Organizations: Shanghai Jiaotong University · Zhongguancun Academy · Institute of Automation, Chinese Academy of Science · Harbin Institute of Technology
For video generation in dynamic world modeling, observed static and dynamic content should be efficiently reused to provide conditions for repeated generation at different times and viewpoints. We introduce 4LC, a 4D latent cache with composite visual representations and a flexible spatiotemporal access interface. As a latent cache, 4LC directly reuses visual representations of static and dynamic content to provide generation conditions, avoiding per-request RGB rendering and re-encoding. As a composite cache, 4LC binds visual representations from multiple visual encoders (e.g., VAE, DINO, V-JEPA, VGGT) to shared geometry and motion, allowing the composite representations to describe the dynamic world with rich information. Besides, we design a flexible spatiotemporal interface, which directly reads the cache at independently specified times and viewpoints and combines readouts across observations, providing a common conditioning format for diverse downstream tasks. Building on 4LC, we develop 4LC-Video to address multiple video generation tasks through different configurations of source observations, spatiotemporal requests, and historical reuse, including camera control, temporal control, novel-view synthesis, scene revisits, and long-term generation. Our experiments show more efficient condition acquisition, effective spatiotemporal controllability, and scene consistency across tasks using a single 4LC-Video model without task-specific fine-tuning.
Figures & tables
Figure 2: Architecture of 4LC. (a) Construction binds visual representations from multiple encoders to shared geometry and motion in one cache entry. (b) Readout propagates the entry to a requested time and projects it through a target camera, yielding readout features and coverage masks. (c) Composition fills uncovered regions with readouts from further entries.
Figure 2
Figure 4: Qualitative comparison for camera and temporal control. Left: dynamic scene; right: static scene. Top: Static camera. The camera is fixed while scene time follows the source timeline. Bottom: Frozen time. Scene time is fixed at source frame 0 while the camera follows the source trajectory. Input frame labels identify each column; red boxes highlight distortions.
Method
rdist↓
tdist↓
Subj. Consist.
Back. Consist.
Temp. Flick.
Motion Smooth.
Aesth. Quality
Imag. Quality
Camera control
SpaceTimePilot
0.179
0.321
89.79
93.43
95.26
98.69
47.60
57.23
TrajectoryCrafter
0.244
0.395
86.37
92.19
92.69
96.17
45.16
60.97
GEN3C
0.203
0.285
90.45
93.79
95.66
97.55
45.62
56.39
NeoVerse
0.059
0.120
88.63
92.77
94.43
98.17
50.38
67.84
4LC-Video (ours)
0.037
0.089
90.71
94.14
95.47
98.06
48.16
65.49
Table 2: Quantitative comparison for camera and temporal control. We evaluate 100 randomly sampled unseen videos under four camera trajectories (400 cases) and three temporal trajectories (300 cases). rdist measures rotation error in radians and tdist scale-normalized translation error; higher VBench scores are better. Best and second-best results per task are bold and underlined.
Method
Novel-view synthesis
Closed-loop consistency
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR C↑
SSIM C↑
LPIPS C↓
ViewCrafter
15.78
0.580
0.396
14.79
0.481
0.365
FlexWorld
16.25
0.593
0.370
12.20
0.428
0.598
Voyager
17.79
0.636
0.297
17.66
0.540
0.380
Spatia
18.58
0.646
0.254
19.38
0.579
0.213
Mirage
18.38
0.779
0.250
20.05
0.825
0.228
Table 3: Quantitative comparison for novel-view synthesis and scene revisits. We use the protocols and baseline results reported by Spatia [ 5 ] and Mirage [ 13 ] , and evaluate LiveWorld under the same protocols.
Method
Env. score
Causal score
Spatial
Rendering
Self-evolution
Interaction
Epipolar
Reproj.
Lighting
Style
State
Correct.
Action
HY-WorldPlay
83.23
65.86
83.86
68.17
82.67
98.23
49.50
62.40
85.69
Infinite-World
73.76
70.92
74.04
61.51
62.63
96.87
48.00
78.40
86.37
Yume-1.5
54.92
85.03
51.86
24.55
51.21
92.05
97.90
95.00
62.20
LingBot-World
38.90
82.91
22.12
7.57
40.06
85.87
96.00
89.40
63.32
4LC-Video (ours)
85.56
89.06
71.11
75.98
97.52
97.66
85.00
93.20
88.97
Table 4: Quantitative comparison for long-term generation on MBench-A [ 58 ] . We compare Environment and Causal scores with published leaderboard results.
Figure 5: Efficiency and feature similarity across condition-acquisition paths. Left: Latency and peak GPU memory of 4LC readout and of RGB rendering and VAE encoding from NeoVerse’s 4DGS and LiveWorld’s RGB point clouds, with the end-to-end latency of each framework. Rendering + Encoding includes rendering time. Solid and dashed 4LC Readout bars use Wan2.1 VAE alone and with DINOv2, VGGT, and V-JEPA 2.1. Latency uses a square-root scale. Right: Feature similarity between direct readouts and re-encoded features, as per-case mean cosine similarity in the original (Absolute) and relative-representation (Relative) spaces; black ticks mark medians.
Visual representations
rdist↓
tdist↓
Subj. Consist.
Back. Consist.
RGB rendering and re-encoding
Wan2.1 VAE
0.046
0.106
89.86
93.69
FLUX.2 VAE
0.044
0.106
90.00
93.80
Direct readout
Wan2.1 VAE
0.056
0.128
89.03
93.03
FLUX.2 VAE
0.049
0.114
90.06
93.81
Table 5: Ablations of condition-acquisition paths and composite visual representations. All variants share a frozen Wan2.1-T2V-1.3B backbone and the same 100 unseen videos with all trajectories. ALL denotes the other three encoders.
Appendix figures & tables5 assets
Supplementary material from the paper’s appendix.
Appendix
Encoder
Features
dr
Dr
Target interval
FLUX.2 VAE
Posterior mean of RGB and depth
8
32
1
DINOv2-L
Patch tokens
14
1024
1
VGGT-1B
Aggregator layer-11 tokens
14
2048
1
V-JEPA 2.1 ViT-L
Patch tokens
16
1024
2
Wan2.1 VAE
Latents of RGB and depth
8
16
4
Appendix
Table 6: Visual encoder settings. dr is the spatial stride in pixels, Dr the feature dimension, and the target interval the number of frames between readouts.
Type
Parameter
Value
Geometric
Number of keyframes K
11–21
Augmentation probability
0.6
Maximum source-frame drop fraction
0.3
Lateral translation
0.1–0.3
Yaw and pitch
5∘ – 25∘
Zoom-in / zoom-out focal-length factor
1.1–1.3 / 0.7–0.9
Appendix
Table 7: Training augmentation parameters. Geometric augmentation applies outside first-frame sampling. Lateral translation is in world units; focal-length factors are relative to the source camera.
Figure 6: Qualitative comparison for long-term generation on MBench-A. Each method occupies two rows: the top row follows the outbound trajectory from left to right, and the bottom row follows the return trajectory from right to left, so vertically aligned frames share a camera pose. Red boxes mark structures that change between the first and final frames.
Method
WorldScore
Controllability
Quality
Dynamics
Avg.
Static
Dynamic
Camera
Object
Content
3D
Photo.
Style
Subj.
Acc.
Mag.
Smooth.
Static scene generation
WonderJourney
54.19
63.75
44.63
84.60
37.10
35.54
80.60
79.03
62.82
66.56
–
–
–
InvisibleStitch
51.95
61.12
42.78
93.20
36.51
29.53
88.51
89.19
32.37
58.50
–
–
–
WonderWorld
61.79
72.69
50.88
92.98
51.76
71.25
86.87
85.56
70.57
49.81
–
–
–
Voyager
66.08
77.62
54.53
85.95
66.92
68.92
81.56
85.99
84.89
71.09
–
–
–
Appendix
Table 8: Quantitative comparison on WorldScore [ 53 ] . We compare against its published leaderboard results and, following Spatia [ 5 ] , report Avg. as the mean of the Static and Dynamic scores; missing motion metrics of static scene generators count as zero.
Threshold ϵ
rdist↓
tdist↓
Subj. Consist.
Back. Consist.
Temp. Flick.
Motion Smooth.
Aesth. Quality
Imag. Quality
0.00
0.065
0.138
89.91
93.53
94.44
97.88
49.08
67.07
0.05
0.035
0.092
90.61
94.06
94.81
98.03
48.50
66.88
0.10
0.037
0.089
90.71
94.14
95.47
98.06
48.16
65.49
0.20
0.035
0.083
90.76
94.24
94.88
98.04
48.15
66.61
0.40
0.036
0.083
90.74
94.23
94.88
98.04
48.13
66.61
Appendix
Table 9: Motion filtering and threshold robustness. The main model is evaluated on the same 100 unseen videos with camera trajectories. ϵ is in pixels/frame; ϵ=0 disables filtering, and ϵ=0.1 is the default. Bold and red values mark the best and worst results, respectively.
4D generation synthesizes dynamic 3D scenes from conditions such as text or images. Existing methods either reconstruct generated RGB videos with a separate 4D model or adapt a particular video generator to predict geometry directly. The former suffers from distribution mismatch and error propagation, whereas the latter ties 4D prediction to a specific generator and may require retraining when the generator or conditioning regime changes. We ask whether the final denoised latents of video models that share a variational autoencoder (VAE) can instead provide a reusable interface to explicit 4D prediction. Building on this insight, we introduce direct latent-to-4D generation and instantiate it as Latent-to-4D, which bypasses RGB by aligning a video latent with the token grid of a pretrained 4D decoder and refining it through frame-wise and global spatiotemporal attention. Trained on roughly 1K existing reconstruction clips, a single checkpoint transfers unchanged across multiple video diffusion transformers within the same VAE family. On Text4D-200 and I4D-200, Latent-to-4D surpasses matched same-latent Wan+4RC cascades in projection-based DINO-F1 by 2.88--3.45 and 5.81 points, respectively, while also being preferred by human raters for geometry, temporal stability, and overall quality.
Interactive video world models need to generate each video chunk efficiently while responding faithfully to user controls. Many systems use chunk-wise autoregressive generation with few-step denoising, but each chunk still requires several costly denoising iterations. Training-free caching can reduce this cost, yet existing policies make reuse decisions primarily from model-internal denoising dynamics and do not explicitly account for control transitions. Actually, interactive generation explicitly exposes a signal they do not use: the controls for a chunk arrive before it is denoised, so a schedule derived from them costs no forward pass. To this end, we analyze adjacent chunks under different control regimes and find that structural similarity drops around action changes, while low-frequency structure remains more persistent than high-frequency detail. Motivated by these observations, we propose CtrlCache, a training-free control-aware caching framework that adapts computation to the current control sequence. Specifically, the action-aware scheduling and refresh policy detects action changes across and within chunks, and labels each chunk as initial, transition, turning, or steady state. At one selected interior denoising step, initial and transition chunks retain full computation, while turning and steady chunks reuse the transformer residual from the most recent fully computed step in the same chunk. To exploit the persistence of low-frequency structure during steady interaction, we further introduce a frequency-mixed history prior guidance that incorporates complementary information from the preceding clean latent without an additional DiT forward pass. Evaluated on Matrix-Game 2.0 and LingBot-World v1/v2, CtrlCache achieves 1.21x to 1.41x DiT-backbone speedups without model retraining while improving WBench Overall scores over original inference across all three models.
This work presents SplatFlux, a feed-forward latent-to-4DGS framework for both video-based 4D reconstruction and conditional 4D generation. Our key observation is that observed videos and conditionally generated content can be represented in the same pretrained video latent space, allowing both tasks to be formulated as latent-to-4DGS decoding. To construct compact and temporally coherent 4D scenes, SplatFlux introduces a static-dynamic decoupled 4D Gaussian representation that explicitly predicts dynamic probabilities for Gaussian primitives. This representation separates static scene structures from moving regions, enabling complete 4D scene construction in a feed-forward manner through static aggregation and dynamic motion interpolation. To learn static-dynamic decomposition and dynamic Gaussian motion without costly annotations, we further develop an auxiliary distillation strategy that provides pseudo dynamic masks and optical-flow cues. Extensive experiments across 3D and 4D reconstruction and generation demonstrate that SplatFlux achieves state-of-the-art performance.