At the intersection of computer vision and robotic perception, 4D reconstruction of dynamic scenes connects low-level geometric sensing with high-level semantic understanding. We present Genie 4D, a framework that turns hand-held phone capture into a semantically grounded, action-controllable 4D world model. Genie 4D couples a real-time visual-inertial Gaussian splatting front-end for metric geometry with a feed-forward 4D backbone regularized by frozen DINOv3 features acting as structural priors. The semantic priors suppress identity drift during dynamic tracking, while a short conditional diffusion refiner recovers high-frequency surface detail that regression backbones smooth away. Finally, a lightweight latent-action head exposes the reconstructed 4D state to a Genie-style world model trained with a JEPA-style next-embedding objective, so that the scene can be rolled forward under user actions. On the Point Odyssey and TUM-Dynamics benchmarks, Genie 4D retains the linear time complexity O(T) of feed-forward baselines while improving 3D tracking accuracy (APD) and reconstruction completeness, and it runs interactively on a single consumer GPU (RTX 5090) from iPhone, Mac, Windows, and Linux capture clients. Genie 4D offers a practical, semantic-prior-guided path toward physically grounded world models.
Figures & tables
Figure 1: Genie 4D turns a live phone stream into a semantically grounded, action-controllable 4D world model. A real-time visual–inertial Gaussian-splatting front-end (VIGS-SLAM) supplies metric geometry; a DINOv3-regularised 4D backbone with diffusion refinement supplies semantic 4D; and a latent-action head exposes the result to a world model for interactive rollout.
Figure 2: Genie 4D architecture. A frozen St4RTrack backbone (ViT encoder + dual decoder) maps an RGB video to two 3D pointmaps via a tracking head and a reconstruction head, which are lifted into 4D trajectories. In parallel, a frozen DINOv3 semantic encoder supplies patch-token priors that label the recovered geometry, yielding a semantically grounded 4D reconstruction ( train, track, tree, building, ground, object ). Snowflake icons mark frozen components; the flame icon marks the trainable module.
Table 3: Component ablation. Each module contributes, with semantic terms driving the tracking gain and the diffusion refiner driving the reconstruction gain.
Figure 3: Quantitative summary. Top: tracking accuracy and reconstruction error against baselines. Bottom-left: component ablation. Bottom-right: inference latency stays flat with sequence length, confirming O(T) scaling against the quadratic VGGT.
Figure 4: Camera-tracking accuracy of our Genie 4D front-end (ATE-RMSE ↓ ) against DROID-SLAM. Tight IMU coupling halves drift on the tested sequences.
Figure 5: Front-end signals computed across the real hand-held sequence ( video_1 ). Rows: RGB key-frames at increasing time, dense optical flow (Farneback, HSV-coloured), motion magnitude, and color-coded point trajectories. Trajectories densify on textured structure and thin out on the textureless road and sky—the regime where the semantic priors of Section 3 are designed to stabilise correspondence.
Figure 6: Real point trajectories tracked on a hand-held sequence, sparsified to the longest tracks for legibility. Colour encodes time within the window (see colour bar); the zoom-in inset over a textured façade shows correspondences held across many frames, evidencing persistent local tracking under camera motion. These 2D tracks are lifted to metric 4D using the VIGS-SLAM poses.
Figure 7: Real hand-held capture and front-end signals. Left: the live PhoneStreamer iOS client streaming RGB + IMU to the capture server (note the on-screen intrinsics fx=fy=850.2 , frame and IMU counters). Right: an RGB key-frame, dense optical flow, motion magnitude, and tracked point trajectories computed on the same sequence.
Figure 8: On-device capture and a second real sequence. Left: the PhoneStreamer iOS client mid-capture; the overlay reports the locked intrinsics, the running frame count and the buffered IMU samples, while the server address and port configure the live stream (capture on iPhone; playback/processing on Mac, Windows and Linux). Centre/right: an RGB key-frame and color-coded point trajectories from a second hand-held sequence ( video2 ), confirming the front end generalises across scenes. Per-sequence statistics are in the supplementary.
Module
Params
Latency (ms)
DINOv3 ViT-L/14 (frozen)
300 M
14.2
St4RTrack backbone (frozen)
410 M
18.6
Semantic Injection Adapter
18 M
3.1
DiffusionRefiner ( K=5 )
9 M
4.0
Latent-action world model
2 M
1.3
Genie 4D (total)
739 M
41.2
Table 4: Per-module parameter count and per-frame latency on an RTX 5090 ( 640×341 input). Only 29 M parameters are trainable; the frozen encoders are shared across the sequence.
Dynamic scene reconstruction from monocular video remains a fundamental challenge in computer vision. Existing feed-forward methods predict 3D Gaussians pixel-wise for each frame, suffering from duplicated Gaussians and view-dependent biases that hinder effective learning of scene motion. We present C4G, a feed-forward 4D reconstruction framework built upon a compact set of timestamp-conditioned learnable Gaussian query tokens. Each token aggregates corresponding features across the full temporal context and decodes a 3D Gaussian whose position is modulated by the target timestamp, enabling globally coherent motion modeling without per-scene optimization. To capture fine-grained details, we further introduce a video diffusion model-based rendering enhancement module. Since our framework effectively aggregates features into Gaussians, we extend this capability to feature lifting, producing a 4D feature field that supports point tracking and dynamic scene understanding. C4G achieves strong novel-view synthesis performance using significantly fewer Gaussians and without requiring camera poses, while exhibiting stronger motion modeling and robustness to large temporal gaps.
Recent depth foundation models like Depth Anything 3 (DA3) achieve remarkable multi-view depth estimation but assume static 3D scenes, limiting their applicability to real-world dynamic environments. Existing training-free 4D methods like Easi3R and VGGT4D rely on correspondence-trained backbones whose attention encodes cross-frame matching, a property absent in depth-only models like DA3. We present Dyna3, a training-free framework that extends DA3 for 4D dynamic scene reconstruction without any fine-tuning. Our key insight is that DA3's cross-view features, though trained only for depth consistency, implicitly encode motion-discriminative signals when combined with best-match feature search across frames. Its static surfaces find consistent matches globally, while dynamic objects cannot. We further adopt vision-language models (VLM) to automatically generate scene-specific semantic prompts for SAM 3, enabling precise instance-level segmentation that distinguishes which objects move from what objects exist. For reconstruction, we decouple the scene into a cross-frame aligned static background and per-frame dynamic point clouds. Experiments on four datasets demonstrate that Dyna3 surpasses correspondence-trained methods with +5.5pp J-Mean over state-of-the-art VGGT4D on dynamic object segmentation, while achieving up to 13x faster pose estimation and 3x faster 4D reconstruction with 4 to 8x lower memory. Dyna3 could therefore enable much denser temporal sampling that prior methods cannot support.
Xinhao Xiang, Weiyang Li, Zhijie Zheng +2
IFM Lab, University of California, Davis, CA, USA · Genies Inc., CA, USA
Reconstructing dynamic 4D scenes remains challenging due to the presence of moving objects that corrupt camera pose estimation. Existing optimization methods alleviate this issue with additional supervision, but they are mostly computationally expensive and impractical in real-time applications. To address these limitations, we propose MoRe, a feedforward 4D reconstruction network that efficiently recovers dynamic 3D scenes from monocular videos. Built upon a strong static reconstruction backbone, MoRe employs an attention-forcing strategy to disentangle dynamic motion from static structure. To further enhance robustness, we fine-tune the model on large-scale, diverse datasets encompassing both dynamic and static scenes. Moreover, our grouped causal attention captures temporal dependencies and adapts to varying token lengths across frames, ensuring temporally coherent geometry reconstruction. Extensive experiments on multiple benchmarks demonstrate that MoRe achieves high-quality dynamic reconstructions with exceptional efficiency.
Juntong Fang, Zequn Chen, Weiqi Zhang +4
School of Software, Tsinghua University, Beijing, China · Li Auto