Monocular Video
Reconstructing 4D scenes from video inputs is a crucial yet challenging task. Conventional methods usually rely on the assumptions of multi-view video inputs, known camera parameters, or static scenes, all of which are typically absent under in-the-wild scenarios. In this paper, we relax all these constraints and tackle a highly ambitious but practical task, which we termed as AnyV4D: we assume only one monocular video is available without any camera parameters as input, and we aim to recover the dynamic 4D world alongside the camera poses. To this end, we introduce GFlow, a new framework that utilizes only 2D priors (depth and optical flow) to lift a video (3D) to a 4D explicit representation, entailing a flow of Gaussian splatting through space and time. GFlow first clusters the scene into still and moving parts, then applies a sequential optimization process that optimizes camera poses and the dynamics of 3D Gaussian points based on 2D priors and scene clustering, ensuring fidelity among neighboring points and smooth movement across frames. Since dynamic scenes always introduce new content, we also propose a new pixel-wise densification strategy for Gaussian points to integrate new visual content. Moreover, GFlow transcends the boundaries of mere 4D reconstruction; it also enables tracking of any points across frames without the need for prior training and segments moving objects from the scene in an unsupervised way. Additionally, the camera poses of each frame can be derived from GFlow, allowing for rendering novel views of a video scene through changing camera pose. By employing the explicit representation, we may readily conduct scene-level or object-level editing as desired, underscoring its versatility and power. Visit our project website at: https://littlepure2333.github.io/GFlow
Can Video Diffusion Model Reconstruct 4D Geometry?
Reconstructing dynamic 3D scenes (i.e., 4D geometry) from monocular video is an important yet challenging problem. Conventional multiview geometry-based approaches often struggle with dynamic motion, whereas recent learning-based methods either require specialized 4D representation or sophisticated optimization. In this paper, we present Sora3R, a novel framework that taps into the rich spatiotemporal priors of large-scale video diffusion models to directly infer 4D pointmaps from casual videos. Sora3R follows a two-stage pipeline: (1) we adapt a pointmap VAE from a pretrained video VAE, ensuring compatibility between the geometry and video latent spaces; (2) we finetune a diffusion backbone in combined video and pointmap latent space to generate coherent 4D pointmaps for every frame. Sora3R operates in a fully feedforward manner, requiring no external modules (e.g., depth, optical flow, or segmentation) or iterative global alignment. Extensive experiments demonstrate that Sora3R reliably recovers both camera poses and detailed scene geometry, achieving performance on par with state-of-the-art methods for dynamic 4D reconstruction across diverse scenarios.
Free4D: Tuning-free 4D Scene Generation with Spatial-Temporal Consistency
We present Free4D, a novel tuning-free framework for 4D scene generation from a single image. Existing methods either focus on object-level generation, making scene-level generation infeasible, or rely on large-scale multi-view video datasets for expensive training, with limited generalization ability due to the scarcity of 4D scene data. In contrast, our key insight is to distill pre-trained foundation models for consistent 4D scene representation, which offers promising advantages such as efficiency and generalizability. 1) To achieve this, we first animate the input image using image-to-video diffusion models followed by 4D geometric structure initialization. 2) To turn this coarse structure into spatial-temporal consistent multiview videos, we design an adaptive guidance mechanism with a point-guided denoising strategy for spatial consistency and a novel latent replacement strategy for temporal coherence. 3) To lift these generated observations into consistent 4D representation, we propose a modulation-based refinement to mitigate inconsistencies while fully leveraging the generated information. The resulting 4D representation enables real-time, controllable rendering, marking a significant advancement in single-image-based 4D scene generation.
4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface Gaussians
We propose the first 4D tracking and mapping method that jointly performs camera localization and non-rigid surface reconstruction via differentiable rendering. Our approach captures 4D scenes from an online stream of color images with depth measurements or predictions by jointly optimizing scene geometry, appearance, dynamics, and camera ego-motion. Although natural environments exhibit complex non-rigid motions, 4D-SLAM remains relatively underexplored due to its inherent challenges; even with 2.5D signals, the problem is ill-posed because of the high dimensionality of the optimization space. To overcome these challenges, we first introduce a SLAM method based on Gaussian surface primitives that leverages depth signals more effectively than 3D Gaussians, thereby achieving accurate surface reconstruction. To further model non-rigid deformations, we employ a warp-field represented by a multi-layer perceptron (MLP) and introduce a novel camera pose estimation technique along with surface regularization terms that facilitate spatio-temporal reconstruction. In addition to these algorithmic challenges, a significant hurdle in 4D SLAM research is the lack of reliable ground truth and evaluation protocols, primarily due to the difficulty of 4D capture using commodity sensors. To address this, we present a novel open synthetic dataset of everyday objects with diverse motions, leveraging large-scale object models and animation modeling. In summary, we open up the modern 4D-SLAM research by introducing a novel method and evaluation protocols grounded in modern vision and rendering techniques.
PaintScene4D: Consistent 4D Scene Generation from Text Prompts
Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/
SHaDe: Compact and Consistent Dynamic 3D Reconstruction via Tri-Plane Deformation and Latent Diffusion
We present a novel framework for dynamic 3D scene reconstruction that integrates three key components: an explicit tri-plane deformation field, a view-conditioned canonical radiance field with spherical harmonics (SH) attention, and a temporally-aware latent diffusion prior. Our method encodes 4D scenes using three orthogonal 2D feature planes that evolve over time, enabling efficient and compact spatiotemporal representation. These features are explicitly warped into a canonical space via a deformation offset field, eliminating the need for MLP-based motion modeling. In canonical space, we replace traditional MLP decoders with a structured SH-based rendering head that synthesizes view-dependent color via attention over learned frequency bands improving both interpretability and rendering efficiency. To further enhance fidelity and temporal consistency, we introduce a transformer-guided latent diffusion module that refines the tri-plane and deformation features in a compressed latent space. This generative module denoises scene representations under ambiguous or out-of-distribution (OOD) motion, improving generalization. Our model is trained in two stages: the diffusion module is first pre-trained independently, and then fine-tuned jointly with the full pipeline using a combination of image reconstruction, diffusion denoising, and temporal consistency losses. We demonstrate state-of-the-art results on synthetic benchmarks, surpassing recent methods such as HexPlane and 4D Gaussian Splatting in visual quality, temporal coherence, and robustness to sparse-view dynamic inputs.
4K4D: Real-Time 4D View Synthesis at 4K Resolution
This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recently, some methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and enables unprecedented rendering speed. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. We will release the code for reproducibility.
V2M4: 4D Mesh Animation Reconstruction from a Single Monocular Video
We present V2M4, a novel 4D reconstruction method that directly generates a usable 4D mesh animation asset from a single monocular video. Unlike existing approaches that rely on priors from multi-view image and video generation models, our method is based on native 3D mesh generation models. Naively applying 3D mesh generation models to generate a mesh for each frame in a 4D task can lead to issues such as incorrect mesh poses, misalignment of mesh appearance, and inconsistencies in mesh geometry and texture maps. To address these problems, we propose a structured workflow that includes camera search and mesh reposing, condition embedding optimization for mesh appearance refinement, pairwise mesh registration for topology consistency, and global texture map optimization for texture consistency. Our method outputs high-quality 4D animated assets that are compatible with mainstream graphics and game software. Experimental results across a variety of animation types and motion amplitudes demonstrate the generalization and effectiveness of our method. Project page: https://windvchen.github.io/V2M4/.
4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency
Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize the entire dynamic 3D scene. However, as these pipelines generate 4D content from text or image inputs, they incur significant time and effort in prompt engineering through trial and error. This work introduces 4DGen, a novel, holistic framework for grounded 4D content creation that decomposes the 4D generation task into multiple stages. We identify static 3D assets and monocular video sequences as key components in constructing the 4D content. Our pipeline facilitates conditional 4D generation, enabling users to specify geometry (3D assets) and motion (monocular videos), thus offering superior control over content creation. Furthermore, we construct our 4D representation using dynamic 3D Gaussians, which permits efficient, high-resolution supervision through rendering during training, thereby facilitating high-quality 4D generation. Additionally, we employ spatial-temporal pseudo labels on anchor frames, along with seamless consistency priors implemented through 3D-aware score distillation sampling and smoothness regularizations. Compared to existing baselines, our approach yields competitive results in faithfully reconstructing input signals and realistically inferring renderings from novel viewpoints and timesteps. Most importantly, our method supports grounded generation, offering users enhanced control, a feature difficult to achieve with previous methods. Project page: https://vita-group.github.io/4DGen/
4D-LRM: Large Space-Time Reconstruction Model From and To Any View at Any Time
Can we scale 4D pretraining to learn general space-time representations that reconstruct an object from a few views at some times to any view at any time? We provide an affirmative answer with 4D-LRM, the first large-scale 4D reconstruction model that takes input from unconstrained views and timestamps and renders arbitrary novel view-time combinations. Unlike prior 4D approaches, e.g., optimization-based, geometry-based, or generative, that struggle with efficiency, generalization, or faithfulness, 4D-LRM learns a unified space-time representation and directly predicts per-pixel 4D Gaussian primitives from posed image tokens across time, enabling fast, high-quality rendering at, in principle, infinite frame rate. Our results demonstrate that scaling spatiotemporal pretraining enables accurate and efficient 4D reconstruction. We show that 4D-LRM generalizes to novel objects, interpolates across time, and handles diverse camera setups. It reconstructs 24-frame sequences in one forward pass with less than 1.5 seconds on a single A100 GPU.
SceNeRFlow: Time-Consistent Reconstruction of General Dynamic Scenes
Existing methods for the 4D reconstruction of general, non-rigidly deforming objects focus on novel-view synthesis and neglect correspondences. However, time consistency enables advanced downstream tasks like 3D editing, motion analysis, or virtual-asset creation. We propose SceNeRFlow to reconstruct a general, non-rigid scene in a time-consistent manner. Our dynamic-NeRF method takes multi-view RGB videos and background images from static cameras with known camera parameters as input. It then reconstructs the deformations of an estimated canonical model of the geometry and appearance in an online fashion. Since this canonical model is time-invariant, we obtain correspondences even for long-term, long-range motions. We employ neural scene representations to parametrize the components of our method. Like prior dynamic-NeRF methods, we use a backwards deformation model. We find non-trivial adaptations of this model necessary to handle larger motions: We decompose the deformations into a strongly regularized coarse component and a weakly regularized fine component, where the coarse component also extends the deformation field into the space surrounding the object, which enables tracking over time. We show experimentally that, unlike prior work that only handles small motion, our method enables the reconstruction of studio-scale motions.
LIM: Large Interpolator Model for Dynamic Reconstruction
Reconstructing dynamic assets from video data is central to many in computer vision and graphics tasks. Existing 4D reconstruction approaches are limited by category-specific models or slow optimization-based methods. Inspired by the recent Large Reconstruction Model (LRM), we present the Large Interpolation Model (LIM), a transformer-based feed-forward solution, guided by a novel causal consistency loss, for interpolating implicit 3D representations across time. Given implicit 3D representations at times t_0 and t_1, LIM produces a deformed shape at any continuous time tin[t_0,t_1], delivering high-quality interpolated frames in seconds. Furthermore, LIM allows explicit mesh tracking across time, producing a consistently uv-textured mesh sequence ready for integration into existing production pipelines. We also use LIM, in conjunction with a diffusion-based multiview generator, to produce dynamic 4D reconstructions from monocular videos. We evaluate LIM on various dynamic datasets, benchmarking against image-space interpolation methods (e.g., FiLM) and direct triplane linear interpolation, and demonstrate clear advantages. In summary, LIM is the first feed-forward model capable of high-speed tracked 4D asset reconstruction across diverse categories.
Scene4U: Hierarchical Layered 3D Scene Reconstruction from Single Panoramic Image for Your Immerse Exploration
The reconstruction of immersive and realistic 3D scenes holds significant practical importance in various fields of computer vision and computer graphics. Typically, immersive and realistic scenes should be free from obstructions by dynamic objects, maintain global texture consistency, and allow for unrestricted exploration. The current mainstream methods for image-driven scene construction involves iteratively refining the initial image using a moving virtual camera to generate the scene. However, previous methods struggle with visual discontinuities due to global texture inconsistencies under varying camera poses, and they frequently exhibit scene voids caused by foreground-background occlusions. To this end, we propose a novel layered 3D scene reconstruction framework from panoramic image, named Scene4U. Specifically, Scene4U integrates an open-vocabulary segmentation model with a large language model to decompose a real panorama into multiple layers. Then, we employs a layered repair module based on diffusion model to restore occluded regions using visual cues and depth information, generating a hierarchical representation of the scene. The multi-layer panorama is then initialized as a 3D Gaussian Splatting representation, followed by layered optimization, which ultimately produces an immersive 3D scene with semantic and structural consistency that supports free exploration. Scene4U outperforms state-of-the-art method, improving by 24.24% in LPIPS and 24.40% in BRISQUE, while also achieving the fastest training speed. Additionally, to demonstrate the robustness of Scene4U and allow users to experience immersive scenes from various landmarks, we build WorldVista3D dataset for 3D scene reconstruction, which contains panoramic images of globally renowned sites. The implementation code and dataset will be released at https://github.com/LongHZ140516/Scene4U .
Diffusion4D: Fast Spatial-temporal Consistent 4D Generation via Video Diffusion Models
The availability of large-scale multimodal datasets and advancements in diffusion models have significantly accelerated progress in 4D content generation. Most prior approaches rely on multiple image or video diffusion models, utilizing score distillation sampling for optimization or generating pseudo novel views for direct supervision. However, these methods are hindered by slow optimization speeds and multi-view inconsistency issues. Spatial and temporal consistency in 4D geometry has been extensively explored respectively in 3D-aware diffusion models and traditional monocular video diffusion models. Building on this foundation, we propose a strategy to migrate the temporal consistency in video diffusion models to the spatial-temporal consistency required for 4D generation. Specifically, we present a novel framework, Diffusion4D, for efficient and scalable 4D content generation. Leveraging a meticulously curated dynamic 3D dataset, we develop a 4D-aware video diffusion model capable of synthesizing orbital views of dynamic 3D assets. To control the dynamic strength of these assets, we introduce a 3D-to-4D motion magnitude metric as guidance. Additionally, we propose a novel motion magnitude reconstruction loss and 3D-aware classifier-free guidance to refine the learning and generation of motion dynamics. After obtaining orbital views of the 4D asset, we perform explicit 4D construction with Gaussian splatting in a coarse-to-fine manner. The synthesized multi-view consistent 4D image set enables us to swiftly generate high-fidelity and diverse 4D assets within just several minutes. Extensive experiments demonstrate that our method surpasses prior state-of-the-art techniques in terms of generation efficiency and 4D geometry consistency across various prompt modalities.
4D Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes
We consider the problem of novel view synthesis (NVS) for dynamic scenes. Recent neural approaches have accomplished exceptional NVS results for static 3D scenes, but extensions to 4D time-varying scenes remain non-trivial. Prior efforts often encode dynamics by learning a canonical space plus implicit or explicit deformation fields, which struggle in challenging scenarios like sudden movements or capturing high-fidelity renderings. In this paper, we introduce 4D Gaussian Splatting (4DGS), a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians, inspired by the success of 3D Gaussian Splatting in static scenes. We model dynamics at each timestamp by temporally slicing the 4D Gaussians, which naturally compose dynamic 3D Gaussians and can be seamlessly projected into images. As an explicit spatial-temporal representation, 4DGS demonstrates powerful capabilities for modeling complicated dynamics and fine details, especially for scenes with abrupt motions. We further implement our temporal slicing and splatting techniques in a highly optimized CUDA acceleration framework, achieving real-time inference rendering speeds of up to 277 FPS on an RTX 3090 GPU and 583 FPS on an RTX 4090 GPU. Rigorous evaluations on scenes with diverse motions showcase the superior efficiency and effectiveness of 4DGS, which consistently outperforms existing methods both quantitatively and qualitatively.
Bringing Objects to Life: 4D generation from 3D objects
Recent advancements in generative modeling now enable the creation of 4D content (moving 3D objects) controlled with text prompts. 4D generation has large potential in applications like virtual worlds, media, and gaming, but existing methods provide limited control over the appearance and geometry of generated content. In this work, we introduce a method for animating user-provided 3D objects by conditioning on textual prompts to guide 4D generation, enabling custom animations while maintaining the identity of the original object. We first convert a 3D mesh into a ``static" 4D Neural Radiance Field (NeRF) that preserves the visual attributes of the input object. Then, we animate the object using an Image-to-Video diffusion model driven by text. To improve motion realism, we introduce an incremental viewpoint selection protocol for sampling perspectives to promote lifelike movement and a masked Score Distillation Sampling (SDS) loss, which leverages attention maps to focus optimization on relevant regions. We evaluate our model in terms of temporal coherence, prompt adherence, and visual fidelity and find that our method outperforms baselines that are based on other approaches, achieving up to threefold improvements in identity preservation measured using LPIPS scores, and effectively balancing visual quality with dynamic content.
Consistent4D: Consistent 360° Dynamic Object Generation from Monocular Video
In this paper, we present Consistent4D, a novel approach for generating 4D dynamic objects from uncalibrated monocular videos. Uniquely, we cast the 360-degree dynamic object reconstruction as a 4D generation problem, eliminating the need for tedious multi-view data collection and camera calibration. This is achieved by leveraging the object-level 3D-aware image diffusion model as the primary supervision signal for training Dynamic Neural Radiance Fields (DyNeRF). Specifically, we propose a Cascade DyNeRF to facilitate stable convergence and temporal continuity under the supervision signal which is discrete along the time axis. To achieve spatial and temporal consistency, we further introduce an Interpolation-driven Consistency Loss. It is optimized by minimizing the discrepancy between rendered frames from DyNeRF and interpolated frames from a pre-trained video interpolation model. Extensive experiments show that our Consistent4D can perform competitively to prior art alternatives, opening up new possibilities for 4D dynamic object generation from monocular videos, whilst also demonstrating advantage for conventional text-to-3D generation tasks. Our project page is https://consistent4d.github.io/.
4K4DGen: Panoramic 4D Generation at 4K Resolution
The blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the needs of VR/AR applications. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360-degree views at 4K resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 4D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360-degree images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of (4096 times 2048) for the first time. See the project website at https://4k4dgen.github.io.
In-2-4D: Inbetweening from Two Single-View Images to 4D Generation
We propose a new problem, In-2-4D, for generative 4D (i.e., 3D + motion) inbetweening from a minimalistic input setting: two single-view images capturing an object in two distinct motion states. Given two images representing the start and end states of an object in motion, our goal is to generate and reconstruct the motion in 4D. We utilize a video interpolation model to predict the motion, but large frame-to-frame motions can lead to ambiguous interpretations. To overcome this, we employ a hierarchical approach to identify keyframes that are visually close to the input states and show significant motion, then generate smooth fragments between them. For each fragment, we construct the 3D representation of the keyframe using Gaussian Splatting. The temporal frames within the fragment guide the motion, enabling their transformation into dynamic Gaussians through a deformation field. To improve temporal consistency and refine 3D motion, we expand the self-attention of multi-view diffusion across timesteps and apply rigid transformation regularization. Finally, we merge the independently generated 3D motion segments by interpolating boundary deformation fields and optimizing them to align with the guiding video, ensuring smooth and flicker-free transitions. Through extensive qualitative and quantitiave experiments as well as a user study, we show the effectiveness of our method and its components. The project page is available at https://in-2-4d.github.io/
Neural 4D Evolution under Large Topological Changes from 2D Images
In the literature, it has been shown that the evolution of the known explicit 3D surface to the target one can be learned from 2D images using the instantaneous flow field, where the known and target 3D surfaces may largely differ in topology. We are interested in capturing 4D shapes whose topology changes largely over time. We encounter that the straightforward extension of the existing 3D-based method to the desired 4D case performs poorly. In this work, we address the challenges in extending 3D neural evolution to 4D under large topological changes by proposing two novel modifications. More precisely, we introduce (i) a new architecture to discretize and encode the deformation and learn the SDF and (ii) a technique to impose the temporal consistency. (iii) Also, we propose a rendering scheme for color prediction based on Gaussian splatting. Furthermore, to facilitate learning directly from 2D images, we propose a learning framework that can disentangle the geometry and appearance from RGB images. This method of disentanglement, while also useful for the 4D evolution problem that we are concentrating on, is also novel and valid for static scenes. Our extensive experiments on various data provide awesome results and, most importantly, open a new approach toward reconstructing challenging scenes with significant topological changes and deformations. Our source code and the dataset are publicly available at https://github.com/insait-institute/N4DE.
Zero4D: Training-Free 4D Video Generation From Single Video Using Off-the-Shelf Video Diffusion Model
Recently, multi-view or 4D video generation has emerged as a significant research topic. Nonetheless, recent approaches to 4D generation still struggle with fundamental limitations, as they primarily rely on harnessing multiple video diffusion models with additional training or compute-intensive training of a full 4D diffusion model with limited real-world 4D data and large computational costs. To address these challenges, here we propose the first training-free 4D video generation method that leverages the off-the-shelf video diffusion models to generate multi-view videos from a single input video. Our approach consists of two key steps: (1) By designating the edge frames in the spatio-temporal sampling grid as key frames, we first synthesize them using a video diffusion model, leveraging a depth-based warping technique for guidance. This approach ensures structural consistency across the generated frames, preserving spatial and temporal coherence. (2) We then interpolate the remaining frames using a video diffusion model, constructing a fully populated and temporally coherent sampling grid while preserving spatial and temporal consistency. Through this approach, we extend a single video into a multi-view video along novel camera trajectories while maintaining spatio-temporal consistency. Our method is training-free and fully utilizes an off-the-shelf video diffusion model, offering a practical and effective solution for multi-view video generation.
Segment Any 4D Gaussians
Modeling, understanding, and reconstructing the real world are crucial in XR/VR. Recently, 3D Gaussian Splatting (3D-GS) methods have shown remarkable success in modeling and understanding 3D scenes. Similarly, various 4D representations have demonstrated the ability to capture the dynamics of the 4D world. However, there is a dearth of research focusing on segmentation within 4D representations. In this paper, we propose Segment Any 4D Gaussians (SA4D), one of the first frameworks to segment anything in the 4D digital world based on 4D Gaussians. In SA4D, an efficient temporal identity feature field is introduced to handle Gaussian drifting, with the potential to learn precise identity features from noisy and sparse input. Additionally, a 4D segmentation refinement process is proposed to remove artifacts. Our SA4D achieves precise, high-quality segmentation within seconds in 4D Gaussians and shows the ability to remove, recolor, compose, and render high-quality anything masks. More demos are available at: https://jsxzs.github.io/sa4d/.
VividDream: Generating 3D Scene with Ambient Dynamics
We introduce VividDream, a method for generating explorable 4D scenes with ambient dynamics from a single input image or text prompt. VividDream first expands an input image into a static 3D point cloud through iterative inpainting and geometry merging. An ensemble of animated videos is then generated using video diffusion models with quality refinement techniques and conditioned on renderings of the static 3D scene from the sampled camera trajectories. We then optimize a canonical 4D scene representation using an animated video ensemble, with per-video motion embeddings and visibility masks to mitigate inconsistencies. The resulting 4D scene enables free-view exploration of a 3D scene with plausible ambient scene dynamics. Experiments demonstrate that VividDream can provide human viewers with compelling 4D experiences generated based on diverse real images and text prompts.
Stereo4D: Learning How Things Move in 3D from Internet Stereo Videos
Learning to understand dynamic 3D scenes from imagery is crucial for applications ranging from robotics to scene reconstruction. Yet, unlike other problems where large-scale supervised training has enabled rapid progress, directly supervising methods for recovering 3D motion remains challenging due to the fundamental difficulty of obtaining ground truth annotations. We present a system for mining high-quality 4D reconstructions from internet stereoscopic, wide-angle videos. Our system fuses and filters the outputs of camera pose estimation, stereo depth estimation, and temporal tracking methods into high-quality dynamic 3D reconstructions. We use this method to generate large-scale data in the form of world-consistent, pseudo-metric 3D point clouds with long-term motion trajectories. We demonstrate the utility of this data by training a variant of DUSt3R to predict structure and 3D motion from real-world image pairs, showing that training on our reconstructed data enables generalization to diverse real-world scenes. Project page: https://stereo4d.github.io
Review of Feed-forward 3D Reconstruction: From DUSt3R to VGGT
3D reconstruction, which aims to recover the dense three-dimensional structure of a scene, is a cornerstone technology for numerous applications, including augmented/virtual reality, autonomous driving, and robotics. While traditional pipelines like Structure from Motion (SfM) and Multi-View Stereo (MVS) achieve high precision through iterative optimization, they are limited by complex workflows, high computational cost, and poor robustness in challenging scenarios like texture-less regions. Recently, deep learning has catalyzed a paradigm shift in 3D reconstruction. A new family of models, exemplified by DUSt3R, has pioneered a feed-forward approach. These models employ a unified deep network to jointly infer camera poses and dense geometry directly from an Unconstrained set of images in a single forward pass. This survey provides a systematic review of this emerging domain. We begin by dissecting the technical framework of these feed-forward models, including their Transformer-based correspondence modeling, joint pose and geometry regression mechanisms, and strategies for scaling from two-view to multi-view scenarios. To highlight the disruptive nature of this new paradigm, we contrast it with both traditional pipelines and earlier learning-based methods like MVSNet. Furthermore, we provide an overview of relevant datasets and evaluation metrics. Finally, we discuss the technology's broad application prospects and identify key future challenges and opportunities, such as model accuracy and scalability, and handling dynamic scenes.
4D-fy: Text-to-4D Generation Using Hybrid Score Distillation Sampling
Recent breakthroughs in text-to-4D generation rely on pre-trained text-to-image and text-to-video models to generate dynamic 3D scenes. However, current text-to-4D methods face a three-way tradeoff between the quality of scene appearance, 3D structure, and motion. For example, text-to-image models and their 3D-aware variants are trained on internet-scale image datasets and can be used to produce scenes with realistic appearance and 3D structure -- but no motion. Text-to-video models are trained on relatively smaller video datasets and can produce scenes with motion, but poorer appearance and 3D structure. While these models have complementary strengths, they also have opposing weaknesses, making it difficult to combine them in a way that alleviates this three-way tradeoff. Here, we introduce hybrid score distillation sampling, an alternating optimization procedure that blends supervision signals from multiple pre-trained diffusion models and incorporates benefits of each for high-fidelity text-to-4D generation. Using hybrid SDS, we demonstrate synthesis of 4D scenes with compelling appearance, 3D structure, and motion.
Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes
This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.
EG4D: Explicit Generation of 4D Object without Score Distillation
In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose DG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative results and user preference study demonstrate that our framework outperforms the baselines in generation quality by a considerable margin. Code will be released at https://github.com/jasongzy/EG4D.
Representing Long Volumetric Video with Temporal Gaussian Hierarchy
This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.
Trans4D: Realistic Geometry-Aware Transition for Compositional Text-to-4D Synthesis
Recent advances in diffusion models have demonstrated exceptional capabilities in image and video generation, further improving the effectiveness of 4D synthesis. Existing 4D generation methods can generate high-quality 4D objects or scenes based on user-friendly conditions, benefiting the gaming and video industries. However, these methods struggle to synthesize significant object deformation of complex 4D transitions and interactions within scenes. To address this challenge, we propose Trans4D, a novel text-to-4D synthesis framework that enables realistic complex scene transitions. Specifically, we first use multi-modal large language models (MLLMs) to produce a physic-aware scene description for 4D scene initialization and effective transition timing planning. Then we propose a geometry-aware 4D transition network to realize a complex scene-level 4D transition based on the plan, which involves expressive geometrical object deformation. Extensive experiments demonstrate that Trans4D consistently outperforms existing state-of-the-art methods in generating 4D scenes with accurate and high-quality transitions, validating its effectiveness. Code: https://github.com/YangLing0818/Trans4D
Controlling Space and Time with Diffusion Models
We present 4DiM, a cascaded diffusion model for 4D novel view synthesis (NVS), conditioned on one or more images of a general scene, and a set of camera poses and timestamps. To overcome challenges due to limited availability of 4D training data, we advocate joint training on 3D (with camera pose), 4D (pose+time) and video (time but no pose) data and propose a new architecture that enables the same. We further advocate the calibration of SfM posed data using monocular metric depth estimators for metric scale camera control. For model evaluation, we introduce new metrics to enrich and overcome shortcomings of current evaluation schemes, demonstrating state-of-the-art results in both fidelity and pose control compared to existing diffusion models for 3D NVS, while at the same time adding the ability to handle temporal dynamics. 4DiM is also used for improved panorama stitching, pose-conditioned video to video translation, and several other tasks. For an overview see https://4d-diffusion.github.io
Learning One-Shot 4D Head Avatar Synthesis using Synthetic Data
Existing one-shot 4D head synthesis methods usually learn from monocular videos with the aid of 3DMM reconstruction, yet the latter is evenly challenging which restricts them from reasonable 4D head synthesis. We present a method to learn one-shot 4D head synthesis via large-scale synthetic data. The key is to first learn a part-wise 4D generative model from monocular images via adversarial learning, to synthesize multi-view images of diverse identities and full motions as training data; then leverage a transformer-based animatable triplane reconstructor to learn 4D head reconstruction using the synthetic data. A novel learning strategy is enforced to enhance the generalizability to real images by disentangling the learning process of 3D reconstruction and reenactment. Experiments demonstrate our superiority over the prior art.
Continuous 3D Perception Model with Persistent State
We present a unified framework capable of solving a broad range of 3D tasks. Our approach features a stateful recurrent model that continuously updates its state representation with each new observation. Given a stream of images, this evolving state can be used to generate metric-scale pointmaps (per-pixel 3D points) for each new input in an online fashion. These pointmaps reside within a common coordinate system, and can be accumulated into a coherent, dense scene reconstruction that updates as new images arrive. Our model, called CUT3R (Continuous Updating Transformer for 3D Reconstruction), captures rich priors of real-world scenes: not only can it predict accurate pointmaps from image observations, but it can also infer unseen regions of the scene by probing at virtual, unobserved views. Our method is simple yet highly flexible, naturally accepting varying lengths of images that may be either video streams or unordered photo collections, containing both static and dynamic content. We evaluate our method on various 3D/4D tasks and demonstrate competitive or state-of-the-art performance in each. Project Page: https://cut3r.github.io/
RIC: Rotate-Inpaint-Complete for Generalizable Scene Reconstruction
General scene reconstruction refers to the task of estimating the full 3D geometry and texture of a scene containing previously unseen objects. In many practical applications such as AR/VR, autonomous navigation, and robotics, only a single view of the scene may be available, making the scene reconstruction task challenging. In this paper, we present a method for scene reconstruction by structurally breaking the problem into two steps: rendering novel views via inpainting and 2D to 3D scene lifting. Specifically, we leverage the generalization capability of large visual language models (Dalle-2) to inpaint the missing areas of scene color images rendered from different views. Next, we lift these inpainted images to 3D by predicting normals of the inpainted image and solving for the missing depth values. By predicting for normals instead of depth directly, our method allows for robustness to changes in depth distributions and scale. With rigorous quantitative evaluation, we show that our method outperforms multiple baselines while providing generalization to novel objects and scenes.
Comp4D: LLM-Guided Compositional 4D Scene Generation
Recent advancements in diffusion models for 2D and 3D content creation have sparked a surge of interest in generating 4D content. However, the scarcity of 3D scene datasets constrains current methodologies to primarily object-centric generation. To overcome this limitation, we present Comp4D, a novel framework for Compositional 4D Generation. Unlike conventional methods that generate a singular 4D representation of the entire scene, Comp4D innovatively constructs each 4D object within the scene separately. Utilizing Large Language Models (LLMs), the framework begins by decomposing an input text prompt into distinct entities and maps out their trajectories. It then constructs the compositional 4D scene by accurately positioning these objects along their designated paths. To refine the scene, our method employs a compositional score distillation technique guided by the pre-defined trajectories, utilizing pre-trained diffusion models across text-to-image, text-to-video, and text-to-3D domains. Extensive experiments demonstrate our outstanding 4D content creation capability compared to prior arts, showcasing superior visual quality, motion fidelity, and enhanced object interactions.
DreamScene4D: Dynamic Multi-Object Scene Generation from Monocular Videos
View-predictive generative models provide strong priors for lifting object-centric images and videos into 3D and 4D through rendering and score distillation objectives. A question then remains: what about lifting complete multi-object dynamic scenes? There are two challenges in this direction: First, rendering error gradients are often insufficient to recover fast object motion, and second, view predictive generative models work much better for objects than whole scenes, so, score distillation objectives cannot currently be applied at the scene level directly. We present DreamScene4D, the first approach to generate 3D dynamic scenes of multiple objects from monocular videos via 360-degree novel view synthesis. Our key insight is a "decompose-recompose" approach that factorizes the video scene into the background and object tracks, while also factorizing object motion into 3 components: object-centric deformation, object-to-world-frame transformation, and camera motion. Such decomposition permits rendering error gradients and object view-predictive models to recover object 3D completions and deformations while bounding box tracks guide the large object movements in the scene. We show extensive results on challenging DAVIS, Kubric, and self-captured videos with quantitative comparisons and a user preference study. Besides 4D scene generation, DreamScene4D obtains accurate 2D persistent point track by projecting the inferred 3D trajectories to 2D. We will release our code and hope our work will stimulate more research on fine-grained 4D understanding from videos.
Animate3D: Animating Any 3D Model with Multi-view Video Diffusion
Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image-conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view attributes, and their results suffer from spatiotemporal inconsistency owing to the inherent ambiguity in the supervision signals. In this work, we present Animate3D, a novel framework for animating any static 3D model. The core idea is two-fold: 1) We propose a novel multi-view video diffusion model (MV-VDM) conditioned on multi-view renderings of the static 3D object, which is trained on our presented large-scale multi-view video dataset (MV-Video). 2) Based on MV-VDM, we introduce a framework combining reconstruction and 4D Score Distillation Sampling (4D-SDS) to leverage the multi-view video diffusion priors for animating 3D objects. Specifically, for MV-VDM, we design a new spatiotemporal attention module to enhance spatial and temporal consistency by integrating 3D and video diffusion models. Additionally, we leverage the static 3D model's multi-view renderings as conditions to preserve its identity. For animating 3D models, an effective two-stage pipeline is proposed: we first reconstruct motions directly from generated multi-view videos, followed by the introduced 4D-SDS to refine both appearance and motion. Qualitative and quantitative experiments demonstrate that Animate3D significantly outperforms previous approaches. Data, code, and models will be open-released.
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.
ReconX: Reconstruct Any Scene from Sparse Views with Video Diffusion Model
Advancements in 3D scene reconstruction have transformed 2D images from the real world into 3D models, producing realistic 3D results from hundreds of input photos. Despite great success in dense-view reconstruction scenarios, rendering a detailed scene from insufficient captured views is still an ill-posed optimization problem, often resulting in artifacts and distortions in unseen areas. In this paper, we propose ReconX, a novel 3D scene reconstruction paradigm that reframes the ambiguous reconstruction challenge as a temporal generation task. The key insight is to unleash the strong generative prior of large pre-trained video diffusion models for sparse-view reconstruction. However, 3D view consistency struggles to be accurately preserved in directly generated video frames from pre-trained models. To address this, given limited input views, the proposed ReconX first constructs a global point cloud and encodes it into a contextual space as the 3D structure condition. Guided by the condition, the video diffusion model then synthesizes video frames that are both detail-preserved and exhibit a high degree of 3D consistency, ensuring the coherence of the scene from various perspectives. Finally, we recover the 3D scene from the generated video through a confidence-aware 3D Gaussian Splatting optimization scheme. Extensive experiments on various real-world datasets show the superiority of our ReconX over state-of-the-art methods in terms of quality and generalizability.
CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models
Reconstructing photorealistic and dynamic portrait avatars from images is essential to many applications including advertising, visual effects, and virtual reality. Depending on the application, avatar reconstruction involves different capture setups and constraints - for example, visual effects studios use camera arrays to capture hundreds of reference images, while content creators may seek to animate a single portrait image downloaded from the internet. As such, there is a large and heterogeneous ecosystem of methods for avatar reconstruction. Techniques based on multi-view stereo or neural rendering achieve the highest quality results, but require hundreds of reference images. Recent generative models produce convincing avatars from a single reference image, but visual fidelity yet lags behind multi-view techniques. Here, we present CAP4D: an approach that uses a morphable multi-view diffusion model to reconstruct photoreal 4D (dynamic 3D) portrait avatars from any number of reference images (i.e., one to 100) and animate and render them in real time. Our approach demonstrates state-of-the-art performance for single-, few-, and multi-image 4D portrait avatar reconstruction, and takes steps to bridge the gap in visual fidelity between single-image and multi-view reconstruction techniques.
Vidu4D: Single Generated Video to High-Fidelity 4D Reconstruction with Dynamic Gaussian Surfels
Video generative models are receiving particular attention given their ability to generate realistic and imaginative frames. Besides, these models are also observed to exhibit strong 3D consistency, significantly enhancing their potential to act as world simulators. In this work, we present Vidu4D, a novel reconstruction model that excels in accurately reconstructing 4D (i.e., sequential 3D) representations from single generated videos, addressing challenges associated with non-rigidity and frame distortion. This capability is pivotal for creating high-fidelity virtual contents that maintain both spatial and temporal coherence. At the core of Vidu4D is our proposed Dynamic Gaussian Surfels (DGS) technique. DGS optimizes time-varying warping functions to transform Gaussian surfels (surface elements) from a static state to a dynamically warped state. This transformation enables a precise depiction of motion and deformation over time. To preserve the structural integrity of surface-aligned Gaussian surfels, we design the warped-state geometric regularization based on continuous warping fields for estimating normals. Additionally, we learn refinements on rotation and scaling parameters of Gaussian surfels, which greatly alleviates texture flickering during the warping process and enhances the capture of fine-grained appearance details. Vidu4D also contains a novel initialization state that provides a proper start for the warping fields in DGS. Equipping Vidu4D with an existing video generative model, the overall framework demonstrates high-fidelity text-to-4D generation in both appearance and geometry.
FaceCraft4D: Animated 3D Facial Avatar Generation from a Single Image
We present a novel framework for generating high-quality, animatable 4D avatar from a single image. While recent advances have shown promising results in 4D avatar creation, existing methods either require extensive multiview data or struggle with shape accuracy and identity consistency. To address these limitations, we propose a comprehensive system that leverages shape, image, and video priors to create full-view, animatable avatars. Our approach first obtains initial coarse shape through 3D-GAN inversion. Then, it enhances multiview textures using depth-guided warping signals for cross-view consistency with the help of the image diffusion model. To handle expression animation, we incorporate a video prior with synchronized driving signals across viewpoints. We further introduce a Consistent-Inconsistent training to effectively handle data inconsistencies during 4D reconstruction. Experimental results demonstrate that our method achieves superior quality compared to the prior art, while maintaining consistency across different viewpoints and expressions.
Denoising Diffusion via Image-Based Rendering
Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.
4D-Animal: Freely Reconstructing Animatable 3D Animals from Videos
Existing methods for reconstructing animatable 3D animals from videos typically rely on sparse semantic keypoints to fit parametric models. However, obtaining such keypoints is labor-intensive, and keypoint detectors trained on limited animal data are often unreliable. To address this, we propose 4D-Animal, a novel framework that reconstructs animatable 3D animals from videos without requiring sparse keypoint annotations. Our approach introduces a dense feature network that maps 2D representations to SMAL parameters, enhancing both the efficiency and stability of the fitting process. Furthermore, we develop a hierarchical alignment strategy that integrates silhouette, part-level, pixel-level, and temporal cues from pre-trained 2D visual models to produce accurate and temporally coherent reconstructions across frames. Extensive experiments demonstrate that 4D-Animal outperforms both model-based and model-free baselines. Moreover, the high-quality 3D assets generated by our method can benefit other 3D tasks, underscoring its potential for large-scale applications. The code is released at https://github.com/zhongshsh/4D-Animal.
A Unified Approach for Text- and Image-guided 4D Scene Generation
Large-scale diffusion generative models are greatly simplifying image, video and 3D asset creation from user-provided text prompts and images. However, the challenging problem of text-to-4D dynamic 3D scene generation with diffusion guidance remains largely unexplored. We propose Dream-in-4D, which features a novel two-stage approach for text-to-4D synthesis, leveraging (1) 3D and 2D diffusion guidance to effectively learn a high-quality static 3D asset in the first stage; (2) a deformable neural radiance field that explicitly disentangles the learned static asset from its deformation, preserving quality during motion learning; and (3) a multi-resolution feature grid for the deformation field with a displacement total variation loss to effectively learn motion with video diffusion guidance in the second stage. Through a user preference study, we demonstrate that our approach significantly advances image and motion quality, 3D consistency and text fidelity for text-to-4D generation compared to baseline approaches. Thanks to its motion-disentangled representation, Dream-in-4D can also be easily adapted for controllable generation where appearance is defined by one or multiple images, without the need to modify the motion learning stage. Thus, our method offers, for the first time, a unified approach for text-to-4D, image-to-4D and personalized 4D generation tasks.
FrozenRecon: Pose-free 3D Scene Reconstruction with Frozen Depth Models
3D scene reconstruction is a long-standing vision task. Existing approaches can be categorized into geometry-based and learning-based methods. The former leverages multi-view geometry but can face catastrophic failures due to the reliance on accurate pixel correspondence across views. The latter was proffered to mitigate these issues by learning 2D or 3D representation directly. However, without a large-scale video or 3D training data, it can hardly generalize to diverse real-world scenarios due to the presence of tens of millions or even billions of optimization parameters in the deep network. Recently, robust monocular depth estimation models trained with large-scale datasets have been proven to possess weak 3D geometry prior, but they are insufficient for reconstruction due to the unknown camera parameters, the affine-invariant property, and inter-frame inconsistency. Here, we propose a novel test-time optimization approach that can transfer the robustness of affine-invariant depth models such as LeReS to challenging diverse scenes while ensuring inter-frame consistency, with only dozens of parameters to optimize per video frame. Specifically, our approach involves freezing the pre-trained affine-invariant depth model's depth predictions, rectifying them by optimizing the unknown scale-shift values with a geometric consistency alignment module, and employing the resulting scale-consistent depth maps to robustly obtain camera poses and achieve dense scene reconstruction, even in low-texture regions. Experiments show that our method achieves state-of-the-art cross-dataset reconstruction on five zero-shot testing datasets.
Enhancing Monocular 3D Scene Completion with Diffusion Model
3D scene reconstruction is essential for applications in virtual reality, robotics, and autonomous driving, enabling machines to understand and interact with complex environments. Traditional 3D Gaussian Splatting techniques rely on images captured from multiple viewpoints to achieve optimal performance, but this dependence limits their use in scenarios where only a single image is available. In this work, we introduce FlashDreamer, a novel approach for reconstructing a complete 3D scene from a single image, significantly reducing the need for multi-view inputs. Our approach leverages a pre-trained vision-language model to generate descriptive prompts for the scene, guiding a diffusion model to produce images from various perspectives, which are then fused to form a cohesive 3D reconstruction. Extensive experiments show that our method effectively and robustly expands single-image inputs into a comprehensive 3D scene, extending monocular 3D reconstruction capabilities without further training. Our code is available https://github.com/CharlieSong1999/FlashDreamer/tree/main.
Towards 3D Scene Reconstruction from Locally Scale-Aligned Monocular Video Depth
Existing monocular depth estimation methods have achieved excellent robustness in diverse scenes, but they can only retrieve affine-invariant depth, up to an unknown scale and shift. However, in some video-based scenarios such as video depth estimation and 3D scene reconstruction from a video, the unknown scale and shift residing in per-frame prediction may cause the depth inconsistency. To solve this problem, we propose a locally weighted linear regression method to recover the scale and shift with very sparse anchor points, which ensures the scale consistency along consecutive frames. Extensive experiments show that our method can boost the performance of existing state-of-the-art approaches by 50% at most over several zero-shot benchmarks. Besides, we merge over 6.3 million RGBD images to train strong and robust depth models. Our produced ResNet50-backbone model even outperforms the state-of-the-art DPT ViT-Large model. Combining with geometry-based reconstruction methods, we formulate a new dense 3D scene reconstruction pipeline, which benefits from both the scale consistency of sparse points and the robustness of monocular methods. By performing the simple per-frame prediction over a video, the accurate 3D scene shape can be recovered.
EX-4D: EXtreme Viewpoint 4D Video Synthesis via Depth Watertight Mesh
Generating high-quality camera-controllable videos from monocular input is a challenging task, particularly under extreme viewpoint. Existing methods often struggle with geometric inconsistencies and occlusion artifacts in boundaries, leading to degraded visual quality. In this paper, we introduce EX-4D, a novel framework that addresses these challenges through a Depth Watertight Mesh representation. The representation serves as a robust geometric prior by explicitly modeling both visible and occluded regions, ensuring geometric consistency in extreme camera pose. To overcome the lack of paired multi-view datasets, we propose a simulated masking strategy that generates effective training data only from monocular videos. Additionally, a lightweight LoRA-based video diffusion adapter is employed to synthesize high-quality, physically consistent, and temporally coherent videos. Extensive experiments demonstrate that EX-4D outperforms state-of-the-art methods in terms of physical consistency and extreme-view quality, enabling practical 4D video generation.
Generalizable 3D Scene Reconstruction via Divide and Conquer from a Single View
Single-view 3D reconstruction is currently approached from two dominant perspectives: reconstruction of scenes with limited diversity using 3D data supervision or reconstruction of diverse singular objects using large image priors. However, real-world scenarios are far more complex and exceed the capabilities of these methods. We therefore propose a hybrid method following a divide-and-conquer strategy. We first process the scene holistically, extracting depth and semantic information, and then leverage a single-shot object-level method for the detailed reconstruction of individual components. By following a compositional processing approach, the overall framework achieves full reconstruction of complex 3D scenes from a single image. We purposely design our pipeline to be highly modular by carefully integrating specific procedures for each processing step, without requiring an end-to-end training of the whole system. This enables the pipeline to naturally improve as future methods can replace the individual modules. We demonstrate the reconstruction performance of our approach on both synthetic and real-world scenes, comparing favorable against prior works. Project page: https://andreeadogaru.github.io/Gen3DSR.
SC4D: Sparse-Controlled Video-to-4D Generation and Motion Transfer
Recent advances in 2D/3D generative models enable the generation of dynamic 3D objects from a single-view video. Existing approaches utilize score distillation sampling to form the dynamic scene as dynamic NeRF or dense 3D Gaussians. However, these methods struggle to strike a balance among reference view alignment, spatio-temporal consistency, and motion fidelity under single-view conditions due to the implicit nature of NeRF or the intricate dense Gaussian motion prediction. To address these issues, this paper proposes an efficient, sparse-controlled video-to-4D framework named SC4D, that decouples motion and appearance to achieve superior video-to-4D generation. Moreover, we introduce Adaptive Gaussian (AG) initialization and Gaussian Alignment (GA) loss to mitigate shape degeneration issue, ensuring the fidelity of the learned motion and shape. Comprehensive experimental results demonstrate that our method surpasses existing methods in both quality and efficiency. In addition, facilitated by the disentangled modeling of motion and appearance of SC4D, we devise a novel application that seamlessly transfers the learned motion onto a diverse array of 4D entities according to textual descriptions.
Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning
Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.
TC4D: Trajectory-Conditioned Text-to-4D Generation
Recent techniques for text-to-4D generation synthesize dynamic 3D scenes using supervision from pre-trained text-to-video models. However, existing representations for motion, such as deformation models or time-dependent neural representations, are limited in the amount of motion they can generate-they cannot synthesize motion extending far beyond the bounding box used for volume rendering. The lack of a more flexible motion model contributes to the gap in realism between 4D generation methods and recent, near-photorealistic video generation models. Here, we propose TC4D: trajectory-conditioned text-to-4D generation, which factors motion into global and local components. We represent the global motion of a scene's bounding box using rigid transformation along a trajectory parameterized by a spline. We learn local deformations that conform to the global trajectory using supervision from a text-to-video model. Our approach enables the synthesis of scenes animated along arbitrary trajectories, compositional scene generation, and significant improvements to the realism and amount of generated motion, which we evaluate qualitatively and through a user study. Video results can be viewed on our website: https://sherwinbahmani.github.io/tc4d.
GenXD: Generating Any 3D and 4D Scenes
Recent developments in 2D visual generation have been remarkably successful. However, 3D and 4D generation remain challenging in real-world applications due to the lack of large-scale 4D data and effective model design. In this paper, we propose to jointly investigate general 3D and 4D generation by leveraging camera and object movements commonly observed in daily life. Due to the lack of real-world 4D data in the community, we first propose a data curation pipeline to obtain camera poses and object motion strength from videos. Based on this pipeline, we introduce a large-scale real-world 4D scene dataset: CamVid-30K. By leveraging all the 3D and 4D data, we develop our framework, GenXD, which allows us to produce any 3D or 4D scene. We propose multiview-temporal modules, which disentangle camera and object movements, to seamlessly learn from both 3D and 4D data. Additionally, GenXD employs masked latent conditions to support a variety of conditioning views. GenXD can generate videos that follow the camera trajectory as well as consistent 3D views that can be lifted into 3D representations. We perform extensive evaluations across various real-world and synthetic datasets, demonstrating GenXD's effectiveness and versatility compared to previous methods in 3D and 4D generation.
Feature4X: Bridging Any Monocular Video to 4D Agentic AI with Versatile Gaussian Feature Fields
Recent advancements in 2D and multimodal models have achieved remarkable success by leveraging large-scale training on extensive datasets. However, extending these achievements to enable free-form interactions and high-level semantic operations with complex 3D/4D scenes remains challenging. This difficulty stems from the limited availability of large-scale, annotated 3D/4D or multi-view datasets, which are crucial for generalizable vision and language tasks such as open-vocabulary and prompt-based segmentation, language-guided editing, and visual question answering (VQA). In this paper, we introduce Feature4X, a universal framework designed to extend any functionality from 2D vision foundation model into the 4D realm, using only monocular video input, which is widely available from user-generated content. The "X" in Feature4X represents its versatility, enabling any task through adaptable, model-conditioned 4D feature field distillation. At the core of our framework is a dynamic optimization strategy that unifies multiple model capabilities into a single representation. Additionally, to the best of our knowledge, Feature4X is the first method to distill and lift the features of video foundation models (e.g. SAM2, InternVideo2) into an explicit 4D feature field using Gaussian Splatting. Our experiments showcase novel view segment anything, geometric and appearance scene editing, and free-form VQA across all time steps, empowered by LLMs in feedback loops. These advancements broaden the scope of agentic AI applications by providing a foundation for scalable, contextually and spatiotemporally aware systems capable of immersive dynamic 4D scene interaction.
SynCamMaster: Synchronizing Multi-Camera Video Generation from Diverse Viewpoints
Recent advancements in video diffusion models have shown exceptional abilities in simulating real-world dynamics and maintaining 3D consistency. This progress inspires us to investigate the potential of these models to ensure dynamic consistency across various viewpoints, a highly desirable feature for applications such as virtual filming. Unlike existing methods focused on multi-view generation of single objects for 4D reconstruction, our interest lies in generating open-world videos from arbitrary viewpoints, incorporating 6 DoF camera poses. To achieve this, we propose a plug-and-play module that enhances a pre-trained text-to-video model for multi-camera video generation, ensuring consistent content across different viewpoints. Specifically, we introduce a multi-view synchronization module to maintain appearance and geometry consistency across these viewpoints. Given the scarcity of high-quality training data, we design a hybrid training scheme that leverages multi-camera images and monocular videos to supplement Unreal Engine-rendered multi-camera videos. Furthermore, our method enables intriguing extensions, such as re-rendering a video from novel viewpoints. We also release a multi-view synchronized video dataset, named SynCamVideo-Dataset. Project page: https://jianhongbai.github.io/SynCamMaster/.
MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds
We introduce 4D Motion Scaffolds (MoSca), a neural information processing system designed to reconstruct and synthesize novel views of dynamic scenes from monocular videos captured casually in the wild. To address such a challenging and ill-posed inverse problem, we leverage prior knowledge from foundational vision models, lift the video data to a novel Motion Scaffold (MoSca) representation, which compactly and smoothly encodes the underlying motions / deformations. The scene geometry and appearance are then disentangled from the deformation field, and are encoded by globally fusing the Gaussians anchored onto the MoSca and optimized via Gaussian Splatting. Additionally, camera poses can be seamlessly initialized and refined during the dynamic rendering process, without the need for other pose estimation tools. Experiments demonstrate state-of-the-art performance on dynamic rendering benchmarks.
Advances in 4D Generation: A Survey
Generative artificial intelligence (AI) has made significant progress across various domains in recent years. Building on the rapid advancements in 2D, video, and 3D content generation fields, 4D generation has emerged as a novel and rapidly evolving research area, attracting growing attention. 4D generation focuses on creating dynamic 3D assets with spatiotemporal consistency based on user input, offering greater creative freedom and richer immersive experiences. This paper presents a comprehensive survey of the 4D generation field, systematically summarizing its core technologies, developmental trajectory, key challenges, and practical applications, while also exploring potential future research directions. The survey begins by introducing various fundamental 4D representation models, followed by a review of 4D generation frameworks built upon these representations and the key technologies that incorporate motion and geometry priors into 4D assets. We summarize five major challenges of 4D generation: consistency, controllability, diversity, efficiency, and fidelity, accompanied by an outline of existing solutions to address these issues. We systematically analyze applications of 4D generation, spanning dynamic object generation, scene generation, digital human synthesis, 4D editing, and autonomous driving. Finally, we provide an in-depth discussion of the obstacles currently hindering the development of the 4D generation. This survey offers a clear and comprehensive overview of 4D generation, aiming to stimulate further exploration and innovation in this rapidly evolving field. Our code is publicly available at: https://github.com/MiaoQiaowei/Awesome-4D.
SV4D 2.0: Enhancing Spatio-Temporal Consistency in Multi-View Video Diffusion for High-Quality 4D Generation
We present Stable Video 4D 2.0 (SV4D 2.0), a multi-view video diffusion model for dynamic 3D asset generation. Compared to its predecessor SV4D, SV4D 2.0 is more robust to occlusions and large motion, generalizes better to real-world videos, and produces higher-quality outputs in terms of detail sharpness and spatio-temporal consistency. We achieve this by introducing key improvements in multiple aspects: 1) network architecture: eliminating the dependency of reference multi-views and designing blending mechanism for 3D and frame attention, 2) data: enhancing quality and quantity of training data, 3) training strategy: adopting progressive 3D-4D training for better generalization, and 4) 4D optimization: handling 3D inconsistency and large motion via 2-stage refinement and progressive frame sampling. Extensive experiments demonstrate significant performance gain by SV4D 2.0 both visually and quantitatively, achieving better detail (-14\% LPIPS) and 4D consistency (-44\% FV4D) in novel-view video synthesis and 4D optimization (-12\% LPIPS and -24\% FV4D) compared to SV4D.
AIM 2024 Sparse Neural Rendering Challenge: Dataset and Benchmark
Recent developments in differentiable and neural rendering have made impressive breakthroughs in a variety of 2D and 3D tasks, e.g. novel view synthesis, 3D reconstruction. Typically, differentiable rendering relies on a dense viewpoint coverage of the scene, such that the geometry can be disambiguated from appearance observations alone. Several challenges arise when only a few input views are available, often referred to as sparse or few-shot neural rendering. As this is an underconstrained problem, most existing approaches introduce the use of regularisation, together with a diversity of learnt and hand-crafted priors. A recurring problem in sparse rendering literature is the lack of an homogeneous, up-to-date, dataset and evaluation protocol. While high-resolution datasets are standard in dense reconstruction literature, sparse rendering methods often evaluate with low-resolution images. Additionally, data splits are inconsistent across different manuscripts, and testing ground-truth images are often publicly available, which may lead to over-fitting. In this work, we propose the Sparse Rendering (SpaRe) dataset and benchmark. We introduce a new dataset that follows the setup of the DTU MVS dataset. The dataset is composed of 97 new scenes based on synthetic, high-quality assets. Each scene has up to 64 camera views and 7 lighting configurations, rendered at 1600x1200 resolution. We release a training split of 82 scenes to foster generalizable approaches, and provide an online evaluation platform for the validation and test sets, whose ground-truth images remain hidden. We propose two different sparse configurations (3 and 9 input images respectively). This provides a powerful and convenient tool for reproducible evaluation, and enable researchers easy access to a public leaderboard with the state-of-the-art performance scores. Available at: https://sparebenchmark.github.io/
MagicPose4D: Crafting Articulated Models with Appearance and Motion Control
With the success of 2D and 3D visual generative models, there is growing interest in generating 4D content. Existing methods primarily rely on text prompts to produce 4D content, but they often fall short of accurately defining complex or rare motions. To address this limitation, we propose MagicPose4D, a novel framework for refined control over both appearance and motion in 4D generation. Unlike traditional methods, MagicPose4D accepts monocular videos as motion prompts, enabling precise and customizable motion generation. MagicPose4D comprises two key modules: i) Dual-Phase 4D Reconstruction Module} which operates in two phases. The first phase focuses on capturing the model's shape using accurate 2D supervision and less accurate but geometrically informative 3D pseudo-supervision without imposing skeleton constraints. The second phase refines the model using more accurate pseudo-3D supervision, obtained in the first phase and introduces kinematic chain-based skeleton constraints to ensure physical plausibility. Additionally, we propose a Global-local Chamfer loss that aligns the overall distribution of predicted mesh vertices with the supervision while maintaining part-level alignment without extra annotations. ii) Cross-category Motion Transfer Module} leverages the predictions from the 4D reconstruction module and uses a kinematic-chain-based skeleton to achieve cross-category motion transfer. It ensures smooth transitions between frames through dynamic rigidity, facilitating robust generalization without additional training. Through extensive experiments, we demonstrate that MagicPose4D significantly improves the accuracy and consistency of 4D content generation, outperforming existing methods in various benchmarks.
CATSplat: Context-Aware Transformer with Spatial Guidance for Generalizable 3D Gaussian Splatting from A Single-View Image
Recently, generalizable feed-forward methods based on 3D Gaussian Splatting have gained significant attention for their potential to reconstruct 3D scenes using finite resources. These approaches create a 3D radiance field, parameterized by per-pixel 3D Gaussian primitives, from just a few images in a single forward pass. However, unlike multi-view methods that benefit from cross-view correspondences, 3D scene reconstruction with a single-view image remains an underexplored area. In this work, we introduce CATSplat, a novel generalizable transformer-based framework designed to break through the inherent constraints in monocular settings. First, we propose leveraging textual guidance from a visual-language model to complement insufficient information from a single image. By incorporating scene-specific contextual details from text embeddings through cross-attention, we pave the way for context-aware 3D scene reconstruction beyond relying solely on visual cues. Moreover, we advocate utilizing spatial guidance from 3D point features toward comprehensive geometric understanding under single-view settings. With 3D priors, image features can capture rich structural insights for predicting 3D Gaussians without multi-view techniques. Extensive experiments on large-scale datasets demonstrate the state-of-the-art performance of CATSplat in single-view 3D scene reconstruction with high-quality novel view synthesis.
Easi3R: Estimating Disentangled Motion from DUSt3R Without Training
Recent advances in DUSt3R have enabled robust estimation of dense point clouds and camera parameters of static scenes, leveraging Transformer network architectures and direct supervision on large-scale 3D datasets. In contrast, the limited scale and diversity of available 4D datasets present a major bottleneck for training a highly generalizable 4D model. This constraint has driven conventional 4D methods to fine-tune 3D models on scalable dynamic video data with additional geometric priors such as optical flow and depths. In this work, we take an opposite path and introduce Easi3R, a simple yet efficient training-free method for 4D reconstruction. Our approach applies attention adaptation during inference, eliminating the need for from-scratch pre-training or network fine-tuning. We find that the attention layers in DUSt3R inherently encode rich information about camera and object motion. By carefully disentangling these attention maps, we achieve accurate dynamic region segmentation, camera pose estimation, and 4D dense point map reconstruction. Extensive experiments on real-world dynamic videos demonstrate that our lightweight attention adaptation significantly outperforms previous state-of-the-art methods that are trained or finetuned on extensive dynamic datasets. Our code is publicly available for research purpose at https://easi3r.github.io/
Scene Coordinate Reconstruction: Posing of Image Collections via Incremental Learning of a Relocalizer
We address the task of estimating camera parameters from a set of images depicting a scene. Popular feature-based structure-from-motion (SfM) tools solve this task by incremental reconstruction: they repeat triangulation of sparse 3D points and registration of more camera views to the sparse point cloud. We re-interpret incremental structure-from-motion as an iterated application and refinement of a visual relocalizer, that is, of a method that registers new views to the current state of the reconstruction. This perspective allows us to investigate alternative visual relocalizers that are not rooted in local feature matching. We show that scene coordinate regression, a learning-based relocalization approach, allows us to build implicit, neural scene representations from unposed images. Different from other learning-based reconstruction methods, we do not require pose priors nor sequential inputs, and we optimize efficiently over thousands of images. Our method, ACE0 (ACE Zero), estimates camera poses to an accuracy comparable to feature-based SfM, as demonstrated by novel view synthesis. Project page: https://nianticlabs.github.io/acezero/
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
3D Reconstruction with Generalizable Neural Fields using Scene Priors
High-fidelity 3D scene reconstruction has been substantially advanced by recent progress in neural fields. However, most existing methods train a separate network from scratch for each individual scene. This is not scalable, inefficient, and unable to yield good results given limited views. While learning-based multi-view stereo methods alleviate this issue to some extent, their multi-view setting makes it less flexible to scale up and to broad applications. Instead, we introduce training generalizable Neural Fields incorporating scene Priors (NFPs). The NFP network maps any single-view RGB-D image into signed distance and radiance values. A complete scene can be reconstructed by merging individual frames in the volumetric space WITHOUT a fusion module, which provides better flexibility. The scene priors can be trained on large-scale datasets, allowing for fast adaptation to the reconstruction of a new scene with fewer views. NFP not only demonstrates SOTA scene reconstruction performance and efficiency, but it also supports single-image novel-view synthesis, which is underexplored in neural fields. More qualitative results are available at: https://oasisyang.github.io/neural-prior
LM-Gaussian: Boost Sparse-view 3D Gaussian Splatting with Large Model Priors
We aim to address sparse-view reconstruction of a 3D scene by leveraging priors from large-scale vision models. While recent advancements such as 3D Gaussian Splatting (3DGS) have demonstrated remarkable successes in 3D reconstruction, these methods typically necessitate hundreds of input images that densely capture the underlying scene, making them time-consuming and impractical for real-world applications. However, sparse-view reconstruction is inherently ill-posed and under-constrained, often resulting in inferior and incomplete outcomes. This is due to issues such as failed initialization, overfitting on input images, and a lack of details. To mitigate these challenges, we introduce LM-Gaussian, a method capable of generating high-quality reconstructions from a limited number of images. Specifically, we propose a robust initialization module that leverages stereo priors to aid in the recovery of camera poses and the reliable point clouds. Additionally, a diffusion-based refinement is iteratively applied to incorporate image diffusion priors into the Gaussian optimization process to preserve intricate scene details. Finally, we utilize video diffusion priors to further enhance the rendered images for realistic visual effects. Overall, our approach significantly reduces the data acquisition requirements compared to previous 3DGS methods. We validate the effectiveness of our framework through experiments on various public datasets, demonstrating its potential for high-quality 360-degree scene reconstruction. Visual results are on our website.
1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering
4D Gaussian Splatting (4DGS) has recently gained considerable attention as a method for reconstructing dynamic scenes. Despite achieving superior quality, 4DGS typically requires substantial storage and suffers from slow rendering speed. In this work, we delve into these issues and identify two key sources of temporal redundancy. (Q1) Short-Lifespan Gaussians: 4DGS uses a large portion of Gaussians with short temporal span to represent scene dynamics, leading to an excessive number of Gaussians. (Q2) Inactive Gaussians: When rendering, only a small subset of Gaussians contributes to each frame. Despite this, all Gaussians are processed during rasterization, resulting in redundant computation overhead. To address these redundancies, we present 4DGS-1K, which runs at over 1000 FPS on modern GPUs. For Q1, we introduce the Spatial-Temporal Variation Score, a new pruning criterion that effectively removes short-lifespan Gaussians while encouraging 4DGS to capture scene dynamics using Gaussians with longer temporal spans. For Q2, we store a mask for active Gaussians across consecutive frames, significantly reducing redundant computations in rendering. Compared to vanilla 4DGS, our method achieves a 41times reduction in storage and 9times faster rasterization speed on complex dynamic scenes, while maintaining comparable visual quality. Please see our project page at https://4DGS-1K.github.io.
Streaming 4D Visual Geometry Transformer
Perceiving and reconstructing 4D spatial-temporal geometry from videos is a fundamental yet challenging computer vision task. To facilitate interactive and real-time applications, we propose a streaming 4D visual geometry transformer that shares a similar philosophy with autoregressive large language models. We explore a simple and efficient design and employ a causal transformer architecture to process the input sequence in an online manner. We use temporal causal attention and cache the historical keys and values as implicit memory to enable efficient streaming long-term 4D reconstruction. This design can handle real-time 4D reconstruction by incrementally integrating historical information while maintaining high-quality spatial consistency. For efficient training, we propose to distill knowledge from the dense bidirectional visual geometry grounded transformer (VGGT) to our causal model. For inference, our model supports the migration of optimized efficient attention operator (e.g., FlashAttention) from the field of large language models. Extensive experiments on various 4D geometry perception benchmarks demonstrate that our model increases the inference speed in online scenarios while maintaining competitive performance, paving the way for scalable and interactive 4D vision systems. Code is available at: https://github.com/wzzheng/StreamVGGT.
Consistent Video Depth Estimation
We present an algorithm for reconstructing dense, geometrically consistent depth for all pixels in a monocular video. We leverage a conventional structure-from-motion reconstruction to establish geometric constraints on pixels in the video. Unlike the ad-hoc priors in classical reconstruction, we use a learning-based prior, i.e., a convolutional neural network trained for single-image depth estimation. At test time, we fine-tune this network to satisfy the geometric constraints of a particular input video, while retaining its ability to synthesize plausible depth details in parts of the video that are less constrained. We show through quantitative validation that our method achieves higher accuracy and a higher degree of geometric consistency than previous monocular reconstruction methods. Visually, our results appear more stable. Our algorithm is able to handle challenging hand-held captured input videos with a moderate degree of dynamic motion. The improved quality of the reconstruction enables several applications, such as scene reconstruction and advanced video-based visual effects.
DimensionX: Create Any 3D and 4D Scenes from a Single Image with Controllable Video Diffusion
In this paper, we introduce DimensionX, a framework designed to generate photorealistic 3D and 4D scenes from just a single image with video diffusion. Our approach begins with the insight that both the spatial structure of a 3D scene and the temporal evolution of a 4D scene can be effectively represented through sequences of video frames. While recent video diffusion models have shown remarkable success in producing vivid visuals, they face limitations in directly recovering 3D/4D scenes due to limited spatial and temporal controllability during generation. To overcome this, we propose ST-Director, which decouples spatial and temporal factors in video diffusion by learning dimension-aware LoRAs from dimension-variant data. This controllable video diffusion approach enables precise manipulation of spatial structure and temporal dynamics, allowing us to reconstruct both 3D and 4D representations from sequential frames with the combination of spatial and temporal dimensions. Additionally, to bridge the gap between generated videos and real-world scenes, we introduce a trajectory-aware mechanism for 3D generation and an identity-preserving denoising strategy for 4D generation. Extensive experiments on various real-world and synthetic datasets demonstrate that DimensionX achieves superior results in controllable video generation, as well as in 3D and 4D scene generation, compared with previous methods.
UniSDF: Unifying Neural Representations for High-Fidelity 3D Reconstruction of Complex Scenes with Reflections
Neural 3D scene representations have shown great potential for 3D reconstruction from 2D images. However, reconstructing real-world captures of complex scenes still remains a challenge. Existing generic 3D reconstruction methods often struggle to represent fine geometric details and do not adequately model reflective surfaces of large-scale scenes. Techniques that explicitly focus on reflective surfaces can model complex and detailed reflections by exploiting better reflection parameterizations. However, we observe that these methods are often not robust in real unbounded scenarios where non-reflective as well as reflective components are present. In this work, we propose UniSDF, a general purpose 3D reconstruction method that can reconstruct large complex scenes with reflections. We investigate both view-based as well as reflection-based color prediction parameterization techniques and find that explicitly blending these representations in 3D space enables reconstruction of surfaces that are more geometrically accurate, especially for reflective surfaces. We further combine this representation with a multi-resolution grid backbone that is trained in a coarse-to-fine manner, enabling faster reconstructions than prior methods. Extensive experiments on object-level datasets DTU, Shiny Blender as well as unbounded datasets Mip-NeRF 360 and Ref-NeRF real demonstrate that our method is able to robustly reconstruct complex large-scale scenes with fine details and reflective surfaces. Please see our project page at https://fangjinhuawang.github.io/UniSDF.
Portrait4D-v2: Pseudo Multi-View Data Creates Better 4D Head Synthesizer
In this paper, we propose a novel learning approach for feed-forward one-shot 4D head avatar synthesis. Different from existing methods that often learn from reconstructing monocular videos guided by 3DMM, we employ pseudo multi-view videos to learn a 4D head synthesizer in a data-driven manner, avoiding reliance on inaccurate 3DMM reconstruction that could be detrimental to the synthesis performance. The key idea is to first learn a 3D head synthesizer using synthetic multi-view images to convert monocular real videos into multi-view ones, and then utilize the pseudo multi-view videos to learn a 4D head synthesizer via cross-view self-reenactment. By leveraging a simple vision transformer backbone with motion-aware cross-attentions, our method exhibits superior performance compared to previous methods in terms of reconstruction fidelity, geometry consistency, and motion control accuracy. We hope our method offers novel insights into integrating 3D priors with 2D supervisions for improved 4D head avatar creation.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
Single-view 3D Scene Reconstruction with High-fidelity Shape and Texture
Reconstructing detailed 3D scenes from single-view images remains a challenging task due to limitations in existing approaches, which primarily focus on geometric shape recovery, overlooking object appearances and fine shape details. To address these challenges, we propose a novel framework for simultaneous high-fidelity recovery of object shapes and textures from single-view images. Our approach utilizes the proposed Single-view neural implicit Shape and Radiance field (SSR) representations to leverage both explicit 3D shape supervision and volume rendering of color, depth, and surface normal images. To overcome shape-appearance ambiguity under partial observations, we introduce a two-stage learning curriculum incorporating both 3D and 2D supervisions. A distinctive feature of our framework is its ability to generate fine-grained textured meshes while seamlessly integrating rendering capabilities into the single-view 3D reconstruction model. This integration enables not only improved textured 3D object reconstruction by 27.7% and 11.6% on the 3D-FRONT and Pix3D datasets, respectively, but also supports the rendering of images from novel viewpoints. Beyond individual objects, our approach facilitates composing object-level representations into flexible scene representations, thereby enabling applications such as holistic scene understanding and 3D scene editing. We conduct extensive experiments to demonstrate the effectiveness of our method.
Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture
4D head capture aims to generate dynamic topological meshes and corresponding texture maps from videos, which is widely utilized in movies and games for its ability to simulate facial muscle movements and recover dynamic textures in pore-squeezing. The industry often adopts the method involving multi-view stereo and non-rigid alignment. However, this approach is prone to errors and heavily reliant on time-consuming manual processing by artists. To simplify this process, we propose Topo4D, a novel framework for automatic geometry and texture generation, which optimizes densely aligned 4D heads and 8K texture maps directly from calibrated multi-view time-series images. Specifically, we first represent the time-series faces as a set of dynamic 3D Gaussians with fixed topology in which the Gaussian centers are bound to the mesh vertices. Afterward, we perform alternative geometry and texture optimization frame-by-frame for high-quality geometry and texture learning while maintaining temporal topology stability. Finally, we can extract dynamic facial meshes in regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Extensive experiments show that our method achieves superior results than the current SOTA face reconstruction methods both in the quality of meshes and textures. Project page: https://xuanchenli.github.io/Topo4D/.
Text-To-4D Dynamic Scene Generation
We present MAV3D (Make-A-Video3D), a method for generating three-dimensional dynamic scenes from text descriptions. Our approach uses a 4D dynamic Neural Radiance Field (NeRF), which is optimized for scene appearance, density, and motion consistency by querying a Text-to-Video (T2V) diffusion-based model. The dynamic video output generated from the provided text can be viewed from any camera location and angle, and can be composited into any 3D environment. MAV3D does not require any 3D or 4D data and the T2V model is trained only on Text-Image pairs and unlabeled videos. We demonstrate the effectiveness of our approach using comprehensive quantitative and qualitative experiments and show an improvement over previously established internal baselines. To the best of our knowledge, our method is the first to generate 3D dynamic scenes given a text description.
4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to maintain. We introduce the 4D Gaussian Splatting (4D-GS) to achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency. An efficient deformation field is constructed to model both Gaussian motions and shape deformations. Different adjacent Gaussians are connected via a HexPlane to produce more accurate position and shape deformations. Our 4D-GS method achieves real-time rendering under high resolutions, 70 FPS at a 800times800 resolution on an RTX 3090 GPU, while maintaining comparable or higher quality than previous state-of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs/.
Generative Camera Dolly: Extreme Monocular Dynamic Novel View Synthesis
Accurate reconstruction of complex dynamic scenes from just a single viewpoint continues to be a challenging task in computer vision. Current dynamic novel view synthesis methods typically require videos from many different camera viewpoints, necessitating careful recording setups, and significantly restricting their utility in the wild as well as in terms of embodied AI applications. In this paper, we propose GCD, a controllable monocular dynamic view synthesis pipeline that leverages large-scale diffusion priors to, given a video of any scene, generate a synchronous video from any other chosen perspective, conditioned on a set of relative camera pose parameters. Our model does not require depth as input, and does not explicitly model 3D scene geometry, instead performing end-to-end video-to-video translation in order to achieve its goal efficiently. Despite being trained on synthetic multi-view video data only, zero-shot real-world generalization experiments show promising results in multiple domains, including robotics, object permanence, and driving environments. We believe our framework can potentially unlock powerful applications in rich dynamic scene understanding, perception for robotics, and interactive 3D video viewing experiences for virtual reality.
3D Photography using Context-aware Layered Depth Inpainting
We propose a method for converting a single RGB-D input image into a 3D photo - a multi-layer representation for novel view synthesis that contains hallucinated color and depth structures in regions occluded in the original view. We use a Layered Depth Image with explicit pixel connectivity as underlying representation, and present a learning-based inpainting model that synthesizes new local color-and-depth content into the occluded region in a spatial context-aware manner. The resulting 3D photos can be efficiently rendered with motion parallax using standard graphics engines. We validate the effectiveness of our method on a wide range of challenging everyday scenes and show fewer artifacts compared with the state of the arts.
6Img-to-3D: Few-Image Large-Scale Outdoor Driving Scene Reconstruction
Current 3D reconstruction techniques struggle to infer unbounded scenes from a few images faithfully. Specifically, existing methods have high computational demands, require detailed pose information, and cannot reconstruct occluded regions reliably. We introduce 6Img-to-3D, an efficient, scalable transformer-based encoder-renderer method for single-shot image to 3D reconstruction. Our method outputs a 3D-consistent parameterized triplane from only six outward-facing input images for large-scale, unbounded outdoor driving scenarios. We take a step towards resolving existing shortcomings by combining contracted custom cross- and self-attention mechanisms for triplane parameterization, differentiable volume rendering, scene contraction, and image feature projection. We showcase that six surround-view vehicle images from a single timestamp without global pose information are enough to reconstruct 360^{circ} scenes during inference time, taking 395 ms. Our method allows, for example, rendering third-person images and birds-eye views. Our code is available at https://github.com/continental/6Img-to-3D, and more examples can be found at our website here https://6Img-to-3D.GitHub.io/.
RelayGS: Reconstructing Dynamic Scenes with Large-Scale and Complex Motions via Relay Gaussians
Reconstructing dynamic scenes with large-scale and complex motions remains a significant challenge. Recent techniques like Neural Radiance Fields and 3D Gaussian Splatting (3DGS) have shown promise but still struggle with scenes involving substantial movement. This paper proposes RelayGS, a novel method based on 3DGS, specifically designed to represent and reconstruct highly dynamic scenes. Our RelayGS learns a complete 4D representation with canonical 3D Gaussians and a compact motion field, consisting of three stages. First, we learn a fundamental 3DGS from all frames, ignoring temporal scene variations, and use a learnable mask to separate the highly dynamic foreground from the minimally moving background. Second, we replicate multiple copies of the decoupled foreground Gaussians from the first stage, each corresponding to a temporal segment, and optimize them using pseudo-views constructed from multiple frames within each segment. These Gaussians, termed Relay Gaussians, act as explicit relay nodes, simplifying and breaking down large-scale motion trajectories into smaller, manageable segments. Finally, we jointly learn the scene's temporal motion and refine the canonical Gaussians learned from the first two stages. We conduct thorough experiments on two dynamic scene datasets featuring large and complex motions, where our RelayGS outperforms state-of-the-arts by more than 1 dB in PSNR, and successfully reconstructs real-world basketball game scenes in a much more complete and coherent manner, whereas previous methods usually struggle to capture the complex motion of players. Code will be publicly available at https://github.com/gqk/RelayGS
Phy124: Fast Physics-Driven 4D Content Generation from a Single Image
4D content generation focuses on creating dynamic 3D objects that change over time. Existing methods primarily rely on pre-trained video diffusion models, utilizing sampling processes or reference videos. However, these approaches face significant challenges. Firstly, the generated 4D content often fails to adhere to real-world physics since video diffusion models do not incorporate physical priors. Secondly, the extensive sampling process and the large number of parameters in diffusion models result in exceedingly time-consuming generation processes. To address these issues, we introduce Phy124, a novel, fast, and physics-driven method for controllable 4D content generation from a single image. Phy124 integrates physical simulation directly into the 4D generation process, ensuring that the resulting 4D content adheres to natural physical laws. Phy124 also eliminates the use of diffusion models during the 4D dynamics generation phase, significantly speeding up the process. Phy124 allows for the control of 4D dynamics, including movement speed and direction, by manipulating external forces. Extensive experiments demonstrate that Phy124 generates high-fidelity 4D content with significantly reduced inference times, achieving stateof-the-art performance. The code and generated 4D content are available at the provided link: https://anonymous.4open.science/r/BBF2/.
Animate124: Animating One Image to 4D Dynamic Scene
We introduce Animate124 (Animate-one-image-to-4D), the first work to animate a single in-the-wild image into 3D video through textual motion descriptions, an underexplored problem with significant applications. Our 4D generation leverages an advanced 4D grid dynamic Neural Radiance Field (NeRF) model, optimized in three distinct stages using multiple diffusion priors. Initially, a static model is optimized using the reference image, guided by 2D and 3D diffusion priors, which serves as the initialization for the dynamic NeRF. Subsequently, a video diffusion model is employed to learn the motion specific to the subject. However, the object in the 3D videos tends to drift away from the reference image over time. This drift is mainly due to the misalignment between the text prompt and the reference image in the video diffusion model. In the final stage, a personalized diffusion prior is therefore utilized to address the semantic drift. As the pioneering image-text-to-4D generation framework, our method demonstrates significant advancements over existing baselines, evidenced by comprehensive quantitative and qualitative assessments.
MUVOD: A Novel Multi-view Video Object Segmentation Dataset and A Benchmark for 3D Segmentation
The application of methods based on Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3D GS) have steadily gained popularity in the field of 3D object segmentation in static scenes. These approaches demonstrate efficacy in a range of 3D scene understanding and editing tasks. Nevertheless, the 4D object segmentation of dynamic scenes remains an underexplored field due to the absence of a sufficiently extensive and accurately labelled multi-view video dataset. In this paper, we present MUVOD, a new multi-view video dataset for training and evaluating object segmentation in reconstructed real-world scenarios. The 17 selected scenes, describing various indoor or outdoor activities, are collected from different sources of datasets originating from various types of camera rigs. Each scene contains a minimum of 9 views and a maximum of 46 views. We provide 7830 RGB images (30 frames per video) with their corresponding segmentation mask in 4D motion, meaning that any object of interest in the scene could be tracked across temporal frames of a given view or across different views belonging to the same camera rig. This dataset, which contains 459 instances of 73 categories, is intended as a basic benchmark for the evaluation of multi-view video segmentation methods. We also present an evaluation metric and a baseline segmentation approach to encourage and evaluate progress in this evolving field. Additionally, we propose a new benchmark for 3D object segmentation task with a subset of annotated multi-view images selected from our MUVOD dataset. This subset contains 50 objects of different conditions in different scenarios, providing a more comprehensive analysis of state-of-the-art 3D object segmentation methods. Our proposed MUVOD dataset is available at https://volumetric-repository.labs.b-com.com/#/muvod.
RoDUS: Robust Decomposition of Static and Dynamic Elements in Urban Scenes
The task of separating dynamic objects from static environments using NeRFs has been widely studied in recent years. However, capturing large-scale scenes still poses a challenge due to their complex geometric structures and unconstrained dynamics. Without the help of 3D motion cues, previous methods often require simplified setups with slow camera motion and only a few/single dynamic actors, leading to suboptimal solutions in most urban setups. To overcome such limitations, we present RoDUS, a pipeline for decomposing static and dynamic elements in urban scenes, with thoughtfully separated NeRF models for moving and non-moving components. Our approach utilizes a robust kernel-based initialization coupled with 4D semantic information to selectively guide the learning process. This strategy enables accurate capturing of the dynamics in the scene, resulting in reduced artifacts caused by NeRF on background reconstruction, all by using self-supervision. Notably, experimental evaluations on KITTI-360 and Pandaset datasets demonstrate the effectiveness of our method in decomposing challenging urban scenes into precise static and dynamic components.
Reconstruct, Inpaint, Finetune: Dynamic Novel-view Synthesis from Monocular Videos
We explore novel-view synthesis for dynamic scenes from monocular videos. Prior approaches rely on costly test-time optimization of 4D representations or do not preserve scene geometry when trained in a feed-forward manner. Our approach is based on three key insights: (1) covisible pixels (that are visible in both the input and target views) can be rendered by first reconstructing the dynamic 3D scene and rendering the reconstruction from the novel-views and (2) hidden pixels in novel views can be "inpainted" with feed-forward 2D video diffusion models. Notably, our video inpainting diffusion model (CogNVS) can be self-supervised from 2D videos, allowing us to train it on a large corpus of in-the-wild videos. This in turn allows for (3) CogNVS to be applied zero-shot to novel test videos via test-time finetuning. We empirically verify that CogNVS outperforms almost all prior art for novel-view synthesis of dynamic scenes from monocular videos.
Geometry-Aware Diffusion Models for Multiview Scene Inpainting
In this paper, we focus on 3D scene inpainting, where parts of an input image set, captured from different viewpoints, are masked out. The main challenge lies in generating plausible image completions that are geometrically consistent across views. Most recent work addresses this challenge by combining generative models with a 3D radiance field to fuse information across a relatively dense set of viewpoints. However, a major drawback of these methods is that they often produce blurry images due to the fusion of inconsistent cross-view images. To avoid blurry inpaintings, we eschew the use of an explicit or implicit radiance field altogether and instead fuse cross-view information in a learned space. In particular, we introduce a geometry-aware conditional generative model, capable of multi-view consistent inpainting using reference-based geometric and appearance cues. A key advantage of our approach over existing methods is its unique ability to inpaint masked scenes with a limited number of views (i.e., few-view inpainting), whereas previous methods require relatively large image sets for their 3D model fitting step. Empirically, we evaluate and compare our scene-centric inpainting method on two datasets, SPIn-NeRF and NeRFiller, which contain images captured at narrow and wide baselines, respectively, and achieve state-of-the-art 3D inpainting performance on both. Additionally, we demonstrate the efficacy of our approach in the few-view setting compared to prior methods.
CAST: Component-Aligned 3D Scene Reconstruction from an RGB Image
Recovering high-quality 3D scenes from a single RGB image is a challenging task in computer graphics. Current methods often struggle with domain-specific limitations or low-quality object generation. To address these, we propose CAST (Component-Aligned 3D Scene Reconstruction from a Single RGB Image), a novel method for 3D scene reconstruction and recovery. CAST starts by extracting object-level 2D segmentation and relative depth information from the input image, followed by using a GPT-based model to analyze inter-object spatial relationships. This enables the understanding of how objects relate to each other within the scene, ensuring more coherent reconstruction. CAST then employs an occlusion-aware large-scale 3D generation model to independently generate each object's full geometry, using MAE and point cloud conditioning to mitigate the effects of occlusions and partial object information, ensuring accurate alignment with the source image's geometry and texture. To align each object with the scene, the alignment generation model computes the necessary transformations, allowing the generated meshes to be accurately placed and integrated into the scene's point cloud. Finally, CAST incorporates a physics-aware correction step that leverages a fine-grained relation graph to generate a constraint graph. This graph guides the optimization of object poses, ensuring physical consistency and spatial coherence. By utilizing Signed Distance Fields (SDF), the model effectively addresses issues such as occlusions, object penetration, and floating objects, ensuring that the generated scene accurately reflects real-world physical interactions. CAST can be leveraged in robotics, enabling efficient real-to-simulation workflows and providing realistic, scalable simulation environments for robotic systems.
Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis
We present a method that simultaneously addresses the tasks of dynamic scene novel-view synthesis and six degree-of-freedom (6-DOF) tracking of all dense scene elements. We follow an analysis-by-synthesis framework, inspired by recent work that models scenes as a collection of 3D Gaussians which are optimized to reconstruct input images via differentiable rendering. To model dynamic scenes, we allow Gaussians to move and rotate over time while enforcing that they have persistent color, opacity, and size. By regularizing Gaussians' motion and rotation with local-rigidity constraints, we show that our Dynamic 3D Gaussians correctly model the same area of physical space over time, including the rotation of that space. Dense 6-DOF tracking and dynamic reconstruction emerges naturally from persistent dynamic view synthesis, without requiring any correspondence or flow as input. We demonstrate a large number of downstream applications enabled by our representation, including first-person view synthesis, dynamic compositional scene synthesis, and 4D video editing.
4Real-Video: Learning Generalizable Photo-Realistic 4D Video Diffusion
We propose 4Real-Video, a novel framework for generating 4D videos, organized as a grid of video frames with both time and viewpoint axes. In this grid, each row contains frames sharing the same timestep, while each column contains frames from the same viewpoint. We propose a novel two-stream architecture. One stream performs viewpoint updates on columns, and the other stream performs temporal updates on rows. After each diffusion transformer layer, a synchronization layer exchanges information between the two token streams. We propose two implementations of the synchronization layer, using either hard or soft synchronization. This feedforward architecture improves upon previous work in three ways: higher inference speed, enhanced visual quality (measured by FVD, CLIP, and VideoScore), and improved temporal and viewpoint consistency (measured by VideoScore and Dust3R-Confidence).
NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis
We present a method that achieves state-of-the-art results for synthesizing novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views. Our algorithm represents a scene using a fully-connected (non-convolutional) deep network, whose input is a single continuous 5D coordinate (spatial location (x,y,z) and viewing direction (theta, phi)) and whose output is the volume density and view-dependent emitted radiance at that spatial location. We synthesize views by querying 5D coordinates along camera rays and use classic volume rendering techniques to project the output colors and densities into an image. Because volume rendering is naturally differentiable, the only input required to optimize our representation is a set of images with known camera poses. We describe how to effectively optimize neural radiance fields to render photorealistic novel views of scenes with complicated geometry and appearance, and demonstrate results that outperform prior work on neural rendering and view synthesis. View synthesis results are best viewed as videos, so we urge readers to view our supplementary video for convincing comparisons.
PLA4D: Pixel-Level Alignments for Text-to-4D Gaussian Splatting
As text-conditioned diffusion models (DMs) achieve breakthroughs in image, video, and 3D generation, the research community's focus has shifted to the more challenging task of text-to-4D synthesis, which introduces a temporal dimension to generate dynamic 3D objects. In this context, we identify Score Distillation Sampling (SDS), a widely used technique for text-to-3D synthesis, as a significant hindrance to text-to-4D performance due to its Janus-faced and texture-unrealistic problems coupled with high computational costs. In this paper, we propose Pixel-Level Alignments for Text-to-4D Gaussian Splatting (PLA4D), a novel method that utilizes text-to-video frames as explicit pixel alignment targets to generate static 3D objects and inject motion into them. Specifically, we introduce Focal Alignment to calibrate camera poses for rendering and GS-Mesh Contrastive Learning to distill geometry priors from rendered image contrasts at the pixel level. Additionally, we develop Motion Alignment using a deformation network to drive changes in Gaussians and implement Reference Refinement for smooth 4D object surfaces. These techniques enable 4D Gaussian Splatting to align geometry, texture, and motion with generated videos at the pixel level. Compared to previous methods, PLA4D produces synthesized outputs with better texture details in less time and effectively mitigates the Janus-faced problem. PLA4D is fully implemented using open-source models, offering an accessible, user-friendly, and promising direction for 4D digital content creation. Our project page: https://github.com/MiaoQiaowei/PLA4D.github.io{https://github.com/MiaoQiaowei/PLA4D.github.io}.
GS-DiT: Advancing Video Generation with Pseudo 4D Gaussian Fields through Efficient Dense 3D Point Tracking
4D video control is essential in video generation as it enables the use of sophisticated lens techniques, such as multi-camera shooting and dolly zoom, which are currently unsupported by existing methods. Training a video Diffusion Transformer (DiT) directly to control 4D content requires expensive multi-view videos. Inspired by Monocular Dynamic novel View Synthesis (MDVS) that optimizes a 4D representation and renders videos according to different 4D elements, such as camera pose and object motion editing, we bring pseudo 4D Gaussian fields to video generation. Specifically, we propose a novel framework that constructs a pseudo 4D Gaussian field with dense 3D point tracking and renders the Gaussian field for all video frames. Then we finetune a pretrained DiT to generate videos following the guidance of the rendered video, dubbed as GS-DiT. To boost the training of the GS-DiT, we also propose an efficient Dense 3D Point Tracking (D3D-PT) method for the pseudo 4D Gaussian field construction. Our D3D-PT outperforms SpatialTracker, the state-of-the-art sparse 3D point tracking method, in accuracy and accelerates the inference speed by two orders of magnitude. During the inference stage, GS-DiT can generate videos with the same dynamic content while adhering to different camera parameters, addressing a significant limitation of current video generation models. GS-DiT demonstrates strong generalization capabilities and extends the 4D controllability of Gaussian splatting to video generation beyond just camera poses. It supports advanced cinematic effects through the manipulation of the Gaussian field and camera intrinsics, making it a powerful tool for creative video production. Demos are available at https://wkbian.github.io/Projects/GS-DiT/.
SparSplat: Fast Multi-View Reconstruction with Generalizable 2D Gaussian Splatting
Recovering 3D information from scenes via multi-view stereo reconstruction (MVS) and novel view synthesis (NVS) is inherently challenging, particularly in scenarios involving sparse-view setups. The advent of 3D Gaussian Splatting (3DGS) enabled real-time, photorealistic NVS. Following this, 2D Gaussian Splatting (2DGS) leveraged perspective accurate 2D Gaussian primitive rasterization to achieve accurate geometry representation during rendering, improving 3D scene reconstruction while maintaining real-time performance. Recent approaches have tackled the problem of sparse real-time NVS using 3DGS within a generalizable, MVS-based learning framework to regress 3D Gaussian parameters. Our work extends this line of research by addressing the challenge of generalizable sparse 3D reconstruction and NVS jointly, and manages to perform successfully at both tasks. We propose an MVS-based learning pipeline that regresses 2DGS surface element parameters in a feed-forward fashion to perform 3D shape reconstruction and NVS from sparse-view images. We further show that our generalizable pipeline can benefit from preexisting foundational multi-view deep visual features. The resulting model attains the state-of-the-art results on the DTU sparse 3D reconstruction benchmark in terms of Chamfer distance to ground-truth, as-well as state-of-the-art NVS. It also demonstrates strong generalization on the BlendedMVS and Tanks and Temples datasets. We note that our model outperforms the prior state-of-the-art in feed-forward sparse view reconstruction based on volume rendering of implicit representations, while offering an almost 2 orders of magnitude higher inference speed.
Zero-Shot Novel View and Depth Synthesis with Multi-View Geometric Diffusion
Current methods for 3D scene reconstruction from sparse posed images employ intermediate 3D representations such as neural fields, voxel grids, or 3D Gaussians, to achieve multi-view consistent scene appearance and geometry. In this paper we introduce MVGD, a diffusion-based architecture capable of direct pixel-level generation of images and depth maps from novel viewpoints, given an arbitrary number of input views. Our method uses raymap conditioning to both augment visual features with spatial information from different viewpoints, as well as to guide the generation of images and depth maps from novel views. A key aspect of our approach is the multi-task generation of images and depth maps, using learnable task embeddings to guide the diffusion process towards specific modalities. We train this model on a collection of more than 60 million multi-view samples from publicly available datasets, and propose techniques to enable efficient and consistent learning in such diverse conditions. We also propose a novel strategy that enables the efficient training of larger models by incrementally fine-tuning smaller ones, with promising scaling behavior. Through extensive experiments, we report state-of-the-art results in multiple novel view synthesis benchmarks, as well as multi-view stereo and video depth estimation.
HexPlane: A Fast Representation for Dynamic Scenes
Modeling and re-rendering dynamic 3D scenes is a challenging task in 3D vision. Prior approaches build on NeRF and rely on implicit representations. This is slow since it requires many MLP evaluations, constraining real-world applications. We show that dynamic 3D scenes can be explicitly represented by six planes of learned features, leading to an elegant solution we call HexPlane. A HexPlane computes features for points in spacetime by fusing vectors extracted from each plane, which is highly efficient. Pairing a HexPlane with a tiny MLP to regress output colors and training via volume rendering gives impressive results for novel view synthesis on dynamic scenes, matching the image quality of prior work but reducing training time by more than 100times. Extensive ablations confirm our HexPlane design and show that it is robust to different feature fusion mechanisms, coordinate systems, and decoding mechanisms. HexPlane is a simple and effective solution for representing 4D volumes, and we hope they can broadly contribute to modeling spacetime for dynamic 3D scenes.
AniGS: Animatable Gaussian Avatar from a Single Image with Inconsistent Gaussian Reconstruction
Generating animatable human avatars from a single image is essential for various digital human modeling applications. Existing 3D reconstruction methods often struggle to capture fine details in animatable models, while generative approaches for controllable animation, though avoiding explicit 3D modeling, suffer from viewpoint inconsistencies in extreme poses and computational inefficiencies. In this paper, we address these challenges by leveraging the power of generative models to produce detailed multi-view canonical pose images, which help resolve ambiguities in animatable human reconstruction. We then propose a robust method for 3D reconstruction of inconsistent images, enabling real-time rendering during inference. Specifically, we adapt a transformer-based video generation model to generate multi-view canonical pose images and normal maps, pretraining on a large-scale video dataset to improve generalization. To handle view inconsistencies, we recast the reconstruction problem as a 4D task and introduce an efficient 3D modeling approach using 4D Gaussian Splatting. Experiments demonstrate that our method achieves photorealistic, real-time animation of 3D human avatars from in-the-wild images, showcasing its effectiveness and generalization capability.
STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians
Recent progress in pre-trained diffusion models and 3D generation have spurred interest in 4D content creation. However, achieving high-fidelity 4D generation with spatial-temporal consistency remains a challenge. In this work, we propose STAG4D, a novel framework that combines pre-trained diffusion models with dynamic 3D Gaussian splatting for high-fidelity 4D generation. Drawing inspiration from 3D generation techniques, we utilize a multi-view diffusion model to initialize multi-view images anchoring on the input video frames, where the video can be either real-world captured or generated by a video diffusion model. To ensure the temporal consistency of the multi-view sequence initialization, we introduce a simple yet effective fusion strategy to leverage the first frame as a temporal anchor in the self-attention computation. With the almost consistent multi-view sequences, we then apply the score distillation sampling to optimize the 4D Gaussian point cloud. The 4D Gaussian spatting is specially crafted for the generation task, where an adaptive densification strategy is proposed to mitigate the unstable Gaussian gradient for robust optimization. Notably, the proposed pipeline does not require any pre-training or fine-tuning of diffusion networks, offering a more accessible and practical solution for the 4D generation task. Extensive experiments demonstrate that our method outperforms prior 4D generation works in rendering quality, spatial-temporal consistency, and generation robustness, setting a new state-of-the-art for 4D generation from diverse inputs, including text, image, and video.
Tex4D: Zero-shot 4D Scene Texturing with Video Diffusion Models
3D meshes are widely used in computer vision and graphics for their efficiency in animation and minimal memory use, playing a crucial role in movies, games, AR, and VR. However, creating temporally consistent and realistic textures for mesh sequences remains labor-intensive for professional artists. On the other hand, while video diffusion models excel at text-driven video generation, they often lack 3D geometry awareness and struggle with achieving multi-view consistent texturing for 3D meshes. In this work, we present Tex4D, a zero-shot approach that integrates inherent 3D geometry knowledge from mesh sequences with the expressiveness of video diffusion models to produce multi-view and temporally consistent 4D textures. Given an untextured mesh sequence and a text prompt as inputs, our method enhances multi-view consistency by synchronizing the diffusion process across different views through latent aggregation in the UV space. To ensure temporal consistency, we leverage prior knowledge from a conditional video generation model for texture synthesis. However, straightforwardly combining the video diffusion model and the UV texture aggregation leads to blurry results. We analyze the underlying causes and propose a simple yet effective modification to the DDIM sampling process to address this issue. Additionally, we introduce a reference latent texture to strengthen the correlation between frames during the denoising process. To the best of our knowledge, Tex4D is the first method specifically designed for 4D scene texturing. Extensive experiments demonstrate its superiority in producing multi-view and multi-frame consistent videos based on untextured mesh sequences.
One-2-3-45: Any Single Image to 3D Mesh in 45 Seconds without Per-Shape Optimization
Single image 3D reconstruction is an important but challenging task that requires extensive knowledge of our natural world. Many existing methods solve this problem by optimizing a neural radiance field under the guidance of 2D diffusion models but suffer from lengthy optimization time, 3D inconsistency results, and poor geometry. In this work, we propose a novel method that takes a single image of any object as input and generates a full 360-degree 3D textured mesh in a single feed-forward pass. Given a single image, we first use a view-conditioned 2D diffusion model, Zero123, to generate multi-view images for the input view, and then aim to lift them up to 3D space. Since traditional reconstruction methods struggle with inconsistent multi-view predictions, we build our 3D reconstruction module upon an SDF-based generalizable neural surface reconstruction method and propose several critical training strategies to enable the reconstruction of 360-degree meshes. Without costly optimizations, our method reconstructs 3D shapes in significantly less time than existing methods. Moreover, our method favors better geometry, generates more 3D consistent results, and adheres more closely to the input image. We evaluate our approach on both synthetic data and in-the-wild images and demonstrate its superiority in terms of both mesh quality and runtime. In addition, our approach can seamlessly support the text-to-3D task by integrating with off-the-shelf text-to-image diffusion models.
LiftRefine: Progressively Refined View Synthesis from 3D Lifting with Volume-Triplane Representations
We propose a new view synthesis method via synthesizing a 3D neural field from both single or few-view input images. To address the ill-posed nature of the image-to-3D generation problem, we devise a two-stage method that involves a reconstruction model and a diffusion model for view synthesis. Our reconstruction model first lifts one or more input images to the 3D space from a volume as the coarse-scale 3D representation followed by a tri-plane as the fine-scale 3D representation. To mitigate the ambiguity in occluded regions, our diffusion model then hallucinates missing details in the rendered images from tri-planes. We then introduce a new progressive refinement technique that iteratively applies the reconstruction and diffusion model to gradually synthesize novel views, boosting the overall quality of the 3D representations and their rendering. Empirical evaluation demonstrates the superiority of our method over state-of-the-art methods on the synthetic SRN-Car dataset, the in-the-wild CO3D dataset, and large-scale Objaverse dataset while achieving both sampling efficacy and multi-view consistency.
Invisible Stitch: Generating Smooth 3D Scenes with Depth Inpainting
3D scene generation has quickly become a challenging new research direction, fueled by consistent improvements of 2D generative diffusion models. Most prior work in this area generates scenes by iteratively stitching newly generated frames with existing geometry. These works often depend on pre-trained monocular depth estimators to lift the generated images into 3D, fusing them with the existing scene representation. These approaches are then often evaluated via a text metric, measuring the similarity between the generated images and a given text prompt. In this work, we make two fundamental contributions to the field of 3D scene generation. First, we note that lifting images to 3D with a monocular depth estimation model is suboptimal as it ignores the geometry of the existing scene. We thus introduce a novel depth completion model, trained via teacher distillation and self-training to learn the 3D fusion process, resulting in improved geometric coherence of the scene. Second, we introduce a new benchmarking scheme for scene generation methods that is based on ground truth geometry, and thus measures the quality of the structure of the scene.
ReconFusion: 3D Reconstruction with Diffusion Priors
3D reconstruction methods such as Neural Radiance Fields (NeRFs) excel at rendering photorealistic novel views of complex scenes. However, recovering a high-quality NeRF typically requires tens to hundreds of input images, resulting in a time-consuming capture process. We present ReconFusion to reconstruct real-world scenes using only a few photos. Our approach leverages a diffusion prior for novel view synthesis, trained on synthetic and multiview datasets, which regularizes a NeRF-based 3D reconstruction pipeline at novel camera poses beyond those captured by the set of input images. Our method synthesizes realistic geometry and texture in underconstrained regions while preserving the appearance of observed regions. We perform an extensive evaluation across various real-world datasets, including forward-facing and 360-degree scenes, demonstrating significant performance improvements over previous few-view NeRF reconstruction approaches.
L4GM: Large 4D Gaussian Reconstruction Model
We present L4GM, the first 4D Large Reconstruction Model that produces animated objects from a single-view video input -- in a single feed-forward pass that takes only a second. Key to our success is a novel dataset of multiview videos containing curated, rendered animated objects from Objaverse. This dataset depicts 44K diverse objects with 110K animations rendered in 48 viewpoints, resulting in 12M videos with a total of 300M frames. We keep our L4GM simple for scalability and build directly on top of LGM, a pretrained 3D Large Reconstruction Model that outputs 3D Gaussian ellipsoids from multiview image input. L4GM outputs a per-frame 3D Gaussian Splatting representation from video frames sampled at a low fps and then upsamples the representation to a higher fps to achieve temporal smoothness. We add temporal self-attention layers to the base LGM to help it learn consistency across time, and utilize a per-timestep multiview rendering loss to train the model. The representation is upsampled to a higher framerate by training an interpolation model which produces intermediate 3D Gaussian representations. We showcase that L4GM that is only trained on synthetic data generalizes extremely well on in-the-wild videos, producing high quality animated 3D assets.
EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction on Mobile Devices
Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present EvaSurf, an Efficient View-Aware implicit textured Surface reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with a set of Gaussian lobes to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.
Neural Scene Chronology
In this work, we aim to reconstruct a time-varying 3D model, capable of rendering photo-realistic renderings with independent control of viewpoint, illumination, and time, from Internet photos of large-scale landmarks. The core challenges are twofold. First, different types of temporal changes, such as illumination and changes to the underlying scene itself (such as replacing one graffiti artwork with another) are entangled together in the imagery. Second, scene-level temporal changes are often discrete and sporadic over time, rather than continuous. To tackle these problems, we propose a new scene representation equipped with a novel temporal step function encoding method that can model discrete scene-level content changes as piece-wise constant functions over time. Specifically, we represent the scene as a space-time radiance field with a per-image illumination embedding, where temporally-varying scene changes are encoded using a set of learned step functions. To facilitate our task of chronology reconstruction from Internet imagery, we also collect a new dataset of four scenes that exhibit various changes over time. We demonstrate that our method exhibits state-of-the-art view synthesis results on this dataset, while achieving independent control of viewpoint, time, and illumination.
Flow4D: Leveraging 4D Voxel Network for LiDAR Scene Flow Estimation
Understanding the motion states of the surrounding environment is critical for safe autonomous driving. These motion states can be accurately derived from scene flow, which captures the three-dimensional motion field of points. Existing LiDAR scene flow methods extract spatial features from each point cloud and then fuse them channel-wise, resulting in the implicit extraction of spatio-temporal features. Furthermore, they utilize 2D Bird's Eye View and process only two frames, missing crucial spatial information along the Z-axis and the broader temporal context, leading to suboptimal performance. To address these limitations, we propose Flow4D, which temporally fuses multiple point clouds after the 3D intra-voxel feature encoder, enabling more explicit extraction of spatio-temporal features through a 4D voxel network. However, while using 4D convolution improves performance, it significantly increases the computational load. For further efficiency, we introduce the Spatio-Temporal Decomposition Block (STDB), which combines 3D and 1D convolutions instead of using heavy 4D convolution. In addition, Flow4D further improves performance by using five frames to take advantage of richer temporal information. As a result, the proposed method achieves a 45.9% higher performance compared to the state-of-the-art while running in real-time, and won 1st place in the 2024 Argoverse 2 Scene Flow Challenge. The code is available at https://github.com/dgist-cvlab/Flow4D.
Decompositional Neural Scene Reconstruction with Generative Diffusion Prior
Decompositional reconstruction of 3D scenes, with complete shapes and detailed texture of all objects within, is intriguing for downstream applications but remains challenging, particularly with sparse views as input. Recent approaches incorporate semantic or geometric regularization to address this issue, but they suffer significant degradation in underconstrained areas and fail to recover occluded regions. We argue that the key to solving this problem lies in supplementing missing information for these areas. To this end, we propose DP-Recon, which employs diffusion priors in the form of Score Distillation Sampling (SDS) to optimize the neural representation of each individual object under novel views. This provides additional information for the underconstrained areas, but directly incorporating diffusion prior raises potential conflicts between the reconstruction and generative guidance. Therefore, we further introduce a visibility-guided approach to dynamically adjust the per-pixel SDS loss weights. Together these components enhance both geometry and appearance recovery while remaining faithful to input images. Extensive experiments across Replica and ScanNet++ demonstrate that our method significantly outperforms SOTA methods. Notably, it achieves better object reconstruction under 10 views than the baselines under 100 views. Our method enables seamless text-based editing for geometry and appearance through SDS optimization and produces decomposed object meshes with detailed UV maps that support photorealistic Visual effects (VFX) editing. The project page is available at https://dp-recon.github.io/.
2L3: Lifting Imperfect Generated 2D Images into Accurate 3D
Reconstructing 3D objects from a single image is an intriguing but challenging problem. One promising solution is to utilize multi-view (MV) 3D reconstruction to fuse generated MV images into consistent 3D objects. However, the generated images usually suffer from inconsistent lighting, misaligned geometry, and sparse views, leading to poor reconstruction quality. To cope with these problems, we present a novel 3D reconstruction framework that leverages intrinsic decomposition guidance, transient-mono prior guidance, and view augmentation to cope with the three issues, respectively. Specifically, we first leverage to decouple the shading information from the generated images to reduce the impact of inconsistent lighting; then, we introduce mono prior with view-dependent transient encoding to enhance the reconstructed normal; and finally, we design a view augmentation fusion strategy that minimizes pixel-level loss in generated sparse views and semantic loss in augmented random views, resulting in view-consistent geometry and detailed textures. Our approach, therefore, enables the integration of a pre-trained MV image generator and a neural network-based volumetric signed distance function (SDF) representation for a single image to 3D object reconstruction. We evaluate our framework on various datasets and demonstrate its superior performance in both quantitative and qualitative assessments, signifying a significant advancement in 3D object reconstruction. Compared with the latest state-of-the-art method Syncdreamer~liu2023syncdreamer, we reduce the Chamfer Distance error by about 36\% and improve PSNR by about 30\% .
3D-SceneDreamer: Text-Driven 3D-Consistent Scene Generation
Text-driven 3D scene generation techniques have made rapid progress in recent years. Their success is mainly attributed to using existing generative models to iteratively perform image warping and inpainting to generate 3D scenes. However, these methods heavily rely on the outputs of existing models, leading to error accumulation in geometry and appearance that prevent the models from being used in various scenarios (e.g., outdoor and unreal scenarios). To address this limitation, we generatively refine the newly generated local views by querying and aggregating global 3D information, and then progressively generate the 3D scene. Specifically, we employ a tri-plane features-based NeRF as a unified representation of the 3D scene to constrain global 3D consistency, and propose a generative refinement network to synthesize new contents with higher quality by exploiting the natural image prior from 2D diffusion model as well as the global 3D information of the current scene. Our extensive experiments demonstrate that, in comparison to previous methods, our approach supports wide variety of scene generation and arbitrary camera trajectories with improved visual quality and 3D consistency.
Control4D: Dynamic Portrait Editing by Learning 4D GAN from 2D Diffusion-based Editor
Recent years have witnessed considerable achievements in editing images with text instructions. When applying these editors to dynamic scene editing, the new-style scene tends to be temporally inconsistent due to the frame-by-frame nature of these 2D editors. To tackle this issue, we propose Control4D, a novel approach for high-fidelity and temporally consistent 4D portrait editing. Control4D is built upon an efficient 4D representation with a 2D diffusion-based editor. Instead of using direct supervisions from the editor, our method learns a 4D GAN from it and avoids the inconsistent supervision signals. Specifically, we employ a discriminator to learn the generation distribution based on the edited images and then update the generator with the discrimination signals. For more stable training, multi-level information is extracted from the edited images and used to facilitate the learning of the generator. Experimental results show that Control4D surpasses previous approaches and achieves more photo-realistic and consistent 4D editing performances. The link to our project website is https://control4darxiv.github.io.
DreamPhysics: Learning Physics-Based 3D Dynamics with Video Diffusion Priors
Dynamic 3D interaction has been attracting a lot of attention recently. However, creating such 4D content remains challenging. One solution is to animate 3D scenes with physics-based simulation, which requires manually assigning precise physical properties to the object or the simulated results would become unnatural. Another solution is to learn the deformation of 3D objects with the distillation of video generative models, which, however, tends to produce 3D videos with small and discontinuous motions due to the inappropriate extraction and application of physics priors. In this work, to combine the strengths and complementing shortcomings of the above two solutions, we propose to learn the physical properties of a material field with video diffusion priors, and then utilize a physics-based Material-Point-Method (MPM) simulator to generate 4D content with realistic motions. In particular, we propose motion distillation sampling to emphasize video motion information during distillation. In addition, to facilitate the optimization, we further propose a KAN-based material field with frame boosting. Experimental results demonstrate that our method enjoys more realistic motions than state-of-the-arts do.
Light4GS: Lightweight Compact 4D Gaussian Splatting Generation via Context Model
3D Gaussian Splatting (3DGS) has emerged as an efficient and high-fidelity paradigm for novel view synthesis. To adapt 3DGS for dynamic content, deformable 3DGS incorporates temporally deformable primitives with learnable latent embeddings to capture complex motions. Despite its impressive performance, the high-dimensional embeddings and vast number of primitives lead to substantial storage requirements. In this paper, we introduce a Lightweight 4DGS framework, called Light4GS, that employs significance pruning with a deep context model to provide a lightweight storage-efficient dynamic 3DGS representation. The proposed Light4GS is based on 4DGS that is a typical representation of deformable 3DGS. Specifically, our framework is built upon two core components: (1) a spatio-temporal significance pruning strategy that eliminates over 64\% of the deformable primitives, followed by an entropy-constrained spherical harmonics compression applied to the remainder; and (2) a deep context model that integrates intra- and inter-prediction with hyperprior into a coarse-to-fine context structure to enable efficient multiscale latent embedding compression. Our approach achieves over 120x compression and increases rendering FPS up to 20\% compared to the baseline 4DGS, and also superior to frame-wise state-of-the-art 3DGS compression methods, revealing the effectiveness of our Light4GS in terms of both intra- and inter-prediction methods without sacrificing rendering quality.
VideoScene: Distilling Video Diffusion Model to Generate 3D Scenes in One Step
Recovering 3D scenes from sparse views is a challenging task due to its inherent ill-posed problem. Conventional methods have developed specialized solutions (e.g., geometry regularization or feed-forward deterministic model) to mitigate the issue. However, they still suffer from performance degradation by minimal overlap across input views with insufficient visual information. Fortunately, recent video generative models show promise in addressing this challenge as they are capable of generating video clips with plausible 3D structures. Powered by large pretrained video diffusion models, some pioneering research start to explore the potential of video generative prior and create 3D scenes from sparse views. Despite impressive improvements, they are limited by slow inference time and the lack of 3D constraint, leading to inefficiencies and reconstruction artifacts that do not align with real-world geometry structure. In this paper, we propose VideoScene to distill the video diffusion model to generate 3D scenes in one step, aiming to build an efficient and effective tool to bridge the gap from video to 3D. Specifically, we design a 3D-aware leap flow distillation strategy to leap over time-consuming redundant information and train a dynamic denoising policy network to adaptively determine the optimal leap timestep during inference. Extensive experiments demonstrate that our VideoScene achieves faster and superior 3D scene generation results than previous video diffusion models, highlighting its potential as an efficient tool for future video to 3D applications. Project Page: https://hanyang-21.github.io/VideoScene
MoVieS: Motion-Aware 4D Dynamic View Synthesis in One Second
We present MoVieS, a novel feed-forward model that synthesizes 4D dynamic novel views from monocular videos in one second. MoVieS represents dynamic 3D scenes using pixel-aligned grids of Gaussian primitives, explicitly supervising their time-varying motion. This allows, for the first time, the unified modeling of appearance, geometry and motion, and enables view synthesis, reconstruction and 3D point tracking within a single learning-based framework. By bridging novel view synthesis with dynamic geometry reconstruction, MoVieS enables large-scale training on diverse datasets with minimal dependence on task-specific supervision. As a result, it also naturally supports a wide range of zero-shot applications, such as scene flow estimation and moving object segmentation. Extensive experiments validate the effectiveness and efficiency of MoVieS across multiple tasks, achieving competitive performance while offering several orders of magnitude speedups.
Diffusion Priors for Dynamic View Synthesis from Monocular Videos
Dynamic novel view synthesis aims to capture the temporal evolution of visual content within videos. Existing methods struggle to distinguishing between motion and structure, particularly in scenarios where camera poses are either unknown or constrained compared to object motion. Furthermore, with information solely from reference images, it is extremely challenging to hallucinate unseen regions that are occluded or partially observed in the given videos. To address these issues, we first finetune a pretrained RGB-D diffusion model on the video frames using a customization technique. Subsequently, we distill the knowledge from the finetuned model to a 4D representations encompassing both dynamic and static Neural Radiance Fields (NeRF) components. The proposed pipeline achieves geometric consistency while preserving the scene identity. We perform thorough experiments to evaluate the efficacy of the proposed method qualitatively and quantitatively. Our results demonstrate the robustness and utility of our approach in challenging cases, further advancing dynamic novel view synthesis.
Revealing Occlusions with 4D Neural Fields
For computer vision systems to operate in dynamic situations, they need to be able to represent and reason about object permanence. We introduce a framework for learning to estimate 4D visual representations from monocular RGB-D, which is able to persist objects, even once they become obstructed by occlusions. Unlike traditional video representations, we encode point clouds into a continuous representation, which permits the model to attend across the spatiotemporal context to resolve occlusions. On two large video datasets that we release along with this paper, our experiments show that the representation is able to successfully reveal occlusions for several tasks, without any architectural changes. Visualizations show that the attention mechanism automatically learns to follow occluded objects. Since our approach can be trained end-to-end and is easily adaptable, we believe it will be useful for handling occlusions in many video understanding tasks. Data, code, and models are available at https://occlusions.cs.columbia.edu/.
360^circ Reconstruction From a Single Image Using Space Carved Outpainting
We introduce POP3D, a novel framework that creates a full 360^circ-view 3D model from a single image. POP3D resolves two prominent issues that limit the single-view reconstruction. Firstly, POP3D offers substantial generalizability to arbitrary categories, a trait that previous methods struggle to achieve. Secondly, POP3D further improves reconstruction fidelity and naturalness, a crucial aspect that concurrent works fall short of. Our approach marries the strengths of four primary components: (1) a monocular depth and normal predictor that serves to predict crucial geometric cues, (2) a space carving method capable of demarcating the potentially unseen portions of the target object, (3) a generative model pre-trained on a large-scale image dataset that can complete unseen regions of the target, and (4) a neural implicit surface reconstruction method tailored in reconstructing objects using RGB images along with monocular geometric cues. The combination of these components enables POP3D to readily generalize across various in-the-wild images and generate state-of-the-art reconstructions, outperforming similar works by a significant margin. Project page: http://cg.postech.ac.kr/research/POP3D