Spatio-temporal scene graphs provide a principled representation for modeling evolving object interactions, yet existing methods remain fundamentally frame-centric: they reason only about currently visible objects, discard entities upon occlusion, and operate in 2D. To address this, we first introduce ActionGenome4D, a dataset that upgrades Action Genome videos into 4D scenes via feed-forward 3D reconstruction, world-frame oriented bounding boxes for every object involved in actions, and dense relationship annotations including for objects that are temporarily unobserved due to occlusion or camera motion. Building on this data, we formalize World Scene Graph Generation (WSGG), the task of constructing a world scene graph at each timestamp that encompasses all interacting objects in the scene, both observed and unobserved. We then propose three complementary methods, each exploring a different inductive bias for reasoning about unobserved objects: PWG (Persistent World Graph), which implements object permanence via a zero-order feature buffer; MWAE (Masked World Auto-Encoder), which reframes unobserved-object reasoning as masked completion with cross-view associative retrieval; and 4DST (4D Scene Transformer), which replaces the static buffer with differentiable per-object temporal attention enriched by 3D motion and camera-pose features. We further design and evaluate the performance of strong open-source Vision-Language Models on the WSGG task via a suite of Graph RAG-based approaches, establishing baselines for unlocalized relationship prediction. WSGG thus advances video scene understanding toward world-centric, temporally persistent, and interpretable scene reasoning.
Figures & tables
Figure 1: World Scene Graph Generation (WSGG). Unlike standard Video Scene Graph Generation (left) that is constrained to the instantaneous camera view and discards objects once they exit the frame or get occluded, our proposed task (right) grounds scene understanding in a global 3D world coordinate frame. Models trained on WSGG output a comprehensive world scene graph at each timestamp containing all the objects in the environment. As shown at t=30 s, out-of-view objects (e.g., bed, laptop) remain perfectly localized in 3D, enabling global, view-independent interpretable scene reasoning. Blue curves drawn from person to objects (right) represent relationships.
Task
Input
Spatial
Temporal
Localization
Object Scope
Coord.
Unobs.
Rel.
Dim.
Frame
Objects
Persistence
Image SGG
Image
2D
✗
2D BBox
Detected
Image
✗
Per-frame
Video SGG
Video
2D
✓
2D BBox
Detected / frame
Image
✗
Cross-frame
3D SGG
3D Scan
3D
✗
3D BBox
All in scan
Scene
✗
Per-scan
4D SGG
Video + 3D
3D
✓
3D BBox
Detected / frame
Scene
✗
Cross-frame
Panoptic SGG
Image
2D
✗
2D Mask
Things + Stuff
Image
✗
Per-frame
Table 1: SGG Tasks. Bold entries highlight the unique capabilities of WSGG.
Figure 2: WorldSGG Dataset & 3D OBB construction pipeline. Our offline framework generates persistent 3D annotations through three sequential steps: (a) Scene Construction recovers the global scene point cloud and camera poses using π3 and bundle adjustment; (b) Floor Determination establishes a canonical ground plane by aligning 3D human meshes extracted via PromptHMR; and (c) 3D OBB Construction refines raw object geometries to fit robust 3D bounding boxes in the world frame.
Figure 3: WorldSGG Methods. Multi-modal inputs including DINO visual features, monocular 3D geometries, and camera extrinsics are processed into unified structural, motion, and ego-pose tokens. (Right & Bottom) Unobserved Object Processing: To maintain strict object permanence for entities outside the current camera frustum, we propose and evaluate three structural variants: (1) PWG (Persistent World Graph) utilizes a Last-Known-State (LKS) buffer to explicitly track and propagate historical features based on temporal staleness ( Δn ). (2) MWAE (Masked World Auto-Encoder) frames natural occlusion as a masked modeling task; it masks unobserved visual streams and uses an Associative Retriever with asymmetric cross-attention (querying all tokens against only visible ones) to reconstruct missing features of unobserved objects. (3) 4DST (4D Scene Transformer) fuses multi-modal tokens at a Fusion Node and applies unmasked bidirectional temporal self-attention followed by Spatial GNNs to output dense, globally-aware spatiotemporal representations ( H(t) ).
PredCls
SGDet
With Constraint
No Constraint
With Constraint
No Constraint
Method
Backbone
R@10
R@20
R@50
R@10
R@20
R@50
R@10
R@20
R@50
R@10
R@20
R@50
PWG
DINOv2-L
65.07
67.99
68.00
80.06
94.39
99.59
41.69
57.14
69.63
28.62
40.69
56.66
DINOv3-L
65.58
68.57
68.58
81.01
94.73
99.76
39.96
57.11
70.93
26.84
37.93
52.57
MWAE
DINOv2-L
65.33
68.30
68.31
80.96
94.51
99.65
41.69
57.06
69.50
28.91
40.85
56.96
DINOv3-L
65.57
68.58
68.59
81.50
95.11
99.78
39.67
57.06
70.90
26.89
38.17
52.86
Table 2: Recall (R@K) comparison across methods and feature backbones for PredCls and SGDet tasks on ActionGenome4D. Best results per column are in bold .
PredCls
SGDet
With Constraint
No Constraint
With Constraint
No Constraint
Method
Backbone
mR@10
mR@20
mR@50
mR@10
mR@20
mR@50
mR@10
mR@20
mR@50
mR@10
mR@20
mR@50
PWG
DINOv2-L
34.87
38.79
38.80
52.83
72.56
93.54
11.09
22.46
36.86
24.58
36.41
54.98
DINOv3-L
36.90
41.28
41.29
54.27
74.73
94.27
9.56
22.61
39.61
23.25
35.60
55.51
MWAE
DINOv2-L
35.03
39.46
39.47
53.31
73.90
95.04
10.95
22.19
36.33
22.98
37.60
55.47
DINOv3-L
36.41
40.98
40.99
55.09
75.15
95.02
9.75
22.97
39.74
23.16
35.74
54.08
Table 3: Mean Recall (mR@K) comparison across methods and feature backbones for PredCls and SGDet tasks on ActionGenome4D. Best results per column in bold .
Figure 4: The Graph RAG inference pipeline. (Left) Sequential video segments are processed by a VLM into local captions to construct a global Coarse Event Graph, establishing a high-level temporal narrative. (Right) To generate the fine-grained world scene graph, our Graph RAG module retrieves overarching spatiotemporal context from the coarse graph. This global prior is injected into both the visual stream (Vision Encoder) and the textual stream, where it enriches targeted Object and Relationship queries. An LLM then deduces the final, offline World Scene Graph.
Pipeline
Model
Mode
Attention
Contacting
Spatial
Micro
Macro
P
R
F1
P
R
F1
P
R
F1
F1
F1
Graph RAG
InternVL 2.5
PredCls
53.8
53.7
53.8
45.4
40.3
42.7
30.8
24.4
27.2
40.8
23.4
SGDet
49.6
22.3
30.8
43.5
18.1
25.5
35.3
12.9
18.9
24.8
15.4
Qwen 2.5-VL
PredCls
61.4
61.3
61.4
60.7
53.6
56.9
47.6
38.5
42.5
53.3
26.6
SGDet
59.7
34.8
44.0
62.0
32.3
42.5
48.7
23.1
31.3
39.0
20.2
Subtitle-Only
InternVL 2.5
PredCls
50.6
50.6
50.6
44.3
38.5
41.2
23.4
17.7
20.2
37.0
21.7
Table 4: VLM relationship prediction on corrected ActionGenome4D annotations (micro-averaged). P = Precision, R = Recall, F1 = F1-score. Micro F1 : micro-average across all three predicate axes. Macro F1 : mean of per-class F1 scores.
Pipeline
Model
Mode
Attention
Contacting
Spatial
Overall
P
R
F1
P
R
F1
P
R
F1
M-F1
Graph RAG
InternVL 2.5
PredCls
38.6
41.5
36.4
30.1
31.1
25.7
37.3
16.5
12.1
23.4
SGDet
39.7
19.3
21.9
31.4
15.4
17.5
34.4
6.7
7.5
15.4
Qwen 2.5-VL
PredCls
38.3
39.6
38.4
31.0
27.1
26.0
40.2
23.6
23.1
26.6
SGDet
39.3
23.3
28.3
29.9
17.4
19.9
39.0
14.0
17.5
20.2
Subtitle-Only
InternVL 2.5
PredCls
37.6
40.1
34.5
31.7
35.8
24.6
34.8
14.6
8.8
21.7
Table 5: VLM relationship prediction on corrected ActionGenome4D annotations (macro-averaged). Same setting as Table 4 ; P, R, and F1 are computed per class then averaged equally. M-F1 : overall macro-averaged F1 across all three axes.
Appendix figures & tables18 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 5: World Scene Graph Generation (WSGG). Left: Standard Video Scene Graph Generation (VidSGG) is anchored to the instantaneous camera view. Objects are localized as 2D bounding boxes in the image plane, and relationships are predicted only for currently detected entities. When an object exits the field of view or becomes occluded, it is silently dropped from the graph along with all of its relationships, resulting in an incomplete and temporally fragmented scene understanding. Right: Our proposed WSGG task grounds scene understanding in a persistent, global 3D world coordinate frame. Every object in the environment is represented by a 3D oriented bounding box (OBB) that persists across frames, regardless of whether the object is currently visible in the camera view. At each timestamp, the model outputs a complete world scene graph containing all known objects; observed ( Ot ) and unobserved ( Ut ); together with their pairwise semantic relationships (attention, spatial, and contacting predicates). As illustrated at t=30 s, objects that have left the camera’s field of view (e.g., bed, laptop) remain precisely localized in 3D world coordinates, enabling the model to continue predicting meaningful relationships for them. Blue curves drawn from person to objects denote predicted relationships. This view-independent, temporally persistent representation supports downstream tasks such as embodied navigation, robotic manipulation, and long-horizon activity understanding that require reasoning about the full state of the world, not just its currently visible slice.
Task
Input
Spatial
Temporal
Localization
Object Scope
Coordinate
Unobserved
Relationship
Dimension
Frame
Objects
Persistence
Image SGG
Image
2D
✗
2D BBox
Detected
Image
✗
Per-frame
Video SGG
Video
2D
✓
2D BBox
Detected / frame
Image
✗
Cross-frame
3D SGG
3D Scan
3D
✗
3D BBox
All in scan
Scene
✗
Per-scan
4D SGG
Video + 3D
3D
✓
3D BBox
Detected / frame
Scene
✗
Cross-frame
Panoptic SGG
Image
2D
✗
2D Mask
Things + Stuff
Image
✗
Per-frame
Appendix
Table 6: SGG Tasks. Bold entries highlight the unique capabilities of WSGG.
Symbol / Notation
Description
Task Formalization
V1T={I1,…,IT}
Video consisting of T frames
It
Video frame at timestamp t
Wt
World state at timestamp t (all objects in the scene)
Ot
Set of observed objects visible in frame It
Ut
Set of unobserved objects not visible in frame It
Appendix
Table 7: Notation reference.
Figure 6: Pipeline for constructing a 4D scene representation from Action Genome videos. The method first selects informative frames through adaptive sampling, then predicts static and dynamic world point clouds, decomposes the scene into background and per-frame dynamic components, and finally aligns dynamic point clouds to the static scene using trimmed ICP before mask-aware merging into the final 4D output.
Quantity
Shape
Type
Description
Local points
(N,H,W,3)
float32
Per-pixel 3D coordinates in camera frame
World points
(N,H,W,3)
float32
Per-pixel 3D coordinates in world frame
Confidence
(N,H,W,1)
float32
Per-pixel reliability score ∈[0,1]
Camera poses
(N,4,4)
float32
Camera-to-world SE(3) matrices
Appendix
Table 8: Quantities estimated by the π3 model for N input views at resolution H×W .
Parameter
Value
Description
Backbone
DINOv2-L (ViT-L/14)
Frozen encoder with registers
Decoder depth
36 layers
Alternating intra-/cross-view attn
Positional encoding
RoPE2D ( f=100 )
2D rotary position embeddings
Precision
bfloat16 / float16
Mixed-precision inference
Frame sampling
10
Temporal stride for selection
τstatic
0.1
Confidence thr. (static scene)
Appendix
Table 9: Scene construction pipeline parameters.
Figure 7: 3D bounding box pipeline overview. Objects are detected via Grounding DINO fused with GT annotations, segmented via SAM2 in dual mode, projected into 3D via masked point extraction from the π3 reconstruction, aligned to the floor plane, and enclosed with oriented bounding boxes (OBBs).
Parameter
Value
Description
Detection
Detector model
Grounding DINO (base)
Zero-shot open-vocabulary
Box threshold
0.25
Detection confidence
Text threshold
0.30
Text-box alignment
NMS IoU threshold
0.50
Per-class NMS
GT pseudo-score
1.001
Ensures GT survives NMS
Appendix
Table 10: 3D bounding box pipeline parameters.
Figure 8: Overview of the annotation interface used for manual floor correction. The figure illustrates the sequential adjustment process across four steps, culminating in the final corrected transform for accurate 3D scene alignment.
Figure 9: Interface for manual relationship correction in WorldSGG. The tool presents object-centric frame sequences and allows annotators to refine attention, contact, and spatial predicates across time for accurate scene graph construction.
Property
Action Genome
ActionGenome4D
Scope
Object scope per frame
Ot only
Wt=Ot∪Ut
Relationship coverage
Observed pairs
All world-state pairs
Coordinate frame
2D image
3D world
Object localization
2D BBox
2D BBox + 3D OBB
Camera poses
✗
✓ (SE(3) per frame)
Appendix
Table 11: AG vs. ActionGenome4D. AG4D extends AG along geometric and semantic dimensions. Ot : observed objects; Ut : unobserved objects; Wt : full world state.
Statistic
Train
Test
Videos
7,516
1,734
Annotated frames
175,751
56,352
Object instances (observed)
549,315
201,683
Object instances (unobserved)
61,149
22,624
Object instances (total)
610,464
224,307
Relationship triplets (observed)
373,564
145,331
Appendix
Table 12: ActionGenome4D statistics. The train set uses VLM pseudo-annotations for unobserved object relationships; the test set uses manually corrected annotations.
Key
Model
Hidden dim
Params
Patch size
v2
DINOv2 ViT-B
768
86M
14
v2s
DINOv2 ViT-S
384
22M
14
v2l
DINOv2 ViT-L
1024
304M
14
v3l
DINOv3 ViT-L
1024
304M
16
Appendix
Table 13: Supported backbone variants.
Parameter
Default
Description
model
v2
Backbone variant (Table 13 )
lr
10−4
Peak learning rate
weight_decay
10−3
AdamW weight decay
batch_size
128
Per-GPU batch size
epochs
70
Total training epochs
max_grad_norm
1.0
Gradient clipping threshold
Appendix
Table 14: Key training configuration parameters.
Backbone
Training
mAP
mAP 50
mAP 75
DINOv2-B
Separate
0.0988
0.2333
0.0692
DINOv2-L
Separate
0.1103
0.2627
0.0739
DINOv3-L
Separate
0.1762
0.3667
0.1461
DINOv2-B
Joint
0.0998
0.2377
0.0672
DINOv2-L
Joint
0.1086
0.2610
0.0712
DINOv3-L
Joint
0.1799
0.3660
0.1552
Appendix
Table 15: Comparison of DINO backbones under joint and separate training setups.
Table 16: 3D localization performance of different DINO backbones under joint and separate training setups. Mean IoU 3D measures the average 3D overlap, while [email protected] denotes the fraction of predictions exceeding the IoU 3D threshold.
Figure 10: Pipeline of the proposed WorldSGG framework. The model extracts DINO-based object features, 3D OBB corners, and camera pose cues, encodes them into structural, motion, and camera tokens, and fuses them with buffered memory features to handle occlusions and missing observations. The resulting unified tokens are processed by a spatial GNN and relationship decoders to predict node categories and scene graph relations over time.
Property
Subtitle-Only (Method 1)
RAG-Based (Method 2)
Query scope
All objects × all frames
All objects × all frames
Uses precomputed graph?
No (subtitles only)
Yes
Deduplication
N/A (no retrieval steps)
Yes (unique prompts for steps 1–3)
VLM calls
1 batched + 1 verify
4 batched + 1 verify
Per-frame clips
Annotation-driven (fallback: full video)
Annotation-driven (fallback: RAG clip)
Grounding signal
Subtitles + video
Graph context + subtitles + video
Appendix
Table 17: Comparison of the two pseudo-annotation generation methods for World Scene Graph Generation.