4D novel view synthesis (NVS) aims to render dynamic scenes across viewpoints and timestamps, which requires jointly inferring 3D structure and temporal dynamics. Existing monocular feed-forward methods often rely on explicit 4D Gaussian representations, which are prone to temporal inconsistency and severe rendering artifacts. We present FL4N, the first feed-forward latent 4D NVS model. Instead of relying on explicit 4D primitives, FL4N encodes a 4D scene prior into a unified latent representation across space and time. Our core insight is that learning temporal dynamics as residuals on top of a pretrained static latent prior enables effective 4D modeling with limited dynamic training data. To this end, we introduce a lightweight dynamic encoder that leverages static scene features to disentangle object motion from camera-induced parallax. Trained solely with an image synthesis objective, FL4N achieves state-of-the-art 4D NVS quality while rendering in real time. Its learned latent representation generalizes to real-world videos and disentangles viewpoint from time.
Figures & tables
Figure 1: Teaser. FL4N is the first feed-forward latent 4D novel view synthesis model. It models dynamics in a latent space to render temporally coherent frames, whereas Gaussian-based methods such as 4DGT ( Xu et al., 2025 ) , MoVieS ( Lin et al., 2026a ) , NeoVerse ( Yang et al., 2026 ) , and C4G ( Kim et al., 2026c ) suffer from temporal ghosting, artifacts, holes, or blur.
Figure 2: FL4N Overview. (Left) During training, context and target frames with varying views and timestamps are sampled from multi-view videos. (Right) A static encoder encodes static 3D structures (static latent) while a lightweight dynamic encoder extracts temporal residuals (residual latent) within the whole context frames. For 4D NVS, the residual latent is first adapted at the target time and added to the static latent resulting in a dynamic latent, which is then rendered into the novel view with target-view conditioned.
Figure 3: Rendered frames from the static latent and our residual time correction. In dynamic scenes, the static latent suppresses dynamic content (left) or copies it from the nearest context frame (right), whereas our residual latent places the moving content at the target time while preserving the static background.
Figure 4: PCA visualization of static and residual latent. The static latent captures camera-ray-like structure, whereas the residual latent primarily attends to moving objects and exhibits temporal variation.
Figure 5: Visualization of residual gate activation. The residual gate magnitude is higher on dynamic objects while remaining suppressed in the background.
Figure 6: Three evaluation settings given synchronized multi-view video datasets. Red outlines indicate input context frames, while blue outlines indicate target frames for evaluation.
Method
Pose
NVIDIA
N3DV
Kubric4D
CamxTime
Charge
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Feed-forward Gaussian Representation
4DGT ( Xu et al., 2025 )
✓
16.127
0.3884
0.5972
17.813
0.6609
0.5131
14.148
0.5027
0.6096
17.125
0.6557
0.4893
18.017
0.7786
0.5653
MoVieS ( Lin et al., 2026a )
✓
11.818
0.2546
0.6760
20.136
0.7045
0.4605
12.411
0.3550
0.6070
17.069
0.6223
0.4488
18.709
0.7473
0.5298
NeoVerse † ( Yang et al., 2026 )
✗
15.050
0.4135
0.4626
12.953
0.4806
0.5697
8.954
0.2573
0.6721
10.432
0.3110
0.5905
15.224
0.5211
0.5919
C4G † ( Kim et al., 2026c )
✗
16.572
0.4182
0.6203
18.444
0.7050
0.5246
14.931
0.5656
0.6442
20.527
0.7056
0.4369
18.535
0.7797
0.5279
Table 1: Quantitative results on Novel View Synthesis: FL4N outperforms all Gaussian-based methods on all benchmark datasets, showing the strength of our latent representation bypassing explicit primitives. Context pose input further improves the metrics, achieving the state of the art. Best , second best , and third best results are highlighted.
Method
Pose
NVIDIA
N3DV
Kubric4D
CamxTime
Charge
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Feed-forward Gaussian Representation
4DGT ( Xu et al., 2025 )
✓
15.937
0.3867
0.6052
16.097
0.6380
0.5483
15.680
0.5424
0.5786
17.024
0.6573
0.4939
17.939
0.7756
0.5617
MoVieS ( Lin et al., 2026a )
✓
15.785
0.4614
0.5328
19.710
0.7400
0.4414
16.988
0.6368
0.4174
17.340
0.6470
0.4224
20.113
0.7771
0.5084
NeoVerse † ( Yang et al., 2026 )
✗
14.449
0.3819
0.4890
12.447
0.4729
0.5681
8.885
0.2256
0.6793
10.276
0.3091
0.5911
15.220
0.5380
0.5940
C4G † ( Kim et al., 2026c )
✗
16.403
0.4096
0.6304
17.039
0.6829
0.5374
15.270
0.5572
0.6348
20.175
0.7009
0.4453
18.410
0.7640
0.5324
Table 2: On the challenging Cross-Time View Synthesis task, FL4N substantially outperforms all Gaussian-based methods on all benchmark datasets, even without test-time pose alignment ( † ), showing the model successfully learns 4D priors and decouples view and time in the latent space. Best , second best , and third best results are highlighted.
Method
Pose
DyCheck
ADT
TUM
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Feed-forward Gaussian Representation
4DGT ( Xu et al., 2025 )
✓
13.743
0.4079
0.6233
16.710
0.4999
0.5651
14.380
0.4468
0.5612
MoVieS ( Lin et al., 2026a )
✓
11.755
0.3420
0.6428
15.432
0.4698
0.5828
15.683
0.5079
0.4426
NeoVerse † ( Yang et al., 2026 )
✗
16.756
0.4663
0.4566
16.179
0.4384
0.5296
16.120
0.5266
0.3981
C4G † ( Kim et al., 2026c )
✗
15.755
0.4735
0.6111
18.900
0.5813
0.5833
17.508
0.5518
0.4951
Table 3: On Novel Time Synthesis , FL4N achieves the state-of-the-art accuracy by a large margin over all methods, showing the strong generalization of our latent-based approach at novel interpolated timestamps. Best , second best , and third best results are highlighted.
Variant
Components
Full frame
Dynamic region
Residual branch
Static anchoring
Mask loss
Frozen renderer
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
(i)
✗
–
✗
✗
21.902
0.7272
0.2872
13.161
0.4851
0.4375
(ii)
✓
✓
✓
✗
22.147
0.6807
0.3095
13.828
0.4855
0.4647
(iii)
✓
✓
✗
✓
22.929
0.7405
0.2623
14.112
0.5002
0.4288
(iv)
✓
✗
✓
✓
23.608
0.7692
0.2461
14.253
0.5169
0.4363
FL4N
✓
✓
✓
✓
23.666
0.7734
0.2369
14.264
0.5192
0.4189
Table 4: Ablation studies on Kubric4D, on full frames and dynamic region. Each component contributes to our final formulation.
Figure 7: Qualitative comparison on 4D Novel View Synthesis. Gaussian-based methods often exhibit holes, object inconsistencies, and blurred details. Our method produces more coherent and visually consistent results, demonstrating the superiority of our latent-based representation over explicit geometry primitives.
Region
Feat.
δavg
δ 1
δ 4
δ 16
All
zst
27.33
5.65
25.37
53.40
zdyn
29.04
5.76
26.50
57.64
( + 1.71)
( + 0.11)
( + 1.13)
( + 4.24)
Dyn
zst
23.45
3.10
21.14
49.03
zdyn
25.29
3.12
22.37
53.68
( + 1.84)
( + 0.02)
( + 1.23)
( + 4.65)
Table 6: Zero-shot matching on DAVIS. Dynamic latent outperform static latent by encoding temporal information.
Region
Feat.
Δ 4
Δ 8
AbsRel ↓
δ<1.25↑
AbsRel ↓
δ<1.25↑
All
zst
0.0944
0.8908
0.0868
0.9081
zdyn
0.0863
0.9035
0.0751
0.9326
( − 0.0081)
( + 0.0127)
( − 0.0117)
( + 0.0244)
Dyn
zst
0.1178
0.8699
0.1149
0.8790
zdyn
0.1050
0.8941
0.0996
0.9099
Table 7: Probing video depth on Kubric. Dynamic latent yields consistent gains, with larger gains at greater temporal strides.
Appendix figures & tables26 assets
Supplementary material from the paper’s appendix.
Appendix
Figure A: Visualization of static latent. The static latent encodes camera pose, with similar colors for cameras pointing in the same direction. Red boxes highlight overlapping regions across context frames, which exhibit similar color gradients.
Figure B: Visualization of residual latent. (Left) Ground-truth RGB frame overlaid with the dynamic mask. (Right) Corresponding residual latent grid. Dynamic objects exhibit more pronounced residual latents as the target pose and time diverge from the input, indicating a larger discrepancy from the context frames.
Method
Pose
NVS
CTVS
Kubric4D
Charge
Kubric4D
Charge
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Feed-forward 4D Gaussian Representation
4DGT ( Xu et al., 2025 )
✓
12.089
0.2406
0.0305
17.703
0.6516
0.1127
12.405
0.2557
0.0303
17.708
0.6588
0.1157
MoVieS ( Lin et al., 2026a )
✓
11.401
0.1741
0.0318
17.969
0.6079
0.1130
11.797
0.2034
0.0307
18.068
0.6119
0.1147
NeoVerse † ( Yang et al., 2026 )
✗
10.847
0.1527
0.0381
16.292
0.5161
0.1242
10.254
0.1372
0.0403
16.152
0.4966
0.1307
Appendix
Table A: 4D NVS result for Dynamic region. † denotes 2,000 step test-time pose alignment, the best , second best , and third best results in each column are highlighted. Metrics are restricted to the moving pixels and are computed over the same target subset, and their full-frame counterparts for the same cells are reported in Tables 1 and 2 .
Figure C: Further qualitative comparison. Gaussian-based methods exhibit holes, object inconsistencies, and blurred details. Our method produces more coherent and visually consistent results, demonstrating the superiority of our latent-based representation over explicit geometry primitives.
Method
DAVIS-2016
DAVIS-2017
DAVIS-all
JM ↑
JR ↑
FM ↑
FR ↑
JM ↑
JR ↑
FM ↑
FR ↑
JM ↑
JR ↑
FM ↑
FR ↑
Easi3R dust3r ( Chen et al., 2025 )
50.10
55.77
43.40
37.25
46.86
50.54
39.06
30.05
44.10
50.85
35.16
27.24
Easi3R monst3r ( Chen et al., 2025 )
54.93
68.00
45.29
47.30
54.75
66.16
44.09
42.36
51.64
63.06
40.98
38.49
MonST3R ( Zhang et al., 2025 )
40.42
40.39
49.54
52.12
38.07
36.05
48.24
49.01
36.98
34.52
47.03
46.72
DAS3R ( Xu et al., 2024a )
41.13
38.67
44.50
36.94
44.51
43.95
46.71
44.96
43.33
38.93
45.24
38.78
VGGT4D ( Hu et al., 2026 )
62.12
76.80
56.04
67.49
56.45
65.62
51.09
56.85
50.75
55.59
47.04
46.43
Appendix
Table B: Quantitative results on dynamic regions. On the dynamic object segmentation task, Our method substantially outperforms other methods for 3D or 4D geometry estimation. Best and second best results are highlighted.
Figure D: Qualitative comparison of dynamic masks. Our method show more accurate dynamic object masks with clearer object boundary than VGGT4D ( Hu et al., 2026 ) .
Figure E: Generalization to the number of context frames , reporting PSNR on CamxTime as the number of conditioning frames varies at inference. The vertical line marks the 8 frames the model is trained with. The rendering quality remains on a flat plateau as the number of context frames increases to 32+ . The dynamic encoder generalizes to substantially longer temporal contexts than trained and effectively exploits temporal context far beyond the number of frames seen during training.
Variant
Δ 1
Δ 2
Δ 4
Δ 8
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Baselines
Static NVS model
21.90
0.727
0.287
20.87
0.716
0.308
20.49
0.705
0.325
20.35
0.700
0.332
Static NVS model, fine-tuned
21.83
0.668
0.320
21.30
0.664
0.334
21.32
0.666
0.338
21.33
0.665
0.339
Architecture
Unfrozen renderer
22.15
0.681
0.309
21.57
0.676
0.325
21.55
0.676
0.332
21.55
0.676
0.334
Appendix
Table C: Extensive ablation on Kubric4D across different temporal strides. Best and second best results are highlighted.
Region
Feat.
δavg
δ 1
δ 2
δ 4
δ 8
δ 16
All
zst
27.33
5.65
12.43
25.37
39.78
53.40
zdyn
29.04
5.76
12.50
26.50
42.81
57.64
( + 1.71)
( + 0.11)
( + 0.07)
( + 1.13)
( + 3.03)
( + 4.24)
Dyn
zst
23.45
3.10
9.12
21.14
34.84
49.03
zdyn
25.29
3.12
9.20
22.37
38.05
53.68
( + 1.84)
( + 0.02)
( + 0.08)
( + 1.23)
( + 3.21)
( + 4.65)
Appendix
Table D: Zero-shot matching on DAVIS. Performance on all threshold are reported. Dynamic latent demonstrates consistently better zero-shot matching accuracy than static latent on all thresholds.
Region
Feat.
Δ 1
Δ 2
Δ 4
Δ 8
AbsRel ↓
δ<1.25↑
AbsRel ↓
δ<1.25↑
AbsRel ↓
δ<1.25↑
AbsRel ↓
δ<1.25↑
All
zst
0.1129
0.8550
0.1023
0.8729
0.0944
0.8908
0.0868
0.9081
zdyn
0.1037
0.8722
0.0932
0.8937
0.0863
0.9035
0.0751
0.9326
( − 0.0092)
( + 0.0171)
( − 0.0092)
( + 0.0208)
( − 0.0081)
( + 0.0127)
( − 0.0117)
( + 0.0244)
Dyn
zst
0.1180
0.8597
0.1194
0.8614
0.1178
0.8699
0.1149
0.8790
zdyn
0.1127
0.8747
0.1078
0.8824
0.1050
0.8941
0.0996
0.9099
Appendix
Table E: Video depth probed on Kubric. Performance on all strides are reported. The gain is larger at larger temporal gap.
Region
Feat.
Δ 1
Δ 2
Δ 4
Δ 8
AJ ↑
<δavgx↑
OA ↑
AJ ↑
<δavgx↑
OA ↑
AJ ↑
<δavgx↑
OA ↑
AJ ↑
<δavgx↑
OA ↑
All
zst
37.63
52.35
70.40
36.15
51.65
69.20
33.10
49.00
66.42
28.92
45.82
63.42
zdyn
40.45
54.84
73.25
39.80
54.76
72.61
36.59
51.73
69.79
32.29
47.60
67.06
( + 2.82)
( + 2.49)
( + 2.85)
( + 3.64)
( + 3.11)
( + 3.41)
( + 3.49)
( + 2.73)
( + 3.37)
( + 3.38)
( + 1.78)
( + 3.64)
Dyn
zst
32.26
47.85
66.12
30.83
47.39
64.80
28.57
45.69
62.65
24.84
42.88
59.72
zdyn
34.82
49.86
69.23
34.09
49.53
68.65
32.01
47.70
66.64
28.75
44.81
64.38
Appendix
Table F: Point tracking probed on DAVIS. Tracking performance across different temporal strides are reported.
Figure F: Qualitative comparison of point tracking from static and dynamic features. Compared to static features, dynamic features produce more temporally coherent point tracks by better following objects and distinguishing them from the background.
Figure G: Qualitative comparison of depth map prediction from static and dynamic features. Compared to static features, dynamic features produce clearer depth maps, with more coherent depth predictions across objects and the background.
Method
Alignment
ADT
TUM
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
NeoVerse ( Yang et al., 2026 )
✗
12.217
0.2982
0.6391
14.398
0.4159
0.4587
✓
16.179
0.4384
0.5296
16.120
0.5266
0.3981
( + 3.962)
( + 0.1402)
( − 0.1095)
( + 1.721)
( + 0.1107)
( − 0.0606)
C4G ( Kim et al., 2026c )
✗
12.963
0.4487
0.6870
12.378
0.3935
0.5984
✓
18.900
0.5813
0.5833
17.508
0.5518
0.4951
Appendix
Table G: Test-time pose-alignment results for pose-free methods. Alignment optimizes each target pose against the ground-truth target image for 2,000 steps, and the green row reports its effect. Best , second best , and third best results are highlighted.
Figure H: More qualitative comparisons on NVIDIA across all scenes. Our method shows much better rendering quality than all other methods based on 3D Gaussian.
Figure I: More qualitative comparisons on N3DV across all scenes. Our method shows much better rendering quality than all other methods based on 3D Gaussian.
Figure J: More qualitative comparisons on TUM across all scenes.
Figure K: More qualitative comparisons on DyCheck across all scenes.
Figure L: More qualitative comparisons on ADT across all scenes. Our method shows much better rendering quality than all other methods based on 3D Gaussian. Gaussian-based approaches show severe artifacts such as holes caused by misaligned/mispositioned Gaussians.
Figure M: More qualitative comparisons on Charge across all scenes. Our method shows much better rendering quality than all other methods based on 3D Gaussian. Gaussian-based approaches show severe artifacts such as holes caused by misaligned/mispositioned Gaussians.
Figure N: Qualitative comparisons across view-time grid on NVIDIA. Red outlines indicate context frames. Compared with other methods, our methods show substantially better rendering quality with clear view-time disentanglement.
Figure O: Qualitative comparisons across view-time grid on N3DV. Red outlines indicate context frames. Compared with other methods, our methods show substantially better rendering quality with clear view-time disentanglement.
Figure P: Qualitative comparisons across view-time grid on Charge. Red outlines indicate context frames. Compared with other methods, our methods show substantially better rendering quality with clear view-time disentanglement.
Figure Q: Qualitative results across view-time grid on NVIDIA. Red outlines indicate context frames. Our method successfully synthesizes images at novel view and time, using target conditioning on predicted latent, without relying on explicit geometric primitives.
Figure R: Qualitative results across view-time grid on CamxTime. Red outlines indicate context frames. Our method successfully synthesizes images at novel view and time, using target conditioning on predicted latent, without relying on explicit geometric primitives.
Figure S: Qualitative results across view-time grid on Kubric4D. Red outlines indicate context frames. Our method successfully synthesizes images at novel view and time, using target conditioning on predicted latent, without relying on explicit geometric primitives.
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 work has shown that neural networks can perform 3D tasks such as Novel View Synthesis (NVS) without explicit 3D reconstruction. Even so, we argue that strong 3D inductive biases are still helpful in the design of such networks. We show this point by introducing LagerNVS, an encoder-decoder neural network for NVS that builds on `3D-aware' latent features. The encoder is initialized from a 3D reconstruction network pre-trained using explicit 3D supervision. This is paired with a lightweight decoder, and trained end-to-end with photometric losses. LagerNVS achieves state-of-the-art deterministic feed-forward Novel View Synthesis (including 31.4 PSNR on Re10k), with and without known cameras, renders in real time, generalizes to in-the-wild data, and can be paired with a diffusion decoder for generative extrapolation.
Stanislaw Szymanowicz, Minghao Chen, Jianyuan Wang +2
Visual Geometry Group, University of Oxford · Meta AI
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.