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Mar 11

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.

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/

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.

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.

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

CityDreamer4D: Compositional Generative Model of Unbounded 4D Cities

3D scene generation has garnered growing attention in recent years and has made significant progress. Generating 4D cities is more challenging than 3D scenes due to the presence of structurally complex, visually diverse objects like buildings and vehicles, and heightened human sensitivity to distortions in urban environments. To tackle these issues, we propose CityDreamer4D, a compositional generative model specifically tailored for generating unbounded 4D cities. Our main insights are 1) 4D city generation should separate dynamic objects (e.g., vehicles) from static scenes (e.g., buildings and roads), and 2) all objects in the 4D scene should be composed of different types of neural fields for buildings, vehicles, and background stuff. Specifically, we propose Traffic Scenario Generator and Unbounded Layout Generator to produce dynamic traffic scenarios and static city layouts using a highly compact BEV representation. Objects in 4D cities are generated by combining stuff-oriented and instance-oriented neural fields for background stuff, buildings, and vehicles. To suit the distinct characteristics of background stuff and instances, the neural fields employ customized generative hash grids and periodic positional embeddings as scene parameterizations. Furthermore, we offer a comprehensive suite of datasets for city generation, including OSM, GoogleEarth, and CityTopia. The OSM dataset provides a variety of real-world city layouts, while the Google Earth and CityTopia datasets deliver large-scale, high-quality city imagery complete with 3D instance annotations. Leveraging its compositional design, CityDreamer4D supports a range of downstream applications, such as instance editing, city stylization, and urban simulation, while delivering state-of-the-art performance in generating realistic 4D cities.

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

Gaussian Splatting with Localized Points Management

Point management is a critical component in optimizing 3D Gaussian Splatting (3DGS) models, as the point initiation (e.g., via structure from motion) is distributionally inappropriate. Typically, the Adaptive Density Control (ADC) algorithm is applied, leveraging view-averaged gradient magnitude thresholding for point densification, opacity thresholding for pruning, and regular all-points opacity reset. However, we reveal that this strategy is limited in tackling intricate/special image regions (e.g., transparent) as it is unable to identify all the 3D zones that require point densification, and lacking an appropriate mechanism to handle the ill-conditioned points with negative impacts (occlusion due to false high opacity). To address these limitations, we propose a Localized Point Management (LPM) strategy, capable of identifying those error-contributing zones in the highest demand for both point addition and geometry calibration. Zone identification is achieved by leveraging the underlying multiview geometry constraints, with the guidance of image rendering errors. We apply point densification in the identified zone, whilst resetting the opacity of those points residing in front of these regions so that a new opportunity is created to correct ill-conditioned points. Serving as a versatile plugin, LPM can be seamlessly integrated into existing 3D Gaussian Splatting models. Experimental evaluation across both static 3D and dynamic 4D scenes validate the efficacy of our LPM strategy in boosting a variety of existing 3DGS models both quantitatively and qualitatively. Notably, LPM improves both vanilla 3DGS and SpaceTimeGS to achieve state-of-the-art rendering quality while retaining real-time speeds, outperforming on challenging datasets such as Tanks & Temples and the Neural 3D Video Dataset.

State of the Art on Diffusion Models for Visual Computing

The field of visual computing is rapidly advancing due to the emergence of generative artificial intelligence (AI), which unlocks unprecedented capabilities for the generation, editing, and reconstruction of images, videos, and 3D scenes. In these domains, diffusion models are the generative AI architecture of choice. Within the last year alone, the literature on diffusion-based tools and applications has seen exponential growth and relevant papers are published across the computer graphics, computer vision, and AI communities with new works appearing daily on arXiv. This rapid growth of the field makes it difficult to keep up with all recent developments. The goal of this state-of-the-art report (STAR) is to introduce the basic mathematical concepts of diffusion models, implementation details and design choices of the popular Stable Diffusion model, as well as overview important aspects of these generative AI tools, including personalization, conditioning, inversion, among others. Moreover, we give a comprehensive overview of the rapidly growing literature on diffusion-based generation and editing, categorized by the type of generated medium, including 2D images, videos, 3D objects, locomotion, and 4D scenes. Finally, we discuss available datasets, metrics, open challenges, and social implications. This STAR provides an intuitive starting point to explore this exciting topic for researchers, artists, and practitioners alike.

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.

AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation

Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce AvatarGO, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, 1) for the ''where'' challenge, we propose LLM-guided contact retargeting, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. 2) For the ''how'' challenge, we introduce correspondence-aware motion optimization that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.

Mixed Neural Voxels for Fast Multi-view Video Synthesis

Synthesizing high-fidelity videos from real-world multi-view input is challenging because of the complexities of real-world environments and highly dynamic motions. Previous works based on neural radiance fields have demonstrated high-quality reconstructions of dynamic scenes. However, training such models on real-world scenes is time-consuming, usually taking days or weeks. In this paper, we present a novel method named MixVoxels to better represent the dynamic scenes with fast training speed and competitive rendering qualities. The proposed MixVoxels represents the 4D dynamic scenes as a mixture of static and dynamic voxels and processes them with different networks. In this way, the computation of the required modalities for static voxels can be processed by a lightweight model, which essentially reduces the amount of computation, especially for many daily dynamic scenes dominated by the static background. To separate the two kinds of voxels, we propose a novel variation field to estimate the temporal variance of each voxel. For the dynamic voxels, we design an inner-product time query method to efficiently query multiple time steps, which is essential to recover the high-dynamic motions. As a result, with 15 minutes of training for dynamic scenes with inputs of 300-frame videos, MixVoxels achieves better PSNR than previous methods. Codes and trained models are available at https://github.com/fengres/mixvoxels

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.

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.

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.

MD-Splatting: Learning Metric Deformation from 4D Gaussians in Highly Deformable Scenes

Accurate 3D tracking in highly deformable scenes with occlusions and shadows can facilitate new applications in robotics, augmented reality, and generative AI. However, tracking under these conditions is extremely challenging due to the ambiguity that arises with large deformations, shadows, and occlusions. We introduce MD-Splatting, an approach for simultaneous 3D tracking and novel view synthesis, using video captures of a dynamic scene from various camera poses. MD-Splatting builds on recent advances in Gaussian splatting, a method that learns the properties of a large number of Gaussians for state-of-the-art and fast novel view synthesis. MD-Splatting learns a deformation function to project a set of Gaussians with non-metric, thus canonical, properties into metric space. The deformation function uses a neural-voxel encoding and a multilayer perceptron (MLP) to infer Gaussian position, rotation, and a shadow scalar. We enforce physics-inspired regularization terms based on local rigidity, conservation of momentum, and isometry, which leads to trajectories with smaller trajectory errors. MD-Splatting achieves high-quality 3D tracking on highly deformable scenes with shadows and occlusions. Compared to state-of-the-art, we improve 3D tracking by an average of 23.9 %, while simultaneously achieving high-quality novel view synthesis. With sufficient texture such as in scene 6, MD-Splatting achieves a median tracking error of 3.39 mm on a cloth of 1 x 1 meters in size. Project website: https://md-splatting.github.io/.

OmniHD-Scenes: A Next-Generation Multimodal Dataset for Autonomous Driving

The rapid advancement of deep learning has intensified the need for comprehensive data for use by autonomous driving algorithms. High-quality datasets are crucial for the development of effective data-driven autonomous driving solutions. Next-generation autonomous driving datasets must be multimodal, incorporating data from advanced sensors that feature extensive data coverage, detailed annotations, and diverse scene representation. To address this need, we present OmniHD-Scenes, a large-scale multimodal dataset that provides comprehensive omnidirectional high-definition data. The OmniHD-Scenes dataset combines data from 128-beam LiDAR, six cameras, and six 4D imaging radar systems to achieve full environmental perception. The dataset comprises 1501 clips, each approximately 30-s long, totaling more than 450K synchronized frames and more than 5.85 million synchronized sensor data points. We also propose a novel 4D annotation pipeline. To date, we have annotated 200 clips with more than 514K precise 3D bounding boxes. These clips also include semantic segmentation annotations for static scene elements. Additionally, we introduce a novel automated pipeline for generation of the dense occupancy ground truth, which effectively leverages information from non-key frames. Alongside the proposed dataset, we establish comprehensive evaluation metrics, baseline models, and benchmarks for 3D detection and semantic occupancy prediction. These benchmarks utilize surround-view cameras and 4D imaging radar to explore cost-effective sensor solutions for autonomous driving applications. Extensive experiments demonstrate the effectiveness of our low-cost sensor configuration and its robustness under adverse conditions. Data will be released at https://www.2077ai.com/OmniHD-Scenes.

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.

MetaOcc: Surround-View 4D Radar and Camera Fusion Framework for 3D Occupancy Prediction with Dual Training Strategies

3D occupancy prediction is crucial for autonomous driving perception. Fusion of 4D radar and camera provides a potential solution of robust occupancy prediction on serve weather with least cost. How to achieve effective multi-modal feature fusion and reduce annotation costs remains significant challenges. In this work, we propose MetaOcc, a novel multi-modal occupancy prediction framework that fuses surround-view cameras and 4D radar for comprehensive environmental perception. We first design a height self-attention module for effective 3D feature extraction from sparse radar points. Then, a local-global fusion mechanism is proposed to adaptively capture modality contributions while handling spatio-temporal misalignments. Temporal alignment and fusion module is employed to further aggregate historical feature. Furthermore, we develop a semi-supervised training procedure leveraging open-set segmentor and geometric constraints for pseudo-label generation, enabling robust perception with limited annotations. Extensive experiments on OmniHD-Scenes dataset demonstrate that MetaOcc achieves state-of-the-art performance, surpassing previous methods by significant margins. Notably, as the first semi-supervised 4D radar and camera fusion-based occupancy prediction approach, MetaOcc maintains 92.5% of the fully-supervised performance while using only 50% of ground truth annotations, establishing a new benchmark for multi-modal 3D occupancy prediction. Code and data are available at https://github.com/LucasYang567/MetaOcc.

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

Align Your Gaussians: Text-to-4D with Dynamic 3D Gaussians and Composed Diffusion Models

Text-guided diffusion models have revolutionized image and video generation and have also been successfully used for optimization-based 3D object synthesis. Here, we instead focus on the underexplored text-to-4D setting and synthesize dynamic, animated 3D objects using score distillation methods with an additional temporal dimension. Compared to previous work, we pursue a novel compositional generation-based approach, and combine text-to-image, text-to-video, and 3D-aware multiview diffusion models to provide feedback during 4D object optimization, thereby simultaneously enforcing temporal consistency, high-quality visual appearance and realistic geometry. Our method, called Align Your Gaussians (AYG), leverages dynamic 3D Gaussian Splatting with deformation fields as 4D representation. Crucial to AYG is a novel method to regularize the distribution of the moving 3D Gaussians and thereby stabilize the optimization and induce motion. We also propose a motion amplification mechanism as well as a new autoregressive synthesis scheme to generate and combine multiple 4D sequences for longer generation. These techniques allow us to synthesize vivid dynamic scenes, outperform previous work qualitatively and quantitatively and achieve state-of-the-art text-to-4D performance. Due to the Gaussian 4D representation, different 4D animations can be seamlessly combined, as we demonstrate. AYG opens up promising avenues for animation, simulation and digital content creation as well as synthetic data generation.

DynamicCity: Large-Scale LiDAR Generation from Dynamic Scenes

LiDAR scene generation has been developing rapidly recently. However, existing methods primarily focus on generating static and single-frame scenes, overlooking the inherently dynamic nature of real-world driving environments. In this work, we introduce DynamicCity, a novel 4D LiDAR generation framework capable of generating large-scale, high-quality LiDAR scenes that capture the temporal evolution of dynamic environments. DynamicCity mainly consists of two key models. 1) A VAE model for learning HexPlane as the compact 4D representation. Instead of using naive averaging operations, DynamicCity employs a novel Projection Module to effectively compress 4D LiDAR features into six 2D feature maps for HexPlane construction, which significantly enhances HexPlane fitting quality (up to 12.56 mIoU gain). Furthermore, we utilize an Expansion & Squeeze Strategy to reconstruct 3D feature volumes in parallel, which improves both network training efficiency and reconstruction accuracy than naively querying each 3D point (up to 7.05 mIoU gain, 2.06x training speedup, and 70.84% memory reduction). 2) A DiT-based diffusion model for HexPlane generation. To make HexPlane feasible for DiT generation, a Padded Rollout Operation is proposed to reorganize all six feature planes of the HexPlane as a squared 2D feature map. In particular, various conditions could be introduced in the diffusion or sampling process, supporting versatile 4D generation applications, such as trajectory- and command-driven generation, inpainting, and layout-conditioned generation. Extensive experiments on the CarlaSC and Waymo datasets demonstrate that DynamicCity significantly outperforms existing state-of-the-art 4D LiDAR generation methods across multiple metrics. The code will be released to facilitate future research.

EmerNeRF: Emergent Spatial-Temporal Scene Decomposition via Self-Supervision

We present EmerNeRF, a simple yet powerful approach for learning spatial-temporal representations of dynamic driving scenes. Grounded in neural fields, EmerNeRF simultaneously captures scene geometry, appearance, motion, and semantics via self-bootstrapping. EmerNeRF hinges upon two core components: First, it stratifies scenes into static and dynamic fields. This decomposition emerges purely from self-supervision, enabling our model to learn from general, in-the-wild data sources. Second, EmerNeRF parameterizes an induced flow field from the dynamic field and uses this flow field to further aggregate multi-frame features, amplifying the rendering precision of dynamic objects. Coupling these three fields (static, dynamic, and flow) enables EmerNeRF to represent highly-dynamic scenes self-sufficiently, without relying on ground truth object annotations or pre-trained models for dynamic object segmentation or optical flow estimation. Our method achieves state-of-the-art performance in sensor simulation, significantly outperforming previous methods when reconstructing static (+2.93 PSNR) and dynamic (+3.70 PSNR) scenes. In addition, to bolster EmerNeRF's semantic generalization, we lift 2D visual foundation model features into 4D space-time and address a general positional bias in modern Transformers, significantly boosting 3D perception performance (e.g., 37.50% relative improvement in occupancy prediction accuracy on average). Finally, we construct a diverse and challenging 120-sequence dataset to benchmark neural fields under extreme and highly-dynamic settings.

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.

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/

ORacle: Large Vision-Language Models for Knowledge-Guided Holistic OR Domain Modeling

Every day, countless surgeries are performed worldwide, each within the distinct settings of operating rooms (ORs) that vary not only in their setups but also in the personnel, tools, and equipment used. This inherent diversity poses a substantial challenge for achieving a holistic understanding of the OR, as it requires models to generalize beyond their initial training datasets. To reduce this gap, we introduce ORacle, an advanced vision-language model designed for holistic OR domain modeling, which incorporates multi-view and temporal capabilities and can leverage external knowledge during inference, enabling it to adapt to previously unseen surgical scenarios. This capability is further enhanced by our novel data augmentation framework, which significantly diversifies the training dataset, ensuring ORacle's proficiency in applying the provided knowledge effectively. In rigorous testing, in scene graph generation, and downstream tasks on the 4D-OR dataset, ORacle not only demonstrates state-of-the-art performance but does so requiring less data than existing models. Furthermore, its adaptability is displayed through its ability to interpret unseen views, actions, and appearances of tools and equipment. This demonstrates ORacle's potential to significantly enhance the scalability and affordability of OR domain modeling and opens a pathway for future advancements in surgical data science. We will release our code and data upon acceptance.

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.

ViTGaze: Gaze Following with Interaction Features in Vision Transformers

Gaze following aims to interpret human-scene interactions by predicting the person's focal point of gaze. Prevailing approaches often adopt a two-stage framework, whereby multi-modality information is extracted in the initial stage for gaze target prediction. Consequently, the efficacy of these methods highly depends on the precision of the preceding modality extraction. Others use a single-modality approach with complex decoders, increasing network computational load. Inspired by the remarkable success of pre-trained plain vision transformers (ViTs), we introduce a novel single-modality gaze following framework called ViTGaze. In contrast to previous methods, it creates a novel gaze following framework based mainly on powerful encoders (relative decoder parameters less than 1%). Our principal insight is that the inter-token interactions within self-attention can be transferred to interactions between humans and scenes. Leveraging this presumption, we formulate a framework consisting of a 4D interaction encoder and a 2D spatial guidance module to extract human-scene interaction information from self-attention maps. Furthermore, our investigation reveals that ViT with self-supervised pre-training has an enhanced ability to extract correlation information. Many experiments have been conducted to demonstrate the performance of the proposed method. Our method achieves state-of-the-art (SOTA) performance among all single-modality methods (3.4% improvement in the area under curve (AUC) score, 5.1% improvement in the average precision (AP)) and very comparable performance against multi-modality methods with 59% number of parameters less.

Bilateral Guided Radiance Field Processing

Neural Radiance Fields (NeRF) achieves unprecedented performance in synthesizing novel view synthesis, utilizing multi-view consistency. When capturing multiple inputs, image signal processing (ISP) in modern cameras will independently enhance them, including exposure adjustment, color correction, local tone mapping, etc. While these processings greatly improve image quality, they often break the multi-view consistency assumption, leading to "floaters" in the reconstructed radiance fields. To address this concern without compromising visual aesthetics, we aim to first disentangle the enhancement by ISP at the NeRF training stage and re-apply user-desired enhancements to the reconstructed radiance fields at the finishing stage. Furthermore, to make the re-applied enhancements consistent between novel views, we need to perform imaging signal processing in 3D space (i.e. "3D ISP"). For this goal, we adopt the bilateral grid, a locally-affine model, as a generalized representation of ISP processing. Specifically, we optimize per-view 3D bilateral grids with radiance fields to approximate the effects of camera pipelines for each input view. To achieve user-adjustable 3D finishing, we propose to learn a low-rank 4D bilateral grid from a given single view edit, lifting photo enhancements to the whole 3D scene. We demonstrate our approach can boost the visual quality of novel view synthesis by effectively removing floaters and performing enhancements from user retouching. The source code and our data are available at: https://bilarfpro.github.io.

RT-Pose: A 4D Radar Tensor-based 3D Human Pose Estimation and Localization Benchmark

Traditional methods for human localization and pose estimation (HPE), which mainly rely on RGB images as an input modality, confront substantial limitations in real-world applications due to privacy concerns. In contrast, radar-based HPE methods emerge as a promising alternative, characterized by distinctive attributes such as through-wall recognition and privacy-preserving, rendering the method more conducive to practical deployments. This paper presents a Radar Tensor-based human pose (RT-Pose) dataset and an open-source benchmarking framework. The RT-Pose dataset comprises 4D radar tensors, LiDAR point clouds, and RGB images, and is collected for a total of 72k frames across 240 sequences with six different complexity-level actions. The 4D radar tensor provides raw spatio-temporal information, differentiating it from other radar point cloud-based datasets. We develop an annotation process using RGB images and LiDAR point clouds to accurately label 3D human skeletons. In addition, we propose HRRadarPose, the first single-stage architecture that extracts the high-resolution representation of 4D radar tensors in 3D space to aid human keypoint estimation. HRRadarPose outperforms previous radar-based HPE work on the RT-Pose benchmark. The overall HRRadarPose performance on the RT-Pose dataset, as reflected in a mean per joint position error (MPJPE) of 9.91cm, indicates the persistent challenges in achieving accurate HPE in complex real-world scenarios. RT-Pose is available at https://huggingface.co/datasets/uwipl/RT-Pose.