Generative view synthesis aims to synthesize novel-view videos from reference observations along user-defined camera trajectories. Maintaining global scene consistency throughout this process remains challenging for camera-conditioned interactive video generators. Existing approaches typically select reference frames based solely on camera poses, overlooking whether the content remains semantically relevant or even visible. To address these limitations, we draw inspiration from semantic and episodic memory in human cognition, in which semantic memory captures generalized knowledge across experiences, whereas episodic memory preserves information tied to specific past events and contexts. Motivated by the complementary roles of semantic and episodic memory, we introduce SE-Mem, a Semantic-Episodic Memory framework that organizes historical observations in a structured 3D representation and augments its elements with semantic importance scores. A two-stage memory retrieval strategy is designed to identify the most informative frames to provide contextual guidance. Taking into account both semantic significance and geometric visibility, SE-Mem preserves semantic coherence and fine-grained visual details during novel view synthesis. Extensive evaluations show that our approach improves visual quality and achieves competitive geometric consistency across multiple benchmarks.
Figures & tables
Figure 1: Scene-consistent generative view synthesis with SE-Mem. Given a single reference image and a user-defined camera trajectory, SE-Mem synthesizes a sequence of novel views while preserving previously observed scene content. Its Semantic-Episodic Memory combines structured 3D observations with semantic importance to retrieve relevant historical views, helping maintain scene consistency when the camera revisits earlier viewpoints in both indoor and outdoor environments.
Figure 2: Overview of SE-Mem. Given a sequence of target camera poses {ctgt} , SE-Mem maintains a Semantic-Episodic Memory that combines 3D episodic observations with semantic importance scores. Historical frames are processed to obtain 3D point representations and importance maps, which are integrated into a voxelized memory representation. During synthesis, a two-stage retrieval strategy selects reference frames by considering target-view visibility and voxel importance. The retrieved frames and their corresponding camera conditions are then provided to a camera-conditioned video generator to synthesize novel views, while newly generated observations are incrementally incorporated into the memory.
Figure 3: Visualization of importance maps. Given an input scene (left), our hierarchical importance scoring module (Eq. ( 4 )) produces an importance map (right), where brighter regions indicate higher importance values. This map guides our SE-Mem to prioritize semantically informative scene elements during both memory construction and retrieval.
RealEstate10K
Tanks-and-Temples
Method
PSNR ↑
SSIM ↑
LPIPS ↓
Rdist↓
Tdist↓
PSNR ↑
SSIM ↑
LPIPS ↓
Rdist↓
Tdist↓
MotionCtrl [ 32 ]
12.54
0.353
0.565
0.813
0.742
11.76
0.430
0.656
1.280
0.796
ViewCrafter [ 40 ]
16.57
0.583
0.447
0.474
0.623
12.84
0.461
0.598
1.039
0.820
GEN3C [ 21 ]
18.21
0.664
0.372
0.505
0.368
14.27
0.490
0.541
0.554
0.701
SEVA [ 43 ]
18.09
0.641
0.349
0.467
0.293
14.50
0.522
0.539
0.601
0.605
VMem [ 13 ]
17.98
0.632
0.356
0.592
0.481
14.73
0.514
0.513
0.715
0.472
Table 1: Quantitative comparison for the General Synthesis task on RealEstate10K and Tanks-and-Temples datasets. Best results are highlighted in bold, and second-best results are underlined.
Figure 4: Qualitative results on the Viewpoint Revisiting task. Our method maintains scene consistency when returning to previously observed viewpoints, successfully recovering the original environment with reduced perceptual drift and improved visual fidelity.
RealEstate10K
Tanks-and-Temples
Method
PSNR ↑
SSIM ↑
LPIPS ↓
Rdist↓
Tdist↓
PSNR ↑
SSIM ↑
LPIPS ↓
Rdist↓
Tdist↓
MotionCtrl [ 32 ]
9.78
0.314
0.660
1.407
0.920
8.15
0.265
0.792
2.854
1.826
SEVA [ 43 ]
13.20
0.501
0.459
0.967
0.516
11.09
0.329
0.636
1.973
0.921
GEN3C [ 21 ]
13.09
0.486
0.472
0.871
0.461
11.51
0.325
0.649
1.564
1.387
ViewCrafter [ 40 ]
13.38
0.473
0.434
0.912
0.654
11.35
0.309
0.672
1.746
0.710
VMem [ 13 ]
13.64
0.525
0.418
1.032
0.547
12.10
0.342
0.627
1.529
0.852
Table 2: Quantitative results on the Viewpoint Revisiting task on RealEstate10K and Tanks-and-Temples datasets. Best results are highlighted in bold, and second-best results are underlined.
Method
PSNR ↑
SSIM ↑
LPIPS ↓
Rdist↓
Tdist↓
MotionCtrl [ 32 ]
9.52
0.274
0.735
2.090
1.082
ViewCrafter [ 40 ]
12.01
0.353
0.621
2.577
0.760
GEN3C [ 21 ]
12.41
0.340
0.587
2.147
0.585
SEVA [ 43 ]
12.14
0.326
0.609
1.905
0.748
VMem [ 13 ]
12.28
0.359
0.550
1.792
0.632
SE-Mem (Ours)
12.35
0.376
0.522
2.086
0.517
Table 3: Quantitative comparison under the Viewpoint Revisiting setting on the DL3DV dataset. Best results are highlighted in bold, and second-best results are underlined.
Figure 5: Qualitative results on DL3DV under the Viewpoint Revisiting setting. Representative examples show that SE-Mem preserves scene structure and previously observed content when the camera returns to earlier viewpoints across diverse indoor and outdoor scenes.
Figure 6: Qualitative synthesis results on in-the-wild images from internet sources. SE-Mem preserves scene structure across the illustrated camera trajectories without domain-specific fine-tuning.
Backbone
Method
PSNR ↑
SSIM ↑
LPIPS ↓
Rdist↓
Tdist↓
SEVA
Baseline
13.20
0.501
0.459
0.967
0.516
+ SE-Mem
14.22
0.549
0.387
0.853
0.499
ViewCrafter
Baseline
13.38
0.473
0.434
0.912
0.654
+ SE-Mem
13.90
0.490
0.414
0.727
0.536
MVGenMaster
Baseline
11.29
0.342
0.604
1.327
1.108
+ SE-Mem
13.25
0.472
0.479
1.056
0.942
Table 4: Effect of SE-Mem on different camera-conditioned backbones.
Variant
PSNR ↑
SSIM ↑
LPIPS ↓
Rdist↓
Tdist↓
(i) Sliding Window
13.05
0.496
0.472
1.120
0.637
(ii) FOV
13.70
0.516
0.430
0.904
0.488
(iii) Ours (w/o semantic)
14.01
0.531
0.413
0.879
0.502
(iv) Ours (w/ semantic)
14.22
0.549
0.387
0.853
0.499
Table 5: Ablation study of memory retrieval strategy and semantic components on RealEstate10K.
Components
PSNR ↑
SSIM ↑
LPIPS ↓
Rdist↓
Tdist↓
Distinctiveness
13.71
0.526
0.421
0.921
0.561
Distinctiveness + Object
14.15
0.542
0.392
0.824
0.478
Distinctiveness + Object + Local
14.22
0.549
0.387
0.853
0.499
Table 6: Ablation study of different importance scoring components on the viewpoint revisiting task.
N
PSNR ↑
SSIM ↑
LPIPS ↓
Rdist↓
Tdist↓
N=0
13.97
0.534
0.391
0.885
0.508
N=1
14.22
0.549
0.387
0.853
0.499
N=2
13.74
0.518
0.412
0.942
0.524
Table 7: Ablation study on the number of complementary frames N under the Viewpoint Revisiting setting on RealEstate10K. The total context window size is fixed at K=4 .
Method
Peak GPU Memory
Time (s)
SEVA
17.84 GB
175
VMem
18.20 GB
612
Ours
18.15 GB
347
Table 8: Memory and time cost under the viewpoint revisiting setting. All measurements are conducted on a single NVIDIA A100 GPU.
Camera-conditioned video generation uses camera poses and scene geometry to create temporally coherent videos from specified viewpoints and trajectories.