Four-Dimensional

Momentum

7 papers in the last four weeks, up 133% on the four weeks before. 0.1% of all new papers.

Jul 6Week of Sep 21

Latest papers 27

Oct 1, 2026cs.AI

MCRI: A Four-Dimensional Framework for Analyzing and Evaluating Agent Skills

As agents evolve from single-tool systems into modular, composite architectures, skills are becoming an important mechanism for capability development and distribution. However, the academic community lacks a structured framework for systematically analyzing and evaluating skills. Drawing on information gain and behavioral constraint, we propose the four-dimensional MCRI Framework and operationalize it as MCRI-Eval, a large language model-based evaluation method. We evaluate MCRI-Eval using 63,812 public skills from the OpenClaw skill Hub, with 58,275 skill-conditioned model executions across BigCodeBench, BFCL-Fundamental, and Mind2Web. MCRI-Eval scores are positively associated with community popularity signals and achieve the highest downstream ranking agreement among the evaluated methods. MCRI-Eval also improves top-1 skill selection across all three benchmarks: compared with the strongest baseline on each benchmark, the skills selected by MCRI-Eval advance by 17.7, 22.8, and 19.6 percentile points in downstream performance rank on BigCodeBench, BFCL-Fundamental, and Mind2Web, respectively. These results indicate that MCRI-Eval provides a useful pre-execution signal for prioritizing promising skills before costly execution-based evaluation.
Oct 1, 2026cs.CV

ARROW: Arbitrary Reconstruction and Tracking of 4D Observations in the Wild

Dynamic scenes may be captured by a moving camera, multiple video streams, or images taken at different times. These observations reveal complementary aspects of scene geometry and motion, yet bringing them together requires establishing correspondence across viewpoints, capture times, and visibility changes. We introduce ARROW, a feed-forward model that unifies 3D reconstruction and 3D point tracking from arbitrary image sets. At its core is a novel order-invariant querying approach, which allows the association of queries with observations across arbitrary inputs. We show that exposing the model to more diverse sets of inputs during training results in improved task performance. Moreover, the resulting model is capable of generalization to a wider range of tasks including multi-view tracking. Trained with this strategy, ARROW establishes a new state of the art in 3D tracking on WorldTrack and TAPVid-3D and outperforms dedicated multi-view trackers on an adapted RGB-only MVTracker benchmark, while remaining competitive across 3D reconstruction tasks. Code and weights are publicly available.
Oct 1, 2026cs.CV

A Compact Explicit 4D Representation for Dynamic Scenes

A compact dynamic-scene representation must retain both the surfaces seen over time and the appearance needed to render them from new viewpoints. We present Sparc4D, a feed-forward autoencoder that encodes a monocular video with known cameras into a sparse 4D scene state. Static features are shared across the clip, while spatially anchored temporal slots compress time-varying features. A sparse decoder produces 2D Gaussian surfels, while stored source pixels preserve fine texture through geometric re-projection. The state includes one full source frame and dynamic-region pixels sampled every fourth frame, alongside learned features and sparse occupancy. For a 32-frame MultiCamVideo clip, it averages 0.95M 32-bit-equivalent values on random windows and 0.92M on the first-32 protocol. On first-32, Sparc4D reaches 21.70,dB, compared with 20.40,dB for MoVieS. On randomly placed windows, their PSNR scores are comparable. With stored texture disabled, temporal slots compress the time-varying feature state by a median 4.0×4.0\times and reduce the mean state from 1.04M to 0.42M values, with essentially unchanged target-view reconstruction quality. Without fine-tuning on real data, Sparc4D transfers to DyCheck and Neu3D, where stored texture improves LPIPS while slightly reducing PSNR.
Sep 28, 2026cs.CV

RoGSW4RLD: Feed-Forward 4D Gaussian Lifting for Robot World Model Rollouts

Action-conditioned video world models predict future robot interactions from multiple cameras, yet their outputs remain disparate video collections rather than a shared metric scene queryable across viewpoints and time. While existing 4D reconstruction methods offer a path to spatialize these predictions, independently reconstructing and merging each camera stream fails to enforce cross-view consistency. This limitation is particularly detrimental when combining moving robot-mounted cameras with fixed external views. To address this, we introduce RoGSW4RLD, a feed-forward framework that lifts synchronized multi-camera rollouts into a unified, time-queryable metric 4D Gaussian field. Rather than learning a separate geometric transition model, RoGSW4RLD directly reconstructs the visual future generated by existing world models. Its core innovation is a two-stage architecture: Stage 1 jointly forms the metric 4D field by fusing cross-view evidence with robot-specific articulated geometry and kinematics, while Stage 2 refines the field's geometry and appearance while strictly preserving the initial temporal displacements. Evaluated on 256 held-out DROID episodes, RoGSW4RLD significantly outperforms camera-wise reconstruction with calibrated merging, improving novel-view PSNR by 2.15 dB, reducing depth AbsRel by 47%, and lowering robot displacement error by 61%. These robust gains extend to action-conditioned Cosmos 3 rollouts, demonstrating that predicted video futures can be successfully translated into consistent, spatially queryable 4D metric representations.
Sep 23, 2026cs.CV

NeuralSRNF: Neural Square Root Normal Fields for the Statistical Shape Analysis and Generation of Nonrigid 3D and 4D Objects

We introduce NeuralSRNF, a novel framework for the statistical shape analysis and generation of genus-zero 3D and 4D objects that undergo nonrigid deformations. Traditional methods rely on complex and computationally expensive nonlinear elastic metrics that measure bending and stretching. Recent advances in elastic shape analysis achieve computational efficiency by mapping input 3D shapes to the space of Square Root Normal Fields (SRNFs) where the L2 metric approximates the partial elastic metric, significantly facilitating the process of computing geodesics and summary statistics. SRNFs, however, are not invertible, and the numerical algorithms used to map SRNFs back to the original space of surfaces remain computationally very expensive and often lead to approximate results. This paper addresses this fundamental SRNF inversion problem using a novel neural representation, termed NeuralSRNF. Unlike the commonly used numerical SRNF, NeuralSRNF is (1) continuous, and thus resolution-agnostic, enabling full functional shape analysis, (2) more accurate, and (3) computationally more efficient as it can compute inverse SRNF maps along a geodesic path in less than 3 s compared to over 10 min for the numerical SRNF. We demonstrate, using various datasets, the utility and efficiency of the proposed NeuralSRNF in multiple elastic 3D and 4D shape analysis tasks such as geodesic computation, deformation transfer, statistical summaries computation, and 3D shape generation. We show that it outperforms competing methods on most evaluated datasets and metrics by a wide margin in both accuracy and computational efficiency. The source code and additional results are available at https://awaisnizamani16.github.io/awais/NeuralSRNF/.
Sep 21, 2026cs.CV

STAR: Scene- and Task-Aware 4D Radar Preprocessing Towards End-to-End Cognitive Radar

Four-dimensional (4D) Radar has emerged as a key sensor for environmental perception, providing range, azimuth, elevation, and Doppler measurements while remaining robust to illumination changes and adverse weather conditions. However, conventional Radar preprocessing methods, such as constant false alarm rate (CFAR) detection, select measurements primarily based on signal-level criteria and may therefore discard information valuable for downstream perception during point cloud generation. In addition, existing 4D Radar perception pipelines typically optimize Radar data processing and downstream perception independently, preventing task objectives from directly guiding the preprocessing stage. To address these limitations, we propose a Scene- and Task-Aware Radar (STAR) Preprocessor together with an end-to-end training framework. The STAR Preprocessor incorporates scene context and downstream task objectives to generate task-relevant Radar points, enabling the Radar representation to be optimized directly for perception. On the K-Radar benchmark, the proposed method achieves 74.3 AP, outperforming the previous state of the art by 5.6 AP points. Furthermore, applying the task-relevant points generated by STAR to various existing 3D detectors improves detection performance in most evaluation settings and yields an overall positive average gain over point clouds produced by conventional preprocessing.
Sep 16, 2026cs.RO

4D Radar Perception Algorithms for Autonomous Driving: A Review

Research on 4D millimeter-wave radar perception algorithms has flourished in recent years, extending from signal processing and object detection to semantic segmentation, motion estimation, occupancy prediction, and dynamic scene reconstruction. This review organizes the field according to the evolution of perception tasks and algorithms. It first introduces radar fundamentals, data representations, and quality-enhancement methods, and then reviews object-level perception, motion and localization, local and dense spatial perception, and dynamic scene understanding. Across these directions, we compare radar-only learning, multimodal fusion, and cross-modal supervision and knowledge distillation. Particular attention is paid to how elevation, Doppler measurements, and radar physical priors are exploited across tasks. We further summarize the task coverage, input data, annotations, and evaluation protocols of existing datasets, clarifying the empirical support for different research directions. Finally, we discuss the common challenges and future directions of 4D radar perception for autonomous driving. This review provides a task-oriented perspective on the transition from sparse object perception to dynamic spatial understanding.
Sep 15, 2026cs.CV

MEgoVista: Multi-view Ego-aware Motion Estimation for Metric 4D Hands and Head in the Wild

Learning manipulation from human video requires high-fidelity hand-motion reconstruction in metric units. Today's metric hand labels come from studio rigs and instrumented headsets, and both are confined in the same two ways: neither leaves a prepared setting, and neither is checked against an independent reference. Unconstrained head-worn recording promises the opposite trade-off, scaling with the number of people wearing a device. We therefore introduce MEgoVista, an offline pipeline that turns a single unprepared MEgo View recording into metric two-hand and head motion in one gravity-aligned world frame. Three properties set it apart from existing egocentric reconstruction systems: first, it reconstructs in settings studio volumes and tabletop rigs cannot reach, settling hand ownership at detection so bystander hands stay out of the wearer's trajectory; second, it takes its metric gauge from calibrated stereo rather than a monocular prior, installing scale at initialisation so policies receive physical units, not arbitrary coordinates; third, both outputs are scored inside a motion-capture volume against independent Chingmu optical capture, under a protocol that audits its own reference and charges what a method declines to predict. MEgoVista is offered as a measured route from egocentric video to metric hand supervision, one that widens where such labels can be gathered.
Sep 14, 2026physics.ao-ph

4D Parallelism Unlocks Exascale Bayesian Neural Networks for High-Fidelity Atmospheric Modeling

We present BEAST, the first-ever Bayesian Swin Transformer for atmospheric forecasting on 0.25∘^\circ global resolution able to accurately quantify both aleatoric and epistemic uncertainty. To overcome the associated computational bottlenecks, we devise an orthogonal 4D-parallelization scheme that introduces a unique domain-tensor-parallelism strategy and a novel uncertainty parallel method, enabling us to fully leverage GPU capacity and efficiently scale model training. For a 2.4-billion-parameter model, we achieve a peak performance of 3.96 EFLOP/s on 20,480 NVIDIA GH200 GPUs on the JUPITER supercomputer. We train BEAST as a 700-million-parameter model with 96 random weight samples on 384 nodes on 40 years of data for nearly one million gradient updates. This model achieves predictive skill scores competitive with state-of-the-art probabilistic atmospheric AI models and numerical models, and can predict extreme events with exceptional skill, while generating large ensembles 3 to 4 times faster than the current-best AI model. Our contribution unlocks the potential of high-fidelity uncertainty quantification in atmospheric AI models, heralding a new era for AI-based models in climate and Earth system sciences.
Sep 8, 2026cs.CV

Point4D: Long-range 4D Motion Reconstruction

We introduce Point4D, a feed-forward model for 4D reconstruction of long-range video sequences. Point4D is able to reliably infer dense per-point 3D trajectories across multi-hundred-frame videos, unlike existing 4D methods that are limited to short input windows of at most a few dozen frames. A key innovation that enables this is our flexible 3D query-based motion decoder that decouples trajectory prediction from image-plane visibility. The predicted 3D endpoints are then directly re-queried in the next chunk without re-projection or matching. Furthermore, we show that extracting and reusing a visual descriptor from an arbitrary frame where the point is visible leads to better performance than relying solely on the source patch. Overall, Point4D achieves state-of-the-art performance across diverse long-video tracking benchmarks spanning over 200 frames and largely outperforms previous feed-forward 4D method. Project page: https://point-4d.github.io
Sep 3, 2026cs.CV

Unfold The World: Factorize 4D Properties in Reinforcing Spatial Reasoning

Despite the remarkable prowess of Vision-Language Models (VLMs) in general multimodal tasks, they remain fundamentally flat'' when reasoning about the physical world. We argue that this spatial bottleneck stems from a profound dimensional mismatch: while VLMs are trained to interpret 2D projections, true spatial reasoning demands the recovery of latent 3D geometry and temporal continuity. To conquer this high-dimensional complexity, we advocate a shift from monolithic learning to a divide and conquer'' paradigm. We present FactoSR, a factorized reinforcement learning framework that explicitly interpret the dimensions collapsed by visual projection. At its core, FactoSR decomposes the monolithic problem of world-consistent reasoning into three orthogonal, geometric sub-objectives: planar correspondence (XYXY), depth consistency (ZZ), and temporal reversibility (TT). By optimizing these verifiable constraints within a unified policy learning mechanism, we effectively transform an ill-posed projection recovery problem into a series of tangible reasoning steps. Extensive evaluations on multi-view and video benchmarks demonstrate that this elegant decomposition yields substantial gains in 3D and 4D reasoning, achieving a 5.9% boost on VSI-Bench and 4.5% on All-Angles-Bench. Our findings suggest that reinforcing explicit, factorized 4D consistency is a critical step toward evolving VLMs into robust, world-aware reasoners.
Aug 15, 2026cs.RO

Low-Rank Dynamics-Effective Latent Carriers for Counterfactual Rollout in Learned World Models

We ask whether a small, directly addressable hidden-state intervention can place a learned world model on an intended counterfactual future and then let the model's own dynamics carry that future forward. In a controlled two-object collision environment, we study a 192-dimensional recurrent model trained on factual and locally edited counterfactual trajectories. Candidate carriers are learned from training-only counterfactual-minus-factual hidden differences, and an affine map predicts carrier coordinates from the factual state and requested edit without access to the native counterfactual hidden state at test time. For bounded single-component velocity edits, rank 4 is the smallest tested rank on the preregistered grid that satisfies the development criteria. A one-shot rank-4 patch launches a 12-transition autonomous rollout without future observations, teacher forcing, repeated hidden-state correction, or physical-state clamping. The frozen procedure satisfies the preregistered 2-of-3 fresh-checkpoint replication rule and remains reusable at nearby anchors. The same Single-derived carrier and Single-only affine map also support bounded same-object two-component requests. Across the matched training regimes, broader counterfactual support was associated mainly with better Joint rollout accuracy and more additive Joint hidden responses. Composition-related structure is enriched in the rank-4 subspace but is not confined to it, and local recurrent diagnostics show strong one-step coupling from the carrier to the rest of the hidden state. A position-edit stress test fails the required specificity controls. Together, these results support a compact dynamics-effective intervention-entry interface, not a closed four-dimensional state or an intrinsic state dimension.
Aug 13, 2026cs.RO

A Browser-Native Digital Test Range for Benchmarking 4D Ocean-Glider Planning Algorithms

Repeated in-situ evaluation of ocean-glider planners requires scarce vehicles, operators, deployment and recovery resources, and ocean conditions that cannot be reset for competing algorithms. We present a guided, installation-free browser-native digital test range that transforms a selected region into a reproducible four-dimensional experiment. The system leads users from regional domain selection through mission-scoped bathymetry, time/depth forcing, science objectives, optional task decomposition, route specification, current-advected execution, observation generation, and scoring. Its primary contribution is a common plan-to-observation contract unifying vehicle, sensing, and evaluator assumptions across manual routes, transparent built-in algorithms, and imported classical or learned-planner outputs, while exported artifacts form dataset-ready records. A controlled Observing System Simulation Experiment (OSSE) evaluates five classical planners in two episodes, three deterministic seeds, and a calibrated 60-hour horizon. All 54 missions completed and recovered without hard violations, while planner rankings and dive-policy effects revealed operational-scientific tradeoffs. An authentic public deployment supplied a field-referenced audit to scope current kinematic boundaries. Separately, source-locked GliderFlight 1.2.0 achieved native-to-browser parity through Pyodide/WebAssembly, establishing a pathway for high-fidelity multi-tier simulation. The resulting operational space is scientifically traceable and component-qualified for mission-scale pre-deployment experimentation.
Aug 3, 2026cs.CV

FAST-GS: Frequency Aware Space-time Gaussian Splatting for Photorealistic Dynamic Novel View Synthesis

4D Gaussian Splatting (4DGS) excels in dynamic 3D reconstruction and real-time novel view synthesis via efficient 4D Gaussian representations and parallelizable rendering. However, existing 4DGS approaches rely on a single polynomial to model motion, which limits performance in complex dynamic scenes where high-frequency motion components are prevalent, and fails to ensure long-term stability due to cumulative trajectory drift. To address these issues, we propose a Fourier Motion Modeling module: this paradigm decomposes motion into frequency-based sinusoidal components, capturing both low-frequency global trajectories and high-frequency local details to model complex motion patterns accurately. It retains the real-time rendering capability of 4DGS while improving complex motion fitting and long-term coherence. Additionally, we integrate a motion-aware regularization strategy into the loss function: it uses frequency-dependent weights to suppress high-frequency jitter while preserving low-frequency motion coherence. Extensive experiments on N3V and Google Immersive datasets from multiple scenarios demonstrate the effectiveness of our method.
Aug 2, 2026cs.CV

Astrolabe: Spherical-Map Guidance Across Diffusion Pipelines for Full-Body Capture from Unconstrained Images

Full-body capture from unconstrained photographs requires global correspondence across arbitrary views, poses, crops, and occlusions. Yet pose, geometry, and foundation features estimated in this setting are too unreliable for dense matching or appearance transfer, while diffusion rectifiers and optimization pipelines expose no common interface for consuming such uncertain correspondence. Our insight is that correspondence need not be locally accurate: its coarse viewpoint and body layout can still organize how a diffusion prior adapts and guides reconstruction. We introduce \emph{Astrolabe}, a host-portable adapter built on frozen viewpoint-guided spherical maps (SPH). A fixed bounded transform converts SPH into a spatial noise shift, which is matched during prior adaptation and reused during downstream denoising or score-distillation guidance in both pipeline categories. When a rectifier exposes a reference router, the same target/reference SPH additionally supplies coarse compatibility scores to select native appearance features; router-free optimization uses only the shared shift path. Astrolabe therefore follows one SPH--shift--adapt--guide process without dense warping or a learned control branch. Across Puzzle-IOI and 4D-Dress, it improves all reported image metrics in both hosts and all paired Puzzle-IOI geometry metrics; image gains extend to rear views, while 4D-Dress geometry remains stable overall.
Jul 22, 2026cs.CV

ODeform: Learning Continuous 4D Motion for Shape Deformation with Neural ODEs

Modeling continuous object deformation is important for many computer vision and robotics tasks, such as manipulation and simulation. Existing approaches rely on learning-based methods or physics simulators to model shape deformations. However, these approaches either use discrete time steps or are too computationally intensive for real-time applications. We present ODeform, a novel extension of Neural Ordinary Differential Equations to continuous 4D dynamics of deformable objects in 3D space. Our method transforms 3D point clouds and physical conditions (like material properties) into a unified latent space. By solving the resulting ordinary differential equations over time, we model deformations as continuous flows within this learned embedding, eliminating the need for discrete time steps while maintaining computational efficiency. We evaluate our approach on unseen physical parameter configurations, showing improved motion prediction accuracy over baseline methods. Our experiments further demonstrate a successful transfer to real 3D captured objects with novel shapes, along with effective interpolation and extrapolation of the learned dynamics. Our code and data will be made publicly available.
Jul 7, 2026cs.RO

RynnWorld-4D: 4D Embodied World Models for Robotic Manipulation

Robotic manipulation in the open world requires not only recognizing what a scene looks like, but also anticipating how its 3D structure moves under interaction. We argue that synchronized RGB, depth, and optical flow (RGB-DF) provide a physically grounded representation that captures the underlying 4D dynamics of a scene. Compared to 2D pixel videos, this multi-modal synergy aligns visual appearance with geometric structure and temporal motion, creating a representation space significantly closer to low-level end-effector actions demanded by robotic systems, narrowing the gap between world prediction and policy learning. Building on this insight, we introduce RynnWorld-4D, a generative model that co-produces future RGB frames, depth maps, and optical flow from a single RGB-D image and a language instruction within one unified diffusion process. This 4D world model features a tri-branch architecture that integrates cross-modal attention with frame-wise 3D RoPE, ensuring that appearance, geometry, and motion evolve consistently. To supply training data at scale, we curate Rynn4DDataset 1.0, a massive dataset of over 254.4 million frames across egocentric human and robotic manipulation videos with high-quality pseudo-labels for depth and optical flow. We further propose RynnWorld-4D-Policy, an inverse dynamics head that consumes the internal 4D representations of RynnWorld-4D in a single forward pass, bypassing expensive multi-step denoising, to output robot actions in a closed-loop manner. Experiments show that RynnWorld-4D produces temporally and spatially coherent 4D predictions, and that RynnWorld-4D-Policy achieves state-of-the-art performance on real-world dexterous bimanual manipulation tasks, particularly excelling in tasks demanding spatial precision and temporal coordination.
Jul 7, 2026cs.CV

Beyond Perfect Priors: Adaptive Gaussian Graph for 4D Driving Reconstruction in the Wild

Reconstructing 4D driving scenes in the wild (e.g., internet and AI-generated videos) is critical for diverse autonomous driving simulation. While recent Gaussian Scene Graph (GSG) methods achieve impressive visual quality, they heavily rely on precise priors, such as accurate camera poses and LiDAR depth, or manual annotations. When initialized with noisy priors estimated from in-the-wild videos, existing GSG methods suffer from optimization ambiguity (e.g., entangling camera and agent poses) and topological failures (e.g., missing objects), causing severe rendering artifacts. To enable robust in-the-wild reconstruction, we introduce Adaptive Gaussian Graph (AGG), a self-correcting 4D framework. Our Semantically-Guided Tick-Tock Strategy leverages 2D foundation features to explicitly decouple static background and camera pose updates from dynamic agent learning. Concurrently, our Adaptive Topology Evolution module actively rectifies graph structures by spawning missing agents, reassigning misclassified Gaussians, and pruning false positives. To rigorously evaluate this in-the-wild setting, we introduce Wild-30, a challenging benchmark of internet and generative videos. Extensive experiments on KITTI and Wild-30 validate that AGG consistently outperforms state-of-the-art approaches in visual fidelity and robustness under noisy priors.
Jul 1, 2026cs.RO

Structured 4D Latent Predictive Model for Robot Planning

Video predictive models are emerging as a powerful paradigm in robotics, offering a promising path toward task generalization, long-horizon planning, and flexible decision-making. However, prevailing approaches often operate on 2D video sequences, inherently lacking the 3D geometric understanding necessary for precise spatial reasoning and physical consistency. We introduce a Structured 4D Latent Predictive Model, which predicts the evolution of a scene's 3D structure in a structured latent space conditioned on observations and textual instructions. Our representation encodes the scene holistically and can be decoded into diverse 3D formats, enabling a more complete and 3D consistent scene understanding. This structured 4D latent predictive model serves as a planner, generating future scenes that are translated into executable actions by a goal-conditioned inverse dynamics module. Experiments demonstrate that our model generates futures with strong visual quality, substantially better 3D consistency and multi-view coherence compared to state-of-the-art video-based planners. Consequently, our full planning pipeline achieves superior performance on complex manipulation tasks, exhibits robust generalization to novel visual conditions, and proves effective on real-world robotic platforms. Our website is available at https://structured-4d-model.github.io/.
May 31, 2026cs.CV

Learning Neural Deformation Representation for 4D Dynamic Shape Generation

Recent developments in 3D shape representation opened new possibilities for generating detailed 3D shapes. Despite these advances, there are few studies dealing with the generation of 4D dynamic shapes that have the form of 3D objects deforming over time. To bridge this gap, we focus on generating 4D dynamic shapes with an emphasis on both generation quality and efficiency in this paper. HyperDiffusion, a previous work on 4D generation, proposed a method of directly generating the weight parameters of 4D occupancy fields but suffered from low temporal consistency and slow rendering speed due to motion representation that is not separated from the shape representation of 4D occupancy fields. Therefore, we propose a new neural deformation representation and combine it with conditional neural signed distance fields to design a 4D representation architecture in which the motion latent space is disentangled from the shape latent space. The proposed deformation representation, which works by predicting skinning weights and rigid transformations for multiple parts, also has advantages over the deformation modules of existing 4D representations in understanding the structure of shapes. In addition, we design a training process of a diffusion model that utilizes the shape and motion features that are extracted by our 4D representation as data points. The results of unconditional generation, conditional generation, and motion retargeting experiments demonstrate that our method not only shows better performance than previous works in 4D dynamic shape generation but also has various potential applications.
May 11, 2026cs.CV

Geometric 4D Stitching for Grounded 4D Generation

Recent 4D generation methods complete scene-level missing information using generative models and reconstruct the scene into radiance-based representations. However, these pipelines often present geometric inconsistencies in the generated content, and the radiance-based reconstruction requires expensive optimization. Furthermore, radiance-based representations often absorb these geometric inconsistencies into their view-dependent nature, failing to enforce the grounded geometric consistency. To address these issues, we propose Geometric 4D Stitching, an efficient framework that explicitly identifies missing geometric regions and complements them with geometrically grounded 4D stitches. As a result, our method constructs 4D scene representations in under 10 minutes on a single NVIDIA RTX 5090 GPU per one-step scene expansion, while improving geometric consistency. Moreover, we demonstrate that our explicit 4D stitching supports interative expansion of 4D mesh as well as 4D scene editing.
May 6, 2026cs.CV

Velox: Learning Representations of 4D Geometry and Appearance

We introduce a framework for learning latent representations of 4D objects which are descriptive, faithfully capturing object geometry and appearance; compressive, aiding in downstream efficiency; and accessible, requiring minimal input, i.e., an unstructured dynamic point cloud, to construct. Specifically, Velox trains an encoder to compress spatiotemporal color point clouds into a set of dynamic shape tokens. These tokens are supervised using two complementary decoders: a 4D surface decoder, which models the time-varying surface distribution capturing the geometry; and a Gaussian decoder, which maps the tokens to 3D Gaussians, helping learn appearance. To demonstrate the utility of our representation, we evaluate it across three downstream tasks -- video-to-4D generation, 3D tracking, and cloth simulation via image-to-4D generation -- and observe strong performances in all settings.
May 6, 2026cs.CV

Ground4D: Spatially-Grounded Feedforward 4D Reconstruction for Unstructured Off-Road Scenes

Feedforward Gaussian Splatting has recently emerged as an efficient paradigm for 4D reconstruction in autonomous driving. However, in unstructured off-road scenes, its performance degrades due to high-frequency geometry, ego-motion jitter, and increased non-rigid dynamics. These factors introduce conflicting Gaussian observations across timestamps, leading to either over-smoothed renderings or structural artifacts. To address this issue, we propose Ground4D, a spatially-grounded 4D feedforward framework for pose-free off-road reconstruction. The key idea is to resolve temporal conflicts through spatially localized conditioning. Specifically, we introduce voxel-grounded temporal Gaussian aggregation, which partitions the canonical Gaussian space into spatial voxels and performs query-conditioned temporal attention within each voxel. Intra-voxel softmax normalization ensures that temporal selectivity and spatial occupancy become mutually reinforcing rather than conflicting. We furthermore introduce surface normal cues as auxiliary geometric guidance to regularize the geometry of Gaussian primitives. Extensive experiments on ORAD-3D and RELLIS-3D demonstrate that Ground4D consistently outperforms existing feedforward methods in reconstruction quality and generalizes zero-shot to unseen off-road domains. Project page and code:https://github.com/wsnbws/Ground4D.
Apr 23, 2026cs.CV

Sculpt4D: Generating 4D Shapes via Sparse-Attention Diffusion Transformers

Recent breakthroughs in 3D generative modeling have yielded remarkable progress in static shape synthesis, yet high-fidelity dynamic 4D generation remains elusive, hindered by temporal artifacts and prohibitive computational demand. We present Sculpt4D, a native 4D generative framework that seamlessly integrates efficient temporal modeling into a pretrained 3D Diffusion Transformer (Hunyuan3D 2.1), thereby mitigating the scarcity of 4D training data. At its core lies a Block Sparse Attention mechanism that preserves object identity by anchoring to the initial frame while capturing rich motion dynamics via a time-decaying sparse mask. This design faithfully models complex spatiotemporal dependencies with high fidelity, while sidestepping the quadratic overhead of full attention and reducing network total computation by 56%. Consequently, Sculpt4D establishes a new state-of-the-art in temporally coherent 4D synthesis and charts a path toward efficient and scalable 4D generation.
Mar 3, 2026cs.CV

Phys4D: Fine-Grained Physics-Consistent 4D Modeling from Video Diffusion

Recent video diffusion models have achieved impressive capabilities as large-scale generative world models. However, these models often struggle with fine-grained physical consistency, exhibiting physically implausible dynamics over time. In this work, we present \textbf{Phys4D}, a pipeline for learning physics-consistent 4D world representations from video diffusion models. Phys4D adopts \textbf{a three-stage training paradigm} that progressively lifts appearance-driven video diffusion models into physics-consistent 4D world representations. We first bootstrap robust geometry and motion representations through large-scale pseudo-supervised pretraining, establishing a foundation for 4D scene modeling. We then perform physics-grounded supervised fine-tuning using simulation-generated data, enforcing temporally consistent 4D dynamics. Finally, we apply simulation-grounded reinforcement learning to correct residual physical violations that are difficult to capture through explicit supervision. To evaluate fine-grained physical consistency beyond appearance-based metrics, we introduce a set of \textbf{4D world consistency evaluation} that probe geometric coherence, motion stability, and long-horizon physical plausibility. Experimental results demonstrate that Phys4D substantially improves fine-grained spatiotemporal and physical consistency compared to appearance-driven baselines, while maintaining strong generative performance. Our project page is available at https://sensational-brioche-7657e7.netlify.app/
Nov 24, 2025cs.CV

NI-Tex: Non-isometric Image-based Garment Texture Generation

Existing industrial 3D garment meshes already cover most real-world clothing geometries, yet their texture diversity remains limited. To acquire more realistic textures, generative methods are often used to extract Physically-based Rendering (PBR) textures and materials from large collections of wild images and project them back onto garment meshes. However, most image-conditioned texture generation approaches require strict topological consistency between the input image and the input 3D mesh, or rely on accurate mesh deformation to match to the image poses, which significantly constrains the texture generation quality and flexibility. To address the challenging problem of non-isometric image-based garment texture generation, we construct 3D Garment Videos, a physically simulated, garment-centric dataset that provides consistent geometry and material supervision across diverse deformations, enabling robust cross-pose texture learning. We further employ Nano Banana for high-quality non-isometric image editing, achieving reliable cross-topology texture generation between non-isometric image-geometry pairs. Finally, we propose an iterative baking method via uncertainty-guided view selection and reweighting that fuses multi-view predictions into seamless, production-ready PBR textures. Through extensive experiments, we demonstrate that our feedforward dual-branch architecture generates versatile and spatially aligned PBR materials suitable for industry-level 3D garment design.
Date pendingcs.CV

Dream4D: Lifting Camera-Controlled I2V towards Spatiotemporally Consistent 4D Generation

The synthesis of spatiotemporally coherent 4D content presents fundamental challenges in computer vision, requiring simultaneous modeling of high-fidelity spatial representations and physically plausible temporal dynamics. Current approaches often struggle to maintain view consistency while handling complex scene dynamics, particularly in large-scale environments with multiple interacting elements. This work introduces Dream4D, a novel framework that bridges this gap through a synergy of controllable video generation and neural 4D reconstruction. Our approach seamlessly combines a two-stage architecture: it first predicts optimal camera trajectories from a single image using few-shot learning, then generates geometrically consistent multi-view sequences via a specialized pose-conditioned diffusion process, which are finally converted into a persistent 4D representation. This framework is the first to leverage both rich temporal priors from video diffusion models and geometric awareness of the reconstruction models, which significantly facilitates 4D generation and shows higher quality (e.g., mPSNR, mSSIM) over existing methods.