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Apr 30

FreeArt3D: Training-Free Articulated Object Generation using 3D Diffusion

Articulated 3D objects are central to many applications in robotics, AR/VR, and animation. Recent approaches to modeling such objects either rely on optimization-based reconstruction pipelines that require dense-view supervision or on feed-forward generative models that produce coarse geometric approximations and often overlook surface texture. In contrast, open-world 3D generation of static objects has achieved remarkable success, especially with the advent of native 3D diffusion models such as Trellis. However, extending these methods to articulated objects by training native 3D diffusion models poses significant challenges. In this work, we present FreeArt3D, a training-free framework for articulated 3D object generation. Instead of training a new model on limited articulated data, FreeArt3D repurposes a pre-trained static 3D diffusion model (e.g., Trellis) as a powerful shape prior. It extends Score Distillation Sampling (SDS) into the 3D-to-4D domain by treating articulation as an additional generative dimension. Given a few images captured in different articulation states, FreeArt3D jointly optimizes the object's geometry, texture, and articulation parameters without requiring task-specific training or access to large-scale articulated datasets. Our method generates high-fidelity geometry and textures, accurately predicts underlying kinematic structures, and generalizes well across diverse object categories. Despite following a per-instance optimization paradigm, FreeArt3D completes in minutes and significantly outperforms prior state-of-the-art approaches in both quality and versatility.

Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle

We introduce Gaussian-Flow, a novel point-based approach for fast dynamic scene reconstruction and real-time rendering from both multi-view and monocular videos. In contrast to the prevalent NeRF-based approaches hampered by slow training and rendering speeds, our approach harnesses recent advancements in point-based 3D Gaussian Splatting (3DGS). Specifically, a novel Dual-Domain Deformation Model (DDDM) is proposed to explicitly model attribute deformations of each Gaussian point, where the time-dependent residual of each attribute is captured by a polynomial fitting in the time domain, and a Fourier series fitting in the frequency domain. The proposed DDDM is capable of modeling complex scene deformations across long video footage, eliminating the need for training separate 3DGS for each frame or introducing an additional implicit neural field to model 3D dynamics. Moreover, the explicit deformation modeling for discretized Gaussian points ensures ultra-fast training and rendering of a 4D scene, which is comparable to the original 3DGS designed for static 3D reconstruction. Our proposed approach showcases a substantial efficiency improvement, achieving a 5times faster training speed compared to the per-frame 3DGS modeling. In addition, quantitative results demonstrate that the proposed Gaussian-Flow significantly outperforms previous leading methods in novel view rendering quality. Project page: https://nju-3dv.github.io/projects/Gaussian-Flow

  • 4 authors
·
Dec 6, 2023

Doracamom: Joint 3D Detection and Occupancy Prediction with Multi-view 4D Radars and Cameras for Omnidirectional Perception

3D object detection and occupancy prediction are critical tasks in autonomous driving, attracting significant attention. Despite the potential of recent vision-based methods, they encounter challenges under adverse conditions. Thus, integrating cameras with next-generation 4D imaging radar to achieve unified multi-task perception is highly significant, though research in this domain remains limited. In this paper, we propose Doracamom, the first framework that fuses multi-view cameras and 4D radar for joint 3D object detection and semantic occupancy prediction, enabling comprehensive environmental perception. Specifically, we introduce a novel Coarse Voxel Queries Generator that integrates geometric priors from 4D radar with semantic features from images to initialize voxel queries, establishing a robust foundation for subsequent Transformer-based refinement. To leverage temporal information, we design a Dual-Branch Temporal Encoder that processes multi-modal temporal features in parallel across BEV and voxel spaces, enabling comprehensive spatio-temporal representation learning. Furthermore, we propose a Cross-Modal BEV-Voxel Fusion module that adaptively fuses complementary features through attention mechanisms while employing auxiliary tasks to enhance feature quality. Extensive experiments on the OmniHD-Scenes, View-of-Delft (VoD), and TJ4DRadSet datasets demonstrate that Doracamom achieves state-of-the-art performance in both tasks, establishing new benchmarks for multi-modal 3D perception. Code and models will be publicly available.

  • 11 authors
·
Jan 25, 2025

Neural 4D Evolution under Large Topological Changes from 2D Images

In the literature, it has been shown that the evolution of the known explicit 3D surface to the target one can be learned from 2D images using the instantaneous flow field, where the known and target 3D surfaces may largely differ in topology. We are interested in capturing 4D shapes whose topology changes largely over time. We encounter that the straightforward extension of the existing 3D-based method to the desired 4D case performs poorly. In this work, we address the challenges in extending 3D neural evolution to 4D under large topological changes by proposing two novel modifications. More precisely, we introduce (i) a new architecture to discretize and encode the deformation and learn the SDF and (ii) a technique to impose the temporal consistency. (iii) Also, we propose a rendering scheme for color prediction based on Gaussian splatting. Furthermore, to facilitate learning directly from 2D images, we propose a learning framework that can disentangle the geometry and appearance from RGB images. This method of disentanglement, while also useful for the 4D evolution problem that we are concentrating on, is also novel and valid for static scenes. Our extensive experiments on various data provide awesome results and, most importantly, open a new approach toward reconstructing challenging scenes with significant topological changes and deformations. Our source code and the dataset are publicly available at https://github.com/insait-institute/N4DE.

  • 5 authors
·
Nov 22, 2024

SWiT-4D: Sliding-Window Transformer for Lossless and Parameter-Free Temporal 4D Generation

Despite significant progress in 4D content generation, the conversion of monocular videos into high-quality animated 3D assets with explicit 4D meshes remains considerably challenging. The scarcity of large-scale, naturally captured 4D mesh datasets further limits the ability to train generalizable video-to-4D models from scratch in a purely data-driven manner. Meanwhile, advances in image-to-3D generation, supported by extensive datasets, offer powerful prior models that can be leveraged. To better utilize these priors while minimizing reliance on 4D supervision, we introduce SWiT-4D, a Sliding-Window Transformer for lossless, parameter-free temporal 4D mesh generation. SWiT-4D integrates seamlessly with any Diffusion Transformer (DiT)-based image-to-3D generator, adding spatial-temporal modeling across video frames while preserving the original single-image forward process, enabling 4D mesh reconstruction from videos of arbitrary length. To recover global translation, we further introduce an optimization-based trajectory module tailored for static-camera monocular videos. SWiT-4D demonstrates strong data efficiency: with only a single short (<10s) video for fine-tuning, it achieves high-fidelity geometry and stable temporal consistency, indicating practical deployability under extremely limited 4D supervision. Comprehensive experiments on both in-domain zoo-test sets and challenging out-of-domain benchmarks (C4D, Objaverse, and in-the-wild videos) show that SWiT-4D consistently outperforms existing baselines in temporal smoothness. Project page: https://animotionlab.github.io/SWIT4D/

  • 12 authors
·
Dec 11, 2025

Animate3D: Animating Any 3D Model with Multi-view Video Diffusion

Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image-conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view attributes, and their results suffer from spatiotemporal inconsistency owing to the inherent ambiguity in the supervision signals. In this work, we present Animate3D, a novel framework for animating any static 3D model. The core idea is two-fold: 1) We propose a novel multi-view video diffusion model (MV-VDM) conditioned on multi-view renderings of the static 3D object, which is trained on our presented large-scale multi-view video dataset (MV-Video). 2) Based on MV-VDM, we introduce a framework combining reconstruction and 4D Score Distillation Sampling (4D-SDS) to leverage the multi-view video diffusion priors for animating 3D objects. Specifically, for MV-VDM, we design a new spatiotemporal attention module to enhance spatial and temporal consistency by integrating 3D and video diffusion models. Additionally, we leverage the static 3D model's multi-view renderings as conditions to preserve its identity. For animating 3D models, an effective two-stage pipeline is proposed: we first reconstruct motions directly from generated multi-view videos, followed by the introduced 4D-SDS to refine both appearance and motion. Qualitative and quantitative experiments demonstrate that Animate3D significantly outperforms previous approaches. Data, code, and models will be open-released.

  • 6 authors
·
Jul 16, 2024 2

4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency

Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize the entire dynamic 3D scene. However, as these pipelines generate 4D content from text or image inputs, they incur significant time and effort in prompt engineering through trial and error. This work introduces 4DGen, a novel, holistic framework for grounded 4D content creation that decomposes the 4D generation task into multiple stages. We identify static 3D assets and monocular video sequences as key components in constructing the 4D content. Our pipeline facilitates conditional 4D generation, enabling users to specify geometry (3D assets) and motion (monocular videos), thus offering superior control over content creation. Furthermore, we construct our 4D representation using dynamic 3D Gaussians, which permits efficient, high-resolution supervision through rendering during training, thereby facilitating high-quality 4D generation. Additionally, we employ spatial-temporal pseudo labels on anchor frames, along with seamless consistency priors implemented through 3D-aware score distillation sampling and smoothness regularizations. Compared to existing baselines, our approach yields competitive results in faithfully reconstructing input signals and realistically inferring renderings from novel viewpoints and timesteps. Most importantly, our method supports grounded generation, offering users enhanced control, a feature difficult to achieve with previous methods. Project page: https://vita-group.github.io/4DGen/

  • 5 authors
·
Dec 28, 2023 1

4K4DGen: Panoramic 4D Generation at 4K Resolution

The blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the needs of VR/AR applications. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360-degree views at 4K resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 4D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360-degree images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of (4096 times 2048) for the first time. See the project website at https://4k4dgen.github.io.

  • 10 authors
·
Jun 19, 2024 1

Zero4D: Training-Free 4D Video Generation From Single Video Using Off-the-Shelf Video Diffusion Model

Recently, multi-view or 4D video generation has emerged as a significant research topic. Nonetheless, recent approaches to 4D generation still struggle with fundamental limitations, as they primarily rely on harnessing multiple video diffusion models with additional training or compute-intensive training of a full 4D diffusion model with limited real-world 4D data and large computational costs. To address these challenges, here we propose the first training-free 4D video generation method that leverages the off-the-shelf video diffusion models to generate multi-view videos from a single input video. Our approach consists of two key steps: (1) By designating the edge frames in the spatio-temporal sampling grid as key frames, we first synthesize them using a video diffusion model, leveraging a depth-based warping technique for guidance. This approach ensures structural consistency across the generated frames, preserving spatial and temporal coherence. (2) We then interpolate the remaining frames using a video diffusion model, constructing a fully populated and temporally coherent sampling grid while preserving spatial and temporal consistency. Through this approach, we extend a single video into a multi-view video along novel camera trajectories while maintaining spatio-temporal consistency. Our method is training-free and fully utilizes an off-the-shelf video diffusion model, offering a practical and effective solution for multi-view video generation.

  • 3 authors
·
Mar 28, 2025 2

Advances in 4D Generation: A Survey

Generative artificial intelligence (AI) has made significant progress across various domains in recent years. Building on the rapid advancements in 2D, video, and 3D content generation fields, 4D generation has emerged as a novel and rapidly evolving research area, attracting growing attention. 4D generation focuses on creating dynamic 3D assets with spatiotemporal consistency based on user input, offering greater creative freedom and richer immersive experiences. This paper presents a comprehensive survey of the 4D generation field, systematically summarizing its core technologies, developmental trajectory, key challenges, and practical applications, while also exploring potential future research directions. The survey begins by introducing various fundamental 4D representation models, followed by a review of 4D generation frameworks built upon these representations and the key technologies that incorporate motion and geometry priors into 4D assets. We summarize five major challenges of 4D generation: consistency, controllability, diversity, efficiency, and fidelity, accompanied by an outline of existing solutions to address these issues. We systematically analyze applications of 4D generation, spanning dynamic object generation, scene generation, digital human synthesis, 4D editing, and autonomous driving. Finally, we provide an in-depth discussion of the obstacles currently hindering the development of the 4D generation. This survey offers a clear and comprehensive overview of 4D generation, aiming to stimulate further exploration and innovation in this rapidly evolving field. Our code is publicly available at: https://github.com/MiaoQiaowei/Awesome-4D.

  • 8 authors
·
Mar 18, 2025

Category-Aware 3D Object Composition with Disentangled Texture and Shape Multi-view Diffusion

In this paper, we tackle a new task of 3D object synthesis, where a 3D model is composited with another object category to create a novel 3D model. However, most existing text/image/3D-to-3D methods struggle to effectively integrate multiple content sources, often resulting in inconsistent textures and inaccurate shapes. To overcome these challenges, we propose a straightforward yet powerful approach, category+3D-to-3D (C33D), for generating novel and structurally coherent 3D models. Our method begins by rendering multi-view images and normal maps from the input 3D model, then generating a novel 2D object using adaptive text-image harmony (ATIH) with the front-view image and a text description from another object category as inputs. To ensure texture consistency, we introduce texture multi-view diffusion, which refines the textures of the remaining multi-view RGB images based on the novel 2D object. For enhanced shape accuracy, we propose shape multi-view diffusion to improve the 2D shapes of both the multi-view RGB images and the normal maps, also conditioned on the novel 2D object. Finally, these outputs are used to reconstruct a complete and novel 3D model. Extensive experiments demonstrate the effectiveness of our method, yielding impressive 3D creations, such as shark(3D)-crocodile(text) in the first row of Fig. 1. A project page is available at: https://xzr52.github.io/C33D/

  • 7 authors
·
Sep 2, 2025

WideRange4D: Enabling High-Quality 4D Reconstruction with Wide-Range Movements and Scenes

With the rapid development of 3D reconstruction technology, research in 4D reconstruction is also advancing, existing 4D reconstruction methods can generate high-quality 4D scenes. However, due to the challenges in acquiring multi-view video data, the current 4D reconstruction benchmarks mainly display actions performed in place, such as dancing, within limited scenarios. In practical scenarios, many scenes involve wide-range spatial movements, highlighting the limitations of existing 4D reconstruction datasets. Additionally, existing 4D reconstruction methods rely on deformation fields to estimate the dynamics of 3D objects, but deformation fields struggle with wide-range spatial movements, which limits the ability to achieve high-quality 4D scene reconstruction with wide-range spatial movements. In this paper, we focus on 4D scene reconstruction with significant object spatial movements and propose a novel 4D reconstruction benchmark, WideRange4D. This benchmark includes rich 4D scene data with large spatial variations, allowing for a more comprehensive evaluation of the generation capabilities of 4D generation methods. Furthermore, we introduce a new 4D reconstruction method, Progress4D, which generates stable and high-quality 4D results across various complex 4D scene reconstruction tasks. We conduct both quantitative and qualitative comparison experiments on WideRange4D, showing that our Progress4D outperforms existing state-of-the-art 4D reconstruction methods. Project: https://github.com/Gen-Verse/WideRange4D

  • 8 authors
·
Mar 17, 2025 2

DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation

Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.

  • 3 authors
·
Oct 9, 2024

STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians

Recent progress in pre-trained diffusion models and 3D generation have spurred interest in 4D content creation. However, achieving high-fidelity 4D generation with spatial-temporal consistency remains a challenge. In this work, we propose STAG4D, a novel framework that combines pre-trained diffusion models with dynamic 3D Gaussian splatting for high-fidelity 4D generation. Drawing inspiration from 3D generation techniques, we utilize a multi-view diffusion model to initialize multi-view images anchoring on the input video frames, where the video can be either real-world captured or generated by a video diffusion model. To ensure the temporal consistency of the multi-view sequence initialization, we introduce a simple yet effective fusion strategy to leverage the first frame as a temporal anchor in the self-attention computation. With the almost consistent multi-view sequences, we then apply the score distillation sampling to optimize the 4D Gaussian point cloud. The 4D Gaussian spatting is specially crafted for the generation task, where an adaptive densification strategy is proposed to mitigate the unstable Gaussian gradient for robust optimization. Notably, the proposed pipeline does not require any pre-training or fine-tuning of diffusion networks, offering a more accessible and practical solution for the 4D generation task. Extensive experiments demonstrate that our method outperforms prior 4D generation works in rendering quality, spatial-temporal consistency, and generation robustness, setting a new state-of-the-art for 4D generation from diverse inputs, including text, image, and video.

  • 9 authors
·
Mar 22, 2024

MagicPose4D: Crafting Articulated Models with Appearance and Motion Control

With the success of 2D and 3D visual generative models, there is growing interest in generating 4D content. Existing methods primarily rely on text prompts to produce 4D content, but they often fall short of accurately defining complex or rare motions. To address this limitation, we propose MagicPose4D, a novel framework for refined control over both appearance and motion in 4D generation. Unlike traditional methods, MagicPose4D accepts monocular videos as motion prompts, enabling precise and customizable motion generation. MagicPose4D comprises two key modules: i) Dual-Phase 4D Reconstruction Module} which operates in two phases. The first phase focuses on capturing the model's shape using accurate 2D supervision and less accurate but geometrically informative 3D pseudo-supervision without imposing skeleton constraints. The second phase refines the model using more accurate pseudo-3D supervision, obtained in the first phase and introduces kinematic chain-based skeleton constraints to ensure physical plausibility. Additionally, we propose a Global-local Chamfer loss that aligns the overall distribution of predicted mesh vertices with the supervision while maintaining part-level alignment without extra annotations. ii) Cross-category Motion Transfer Module} leverages the predictions from the 4D reconstruction module and uses a kinematic-chain-based skeleton to achieve cross-category motion transfer. It ensures smooth transitions between frames through dynamic rigidity, facilitating robust generalization without additional training. Through extensive experiments, we demonstrate that MagicPose4D significantly improves the accuracy and consistency of 4D content generation, outperforming existing methods in various benchmarks.

  • 5 authors
·
May 22, 2024

Diffusion4D: Fast Spatial-temporal Consistent 4D Generation via Video Diffusion Models

The availability of large-scale multimodal datasets and advancements in diffusion models have significantly accelerated progress in 4D content generation. Most prior approaches rely on multiple image or video diffusion models, utilizing score distillation sampling for optimization or generating pseudo novel views for direct supervision. However, these methods are hindered by slow optimization speeds and multi-view inconsistency issues. Spatial and temporal consistency in 4D geometry has been extensively explored respectively in 3D-aware diffusion models and traditional monocular video diffusion models. Building on this foundation, we propose a strategy to migrate the temporal consistency in video diffusion models to the spatial-temporal consistency required for 4D generation. Specifically, we present a novel framework, Diffusion4D, for efficient and scalable 4D content generation. Leveraging a meticulously curated dynamic 3D dataset, we develop a 4D-aware video diffusion model capable of synthesizing orbital views of dynamic 3D assets. To control the dynamic strength of these assets, we introduce a 3D-to-4D motion magnitude metric as guidance. Additionally, we propose a novel motion magnitude reconstruction loss and 3D-aware classifier-free guidance to refine the learning and generation of motion dynamics. After obtaining orbital views of the 4D asset, we perform explicit 4D construction with Gaussian splatting in a coarse-to-fine manner. The synthesized multi-view consistent 4D image set enables us to swiftly generate high-fidelity and diverse 4D assets within just several minutes. Extensive experiments demonstrate that our method surpasses prior state-of-the-art techniques in terms of generation efficiency and 4D geometry consistency across various prompt modalities.

  • 8 authors
·
May 26, 2024 1

Align Your Gaussians: Text-to-4D with Dynamic 3D Gaussians and Composed Diffusion Models

Text-guided diffusion models have revolutionized image and video generation and have also been successfully used for optimization-based 3D object synthesis. Here, we instead focus on the underexplored text-to-4D setting and synthesize dynamic, animated 3D objects using score distillation methods with an additional temporal dimension. Compared to previous work, we pursue a novel compositional generation-based approach, and combine text-to-image, text-to-video, and 3D-aware multiview diffusion models to provide feedback during 4D object optimization, thereby simultaneously enforcing temporal consistency, high-quality visual appearance and realistic geometry. Our method, called Align Your Gaussians (AYG), leverages dynamic 3D Gaussian Splatting with deformation fields as 4D representation. Crucial to AYG is a novel method to regularize the distribution of the moving 3D Gaussians and thereby stabilize the optimization and induce motion. We also propose a motion amplification mechanism as well as a new autoregressive synthesis scheme to generate and combine multiple 4D sequences for longer generation. These techniques allow us to synthesize vivid dynamic scenes, outperform previous work qualitatively and quantitatively and achieve state-of-the-art text-to-4D performance. Due to the Gaussian 4D representation, different 4D animations can be seamlessly combined, as we demonstrate. AYG opens up promising avenues for animation, simulation and digital content creation as well as synthetic data generation.

  • 5 authors
·
Dec 21, 2023 1

MEGA: Memory-Efficient 4D Gaussian Splatting for Dynamic Scenes

4D Gaussian Splatting (4DGS) has recently emerged as a promising technique for capturing complex dynamic 3D scenes with high fidelity. It utilizes a 4D Gaussian representation and a GPU-friendly rasterizer, enabling rapid rendering speeds. Despite its advantages, 4DGS faces significant challenges, notably the requirement of millions of 4D Gaussians, each with extensive associated attributes, leading to substantial memory and storage cost. This paper introduces a memory-efficient framework for 4DGS. We streamline the color attribute by decomposing it into a per-Gaussian direct color component with only 3 parameters and a shared lightweight alternating current color predictor. This approach eliminates the need for spherical harmonics coefficients, which typically involve up to 144 parameters in classic 4DGS, thereby creating a memory-efficient 4D Gaussian representation. Furthermore, we introduce an entropy-constrained Gaussian deformation technique that uses a deformation field to expand the action range of each Gaussian and integrates an opacity-based entropy loss to limit the number of Gaussians, thus forcing our model to use as few Gaussians as possible to fit a dynamic scene well. With simple half-precision storage and zip compression, our framework achieves a storage reduction by approximately 190times and 125times on the Technicolor and Neural 3D Video datasets, respectively, compared to the original 4DGS. Meanwhile, it maintains comparable rendering speeds and scene representation quality, setting a new standard in the field. Code is available at https://github.com/Xinjie-Q/MEGA.

  • 10 authors
·
Oct 17, 2024

PLA4D: Pixel-Level Alignments for Text-to-4D Gaussian Splatting

As text-conditioned diffusion models (DMs) achieve breakthroughs in image, video, and 3D generation, the research community's focus has shifted to the more challenging task of text-to-4D synthesis, which introduces a temporal dimension to generate dynamic 3D objects. In this context, we identify Score Distillation Sampling (SDS), a widely used technique for text-to-3D synthesis, as a significant hindrance to text-to-4D performance due to its Janus-faced and texture-unrealistic problems coupled with high computational costs. In this paper, we propose Pixel-Level Alignments for Text-to-4D Gaussian Splatting (PLA4D), a novel method that utilizes text-to-video frames as explicit pixel alignment targets to generate static 3D objects and inject motion into them. Specifically, we introduce Focal Alignment to calibrate camera poses for rendering and GS-Mesh Contrastive Learning to distill geometry priors from rendered image contrasts at the pixel level. Additionally, we develop Motion Alignment using a deformation network to drive changes in Gaussians and implement Reference Refinement for smooth 4D object surfaces. These techniques enable 4D Gaussian Splatting to align geometry, texture, and motion with generated videos at the pixel level. Compared to previous methods, PLA4D produces synthesized outputs with better texture details in less time and effectively mitigates the Janus-faced problem. PLA4D is fully implemented using open-source models, offering an accessible, user-friendly, and promising direction for 4D digital content creation. Our project page: https://github.com/MiaoQiaowei/PLA4D.github.io{https://github.com/MiaoQiaowei/PLA4D.github.io}.

  • 3 authors
·
May 30, 2024

One4D: Unified 4D Generation and Reconstruction via Decoupled LoRA Control

We present One4D, a unified framework for 4D generation and reconstruction that produces dynamic 4D content as synchronized RGB frames and pointmaps. By consistently handling varying sparsities of conditioning frames through a Unified Masked Conditioning (UMC) mechanism, One4D can seamlessly transition between 4D generation from a single image, 4D reconstruction from a full video, and mixed generation and reconstruction from sparse frames. Our framework adapts a powerful video generation model for joint RGB and pointmap generation, with carefully designed network architectures. The commonly used diffusion finetuning strategies for depthmap or pointmap reconstruction often fail on joint RGB and pointmap generation, quickly degrading the base video model. To address this challenge, we introduce Decoupled LoRA Control (DLC), which employs two modality-specific LoRA adapters to form decoupled computation branches for RGB frames and pointmaps, connected by lightweight, zero-initialized control links that gradually learn mutual pixel-level consistency. Trained on a mixture of synthetic and real 4D datasets under modest computational budgets, One4D produces high-quality RGB frames and accurate pointmaps across both generation and reconstruction tasks. This work represents a step toward general, high-quality geometry-based 4D world modeling using video diffusion models. Project page: https://mizhenxing.github.io/One4D

  • 3 authors
·
Nov 24, 2025 2

Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting

Reconstructing dynamic 3D scenes from 2D images and generating diverse views over time is challenging due to scene complexity and temporal dynamics. Despite advancements in neural implicit models, limitations persist: (i) Inadequate Scene Structure: Existing methods struggle to reveal the spatial and temporal structure of dynamic scenes from directly learning the complex 6D plenoptic function. (ii) Scaling Deformation Modeling: Explicitly modeling scene element deformation becomes impractical for complex dynamics. To address these issues, we consider the spacetime as an entirety and propose to approximate the underlying spatio-temporal 4D volume of a dynamic scene by optimizing a collection of 4D primitives, with explicit geometry and appearance modeling. Learning to optimize the 4D primitives enables us to synthesize novel views at any desired time with our tailored rendering routine. Our model is conceptually simple, consisting of a 4D Gaussian parameterized by anisotropic ellipses that can rotate arbitrarily in space and time, as well as view-dependent and time-evolved appearance represented by the coefficient of 4D spherindrical harmonics. This approach offers simplicity, flexibility for variable-length video and end-to-end training, and efficient real-time rendering, making it suitable for capturing complex dynamic scene motions. Experiments across various benchmarks, including monocular and multi-view scenarios, demonstrate our 4DGS model's superior visual quality and efficiency.

  • 5 authors
·
Oct 16, 2023

EG4D: Explicit Generation of 4D Object without Score Distillation

In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose DG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative results and user preference study demonstrate that our framework outperforms the baselines in generation quality by a considerable margin. Code will be released at https://github.com/jasongzy/EG4D.

  • 8 authors
·
May 28, 2024

TED-4DGS: Temporally Activated and Embedding-based Deformation for 4DGS Compression

Building on the success of 3D Gaussian Splatting (3DGS) in static 3D scene representation, its extension to dynamic scenes, commonly referred to as 4DGS or dynamic 3DGS, has attracted increasing attention. However, designing more compact and efficient deformation schemes together with rate-distortion-optimized compression strategies for dynamic 3DGS representations remains an underexplored area. Prior methods either rely on space-time 4DGS with overspecified, short-lived Gaussian primitives or on canonical 3DGS with deformation that lacks explicit temporal control. To address this, we present TED-4DGS, a temporally activated and embedding-based deformation scheme for rate-distortion-optimized 4DGS compression that unifies the strengths of both families. TED-4DGS is built on a sparse anchor-based 3DGS representation. Each canonical anchor is assigned learnable temporal-activation parameters to specify its appearance and disappearance transitions over time, while a lightweight per-anchor temporal embedding queries a shared deformation bank to produce anchor-specific deformation. For rate-distortion compression, we incorporate an implicit neural representation (INR)-based hyperprior to model anchor attribute distributions, along with a channel-wise autoregressive model to capture intra-anchor correlations. With these novel elements, our scheme achieves state-of-the-art rate-distortion performance on several real-world datasets. To the best of our knowledge, this work represents one of the first attempts to pursue a rate-distortion-optimized compression framework for dynamic 3DGS representations.

OmniWorld: A Multi-Domain and Multi-Modal Dataset for 4D World Modeling

The field of 4D world modeling - aiming to jointly capture spatial geometry and temporal dynamics - has witnessed remarkable progress in recent years, driven by advances in large-scale generative models and multimodal learning. However, the development of truly general 4D world models remains fundamentally constrained by the availability of high-quality data. Existing datasets and benchmarks often lack the dynamic complexity, multi-domain diversity, and spatial-temporal annotations required to support key tasks such as 4D geometric reconstruction, future prediction, and camera-control video generation. To address this gap, we introduce OmniWorld, a large-scale, multi-domain, multi-modal dataset specifically designed for 4D world modeling. OmniWorld consists of a newly collected OmniWorld-Game dataset and several curated public datasets spanning diverse domains. Compared with existing synthetic datasets, OmniWorld-Game provides richer modality coverage, larger scale, and more realistic dynamic interactions. Based on this dataset, we establish a challenging benchmark that exposes the limitations of current state-of-the-art (SOTA) approaches in modeling complex 4D environments. Moreover, fine-tuning existing SOTA methods on OmniWorld leads to significant performance gains across 4D reconstruction and video generation tasks, strongly validating OmniWorld as a powerful resource for training and evaluation. We envision OmniWorld as a catalyst for accelerating the development of general-purpose 4D world models, ultimately advancing machines' holistic understanding of the physical world.

  • 19 authors
·
Sep 15, 2025 4

Stable Part Diffusion 4D: Multi-View RGB and Kinematic Parts Video Generation

We present Stable Part Diffusion 4D (SP4D), a framework for generating paired RGB and kinematic part videos from monocular inputs. Unlike conventional part segmentation methods that rely on appearance-based semantic cues, SP4D learns to produce kinematic parts - structural components aligned with object articulation and consistent across views and time. SP4D adopts a dual-branch diffusion model that jointly synthesizes RGB frames and corresponding part segmentation maps. To simplify the architecture and flexibly enable different part counts, we introduce a spatial color encoding scheme that maps part masks to continuous RGB-like images. This encoding allows the segmentation branch to share the latent VAE from the RGB branch, while enabling part segmentation to be recovered via straightforward post-processing. A Bidirectional Diffusion Fusion (BiDiFuse) module enhances cross-branch consistency, supported by a contrastive part consistency loss to promote spatial and temporal alignment of part predictions. We demonstrate that the generated 2D part maps can be lifted to 3D to derive skeletal structures and harmonic skinning weights with few manual adjustments. To train and evaluate SP4D, we construct KinematicParts20K, a curated dataset of over 20K rigged objects selected and processed from Objaverse XL (Deitke et al., 2023), each paired with multi-view RGB and part video sequences. Experiments show that SP4D generalizes strongly to diverse scenarios, including real-world videos, novel generated objects, and rare articulated poses, producing kinematic-aware outputs suitable for downstream animation and motion-related tasks.

  • 5 authors
·
Sep 12, 2025 2

4Diffusion: Multi-view Video Diffusion Model for 4D Generation

Current 4D generation methods have achieved noteworthy efficacy with the aid of advanced diffusion generative models. However, these methods lack multi-view spatial-temporal modeling and encounter challenges in integrating diverse prior knowledge from multiple diffusion models, resulting in inconsistent temporal appearance and flickers. In this paper, we propose a novel 4D generation pipeline, namely 4Diffusion aimed at generating spatial-temporally consistent 4D content from a monocular video. We first design a unified diffusion model tailored for multi-view video generation by incorporating a learnable motion module into a frozen 3D-aware diffusion model to capture multi-view spatial-temporal correlations. After training on a curated dataset, our diffusion model acquires reasonable temporal consistency and inherently preserves the generalizability and spatial consistency of the 3D-aware diffusion model. Subsequently, we propose 4D-aware Score Distillation Sampling loss, which is based on our multi-view video diffusion model, to optimize 4D representation parameterized by dynamic NeRF. This aims to eliminate discrepancies arising from multiple diffusion models, allowing for generating spatial-temporally consistent 4D content. Moreover, we devise an anchor loss to enhance the appearance details and facilitate the learning of dynamic NeRF. Extensive qualitative and quantitative experiments demonstrate that our method achieves superior performance compared to previous methods.

  • 6 authors
·
May 31, 2024 1

4DLangVGGT: 4D Language-Visual Geometry Grounded Transformer

Constructing 4D language fields is crucial for embodied AI, augmented/virtual reality, and 4D scene understanding, as they provide enriched semantic representations of dynamic environments and enable open-vocabulary querying in complex scenarios. However, existing approaches to 4D semantic field construction primarily rely on scene-specific Gaussian splatting, which requires per-scene optimization, exhibits limited generalization, and is difficult to scale to real-world applications. To address these limitations, we propose 4DLangVGGT, the first Transformer-based feed-forward unified framework for 4D language grounding, that jointly integrates geometric perception and language alignment within a single architecture. 4DLangVGGT has two key components: the 4D Visual Geometry Transformer, StreamVGGT, which captures spatio-temporal geometric representations of dynamic scenes; and the Semantic Bridging Decoder (SBD), which projects geometry-aware features into a language-aligned semantic space, thereby enhancing semantic interpretability while preserving structural fidelity. Unlike prior methods that depend on costly per-scene optimization, 4DLangVGGT can be jointly trained across multiple dynamic scenes and directly applied during inference, achieving both deployment efficiency and strong generalization. This design significantly improves the practicality of large-scale deployment and establishes a new paradigm for open-vocabulary 4D scene understanding. Experiments on HyperNeRF and Neu3D datasets demonstrate that our approach not only generalizes effectively but also achieves state-of-the-art performance, achieving up to 2% gains under per-scene training and 1% improvements under multi-scene training. Our code released in https://github.com/hustvl/4DLangVGGT

Inferring Compositional 4D Scenes without Ever Seeing One

Scenes in the real world are often composed of several static and dynamic objects. Capturing their 4-dimensional structures, composition and spatio-temporal configuration in-the-wild, though extremely interesting, is equally hard. Therefore, existing works often focus on one object at a time, while relying on some category-specific parametric shape model for dynamic objects. This can lead to inconsistent scene configurations, in addition to being limited to the modeled object categories. We propose COM4D (Compositional 4D), a method that consistently and jointly predicts the structure and spatio-temporal configuration of 4D/3D objects using only static multi-object or dynamic single object supervision. We achieve this by a carefully designed training of spatial and temporal attentions on 2D video input. The training is disentangled into learning from object compositions on the one hand, and single object dynamics throughout the video on the other, thus completely avoiding reliance on 4D compositional training data. At inference time, our proposed attention mixing mechanism combines these independently learned attentions, without requiring any 4D composition examples. By alternating between spatial and temporal reasoning, COM4D reconstructs complete and persistent 4D scenes with multiple interacting objects directly from monocular videos. Furthermore, COM4D provides state-of-the-art results in existing separate problems of 4D object and composed 3D reconstruction despite being purely data-driven.

Revisiting Domain-Adaptive 3D Object Detection by Reliable, Diverse and Class-balanced Pseudo-Labeling

Unsupervised domain adaptation (DA) with the aid of pseudo labeling techniques has emerged as a crucial approach for domain-adaptive 3D object detection. While effective, existing DA methods suffer from a substantial drop in performance when applied to a multi-class training setting, due to the co-existence of low-quality pseudo labels and class imbalance issues. In this paper, we address this challenge by proposing a novel ReDB framework tailored for learning to detect all classes at once. Our approach produces Reliable, Diverse, and class-Balanced pseudo 3D boxes to iteratively guide the self-training on a distributionally different target domain. To alleviate disruptions caused by the environmental discrepancy (e.g., beam numbers), the proposed cross-domain examination (CDE) assesses the correctness of pseudo labels by copy-pasting target instances into a source environment and measuring the prediction consistency. To reduce computational overhead and mitigate the object shift (e.g., scales and point densities), we design an overlapped boxes counting (OBC) metric that allows to uniformly downsample pseudo-labeled objects across different geometric characteristics. To confront the issue of inter-class imbalance, we progressively augment the target point clouds with a class-balanced set of pseudo-labeled target instances and source objects, which boosts recognition accuracies on both frequently appearing and rare classes. Experimental results on three benchmark datasets using both voxel-based (i.e., SECOND) and point-based 3D detectors (i.e., PointRCNN) demonstrate that our proposed ReDB approach outperforms existing 3D domain adaptation methods by a large margin, improving 23.15% mAP on the nuScenes rightarrow KITTI task. The code is available at https://github.com/zhuoxiao-chen/ReDB-DA-3Ddet.

  • 5 authors
·
Jul 16, 2023

GFlow: Recovering 4D World from Monocular Video

Reconstructing 4D scenes from video inputs is a crucial yet challenging task. Conventional methods usually rely on the assumptions of multi-view video inputs, known camera parameters, or static scenes, all of which are typically absent under in-the-wild scenarios. In this paper, we relax all these constraints and tackle a highly ambitious but practical task, which we termed as AnyV4D: we assume only one monocular video is available without any camera parameters as input, and we aim to recover the dynamic 4D world alongside the camera poses. To this end, we introduce GFlow, a new framework that utilizes only 2D priors (depth and optical flow) to lift a video (3D) to a 4D explicit representation, entailing a flow of Gaussian splatting through space and time. GFlow first clusters the scene into still and moving parts, then applies a sequential optimization process that optimizes camera poses and the dynamics of 3D Gaussian points based on 2D priors and scene clustering, ensuring fidelity among neighboring points and smooth movement across frames. Since dynamic scenes always introduce new content, we also propose a new pixel-wise densification strategy for Gaussian points to integrate new visual content. Moreover, GFlow transcends the boundaries of mere 4D reconstruction; it also enables tracking of any points across frames without the need for prior training and segments moving objects from the scene in an unsupervised way. Additionally, the camera poses of each frame can be derived from GFlow, allowing for rendering novel views of a video scene through changing camera pose. By employing the explicit representation, we may readily conduct scene-level or object-level editing as desired, underscoring its versatility and power. Visit our project website at: https://littlepure2333.github.io/GFlow

  • 5 authors
·
May 28, 2024 3

Direct2.5: Diverse Text-to-3D Generation via Multi-view 2.5D Diffusion

Recent advances in generative AI have unveiled significant potential for the creation of 3D content. However, current methods either apply a pre-trained 2D diffusion model with the time-consuming score distillation sampling (SDS), or a direct 3D diffusion model trained on limited 3D data losing generation diversity. In this work, we approach the problem by employing a multi-view 2.5D diffusion fine-tuned from a pre-trained 2D diffusion model. The multi-view 2.5D diffusion directly models the structural distribution of 3D data, while still maintaining the strong generalization ability of the original 2D diffusion model, filling the gap between 2D diffusion-based and direct 3D diffusion-based methods for 3D content generation. During inference, multi-view normal maps are generated using the 2.5D diffusion, and a novel differentiable rasterization scheme is introduced to fuse the almost consistent multi-view normal maps into a consistent 3D model. We further design a normal-conditioned multi-view image generation module for fast appearance generation given the 3D geometry. Our method is a one-pass diffusion process and does not require any SDS optimization as post-processing. We demonstrate through extensive experiments that, our direct 2.5D generation with the specially-designed fusion scheme can achieve diverse, mode-seeking-free, and high-fidelity 3D content generation in only 10 seconds. Project page: https://nju-3dv.github.io/projects/direct25.

  • 9 authors
·
Nov 27, 2023

CoCo4D: Comprehensive and Complex 4D Scene Generation

Existing 4D synthesis methods primarily focus on object-level generation or dynamic scene synthesis with limited novel views, restricting their ability to generate multi-view consistent and immersive dynamic 4D scenes. To address these constraints, we propose a framework (dubbed as CoCo4D) for generating detailed dynamic 4D scenes from text prompts, with the option to include images. Our method leverages the crucial observation that articulated motion typically characterizes foreground objects, whereas background alterations are less pronounced. Consequently, CoCo4D divides 4D scene synthesis into two responsibilities: modeling the dynamic foreground and creating the evolving background, both directed by a reference motion sequence. Given a text prompt and an optional reference image, CoCo4D first generates an initial motion sequence utilizing video diffusion models. This motion sequence then guides the synthesis of both the dynamic foreground object and the background using a novel progressive outpainting scheme. To ensure seamless integration of the moving foreground object within the dynamic background, CoCo4D optimizes a parametric trajectory for the foreground, resulting in realistic and coherent blending. Extensive experiments show that CoCo4D achieves comparable or superior performance in 4D scene generation compared to existing methods, demonstrating its effectiveness and efficiency. More results are presented on our website https://colezwhy.github.io/coco4d/.

  • 4 authors
·
Jun 24, 2025

PaintScene4D: Consistent 4D Scene Generation from Text Prompts

Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/

  • 3 authors
·
Dec 5, 2024

Representing Long Volumetric Video with Temporal Gaussian Hierarchy

This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.

  • 7 authors
·
Dec 12, 2024

Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes

This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.

  • 7 authors
·
Oct 12, 2023

MVD^2: Efficient Multiview 3D Reconstruction for Multiview Diffusion

As a promising 3D generation technique, multiview diffusion (MVD) has received a lot of attention due to its advantages in terms of generalizability, quality, and efficiency. By finetuning pretrained large image diffusion models with 3D data, the MVD methods first generate multiple views of a 3D object based on an image or text prompt and then reconstruct 3D shapes with multiview 3D reconstruction. However, the sparse views and inconsistent details in the generated images make 3D reconstruction challenging. We present MVD^2, an efficient 3D reconstruction method for multiview diffusion (MVD) images. MVD^2 aggregates image features into a 3D feature volume by projection and convolution and then decodes volumetric features into a 3D mesh. We train MVD^2 with 3D shape collections and MVD images prompted by rendered views of 3D shapes. To address the discrepancy between the generated multiview images and ground-truth views of the 3D shapes, we design a simple-yet-efficient view-dependent training scheme. MVD^2 improves the 3D generation quality of MVD and is fast and robust to various MVD methods. After training, it can efficiently decode 3D meshes from multiview images within one second. We train MVD^2 with Zero-123++ and ObjectVerse-LVIS 3D dataset and demonstrate its superior performance in generating 3D models from multiview images generated by different MVD methods, using both synthetic and real images as prompts.

  • 5 authors
·
Feb 21, 2024 1

Source-Free and Image-Only Unsupervised Domain Adaptation for Category Level Object Pose Estimation

We consider the problem of source-free unsupervised category-level pose estimation from only RGB images to a target domain without any access to source domain data or 3D annotations during adaptation. Collecting and annotating real-world 3D data and corresponding images is laborious, expensive, yet unavoidable process, since even 3D pose domain adaptation methods require 3D data in the target domain. We introduce 3DUDA, a method capable of adapting to a nuisance-ridden target domain without 3D or depth data. Our key insight stems from the observation that specific object subparts remain stable across out-of-domain (OOD) scenarios, enabling strategic utilization of these invariant subcomponents for effective model updates. We represent object categories as simple cuboid meshes, and harness a generative model of neural feature activations modeled at each mesh vertex learnt using differential rendering. We focus on individual locally robust mesh vertex features and iteratively update them based on their proximity to corresponding features in the target domain even when the global pose is not correct. Our model is then trained in an EM fashion, alternating between updating the vertex features and the feature extractor. We show that our method simulates fine-tuning on a global pseudo-labeled dataset under mild assumptions, which converges to the target domain asymptotically. Through extensive empirical validation, including a complex extreme UDA setup which combines real nuisances, synthetic noise, and occlusion, we demonstrate the potency of our simple approach in addressing the domain shift challenge and significantly improving pose estimation accuracy.

  • 4 authors
·
Jan 19, 2024

DATID-3D: Diversity-Preserved Domain Adaptation Using Text-to-Image Diffusion for 3D Generative Model

Recent 3D generative models have achieved remarkable performance in synthesizing high resolution photorealistic images with view consistency and detailed 3D shapes, but training them for diverse domains is challenging since it requires massive training images and their camera distribution information. Text-guided domain adaptation methods have shown impressive performance on converting the 2D generative model on one domain into the models on other domains with different styles by leveraging the CLIP (Contrastive Language-Image Pre-training), rather than collecting massive datasets for those domains. However, one drawback of them is that the sample diversity in the original generative model is not well-preserved in the domain-adapted generative models due to the deterministic nature of the CLIP text encoder. Text-guided domain adaptation will be even more challenging for 3D generative models not only because of catastrophic diversity loss, but also because of inferior text-image correspondence and poor image quality. Here we propose DATID-3D, a domain adaptation method tailored for 3D generative models using text-to-image diffusion models that can synthesize diverse images per text prompt without collecting additional images and camera information for the target domain. Unlike 3D extensions of prior text-guided domain adaptation methods, our novel pipeline was able to fine-tune the state-of-the-art 3D generator of the source domain to synthesize high resolution, multi-view consistent images in text-guided targeted domains without additional data, outperforming the existing text-guided domain adaptation methods in diversity and text-image correspondence. Furthermore, we propose and demonstrate diverse 3D image manipulations such as one-shot instance-selected adaptation and single-view manipulated 3D reconstruction to fully enjoy diversity in text.

  • 2 authors
·
Nov 29, 2022

4DEquine: Disentangling Motion and Appearance for 4D Equine Reconstruction from Monocular Video

4D reconstruction of equine family (e.g. horses) from monocular video is important for animal welfare. Previous mainstream 4D animal reconstruction methods require joint optimization of motion and appearance over a whole video, which is time-consuming and sensitive to incomplete observation. In this work, we propose a novel framework called 4DEquine by disentangling the 4D reconstruction problem into two sub-problems: dynamic motion reconstruction and static appearance reconstruction. For motion, we introduce a simple yet effective spatio-temporal transformer with a post-optimization stage to regress smooth and pixel-aligned pose and shape sequences from video. For appearance, we design a novel feed-forward network that reconstructs a high-fidelity, animatable 3D Gaussian avatar from as few as a single image. To assist training, we create a large-scale synthetic motion dataset, VarenPoser, which features high-quality surface motions and diverse camera trajectories, as well as a synthetic appearance dataset, VarenTex, comprising realistic multi-view images generated through multi-view diffusion. While training only on synthetic datasets, 4DEquine achieves state-of-the-art performance on real-world APT36K and AiM datasets, demonstrating the superiority of 4DEquine and our new datasets for both geometry and appearance reconstruction. Comprehensive ablation studies validate the effectiveness of both the motion and appearance reconstruction network. Project page: https://luoxue-star.github.io/4DEquine_Project_Page/.

  • 5 authors
·
Mar 10 2

Uni4D-LLM: A Unified SpatioTemporal-Aware VLM for 4D Understanding and Generation

Vision-language models (VLMs) have demonstrated strong performance in 2D scene understanding and generation, but extending this unification to the physical world remains an open challenge. Existing 3D and 4D approaches typically embed scene geometry into autoregressive model for semantic understanding and diffusion model for content generation. This paradigm gap prevents a single model from jointly handling both tasks, especially in dynamic 4D settings where spatiotemporal modeling is critical. We propose Uni4D-LLM, the first unified VLM framework with spatiotemporal awareness for 4D scene understanding and generation. Our design is guided by two key insights: 1) Unification requires a shared representation. We extract semantic features for understanding and noisy-injected appearance features for generation, incorporate 4D geometric cues, and fuse them into a spatiotemporal-aware visual representation through adaptive cross-attention. 2) Unification requires a shared architecture. Both autoregression and diffusion are built on Transformer backbones, and this enables integration into a single LLM with task-specific heads. By aligning visual and linguistic representations, our Uni4D-LLM produces predictions for both understanding and generation within one Transformer-based framework. We further apply instruction fine-tuning on diverse 4D vision-language datasets to improve generalization across tasks. Extensive experiments on multiple benchmarks demonstrate that Uni4D-LLM achieves competitive or superior results compared to state-of-the-art models and offers the first true unification of 4D scene understanding and generation.

  • 2 authors
·
Sep 28, 2025

4D Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes

We consider the problem of novel view synthesis (NVS) for dynamic scenes. Recent neural approaches have accomplished exceptional NVS results for static 3D scenes, but extensions to 4D time-varying scenes remain non-trivial. Prior efforts often encode dynamics by learning a canonical space plus implicit or explicit deformation fields, which struggle in challenging scenarios like sudden movements or capturing high-fidelity renderings. In this paper, we introduce 4D Gaussian Splatting (4DGS), a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians, inspired by the success of 3D Gaussian Splatting in static scenes. We model dynamics at each timestamp by temporally slicing the 4D Gaussians, which naturally compose dynamic 3D Gaussians and can be seamlessly projected into images. As an explicit spatial-temporal representation, 4DGS demonstrates powerful capabilities for modeling complicated dynamics and fine details, especially for scenes with abrupt motions. We further implement our temporal slicing and splatting techniques in a highly optimized CUDA acceleration framework, achieving real-time inference rendering speeds of up to 277 FPS on an RTX 3090 GPU and 583 FPS on an RTX 4090 GPU. Rigorous evaluations on scenes with diverse motions showcase the superior efficiency and effectiveness of 4DGS, which consistently outperforms existing methods both quantitatively and qualitatively.

  • 6 authors
·
Feb 5, 2024

SEE4D: Pose-Free 4D Generation via Auto-Regressive Video Inpainting

Immersive applications call for synthesizing spatiotemporal 4D content from casual videos without costly 3D supervision. Existing video-to-4D methods typically rely on manually annotated camera poses, which are labor-intensive and brittle for in-the-wild footage. Recent warp-then-inpaint approaches mitigate the need for pose labels by warping input frames along a novel camera trajectory and using an inpainting model to fill missing regions, thereby depicting the 4D scene from diverse viewpoints. However, this trajectory-to-trajectory formulation often entangles camera motion with scene dynamics and complicates both modeling and inference. We introduce SEE4D, a pose-free, trajectory-to-camera framework that replaces explicit trajectory prediction with rendering to a bank of fixed virtual cameras, thereby separating camera control from scene modeling. A view-conditional video inpainting model is trained to learn a robust geometry prior by denoising realistically synthesized warped images and to inpaint occluded or missing regions across virtual viewpoints, eliminating the need for explicit 3D annotations. Building on this inpainting core, we design a spatiotemporal autoregressive inference pipeline that traverses virtual-camera splines and extends videos with overlapping windows, enabling coherent generation at bounded per-step complexity. We validate See4D on cross-view video generation and sparse reconstruction benchmarks. Across quantitative metrics and qualitative assessments, our method achieves superior generalization and improved performance relative to pose- or trajectory-conditioned baselines, advancing practical 4D world modeling from casual videos.

  • 11 authors
·
Oct 30, 2025

Pushing Auto-regressive Models for 3D Shape Generation at Capacity and Scalability

Auto-regressive models have achieved impressive results in 2D image generation by modeling joint distributions in grid space. In this paper, we extend auto-regressive models to 3D domains, and seek a stronger ability of 3D shape generation by improving auto-regressive models at capacity and scalability simultaneously. Firstly, we leverage an ensemble of publicly available 3D datasets to facilitate the training of large-scale models. It consists of a comprehensive collection of approximately 900,000 objects, with multiple properties of meshes, points, voxels, rendered images, and text captions. This diverse labeled dataset, termed Objaverse-Mix, empowers our model to learn from a wide range of object variations. However, directly applying 3D auto-regression encounters critical challenges of high computational demands on volumetric grids and ambiguous auto-regressive order along grid dimensions, resulting in inferior quality of 3D shapes. To this end, we then present a novel framework Argus3D in terms of capacity. Concretely, our approach introduces discrete representation learning based on a latent vector instead of volumetric grids, which not only reduces computational costs but also preserves essential geometric details by learning the joint distributions in a more tractable order. The capacity of conditional generation can thus be realized by simply concatenating various conditioning inputs to the latent vector, such as point clouds, categories, images, and texts. In addition, thanks to the simplicity of our model architecture, we naturally scale up our approach to a larger model with an impressive 3.6 billion parameters, further enhancing the quality of versatile 3D generation. Extensive experiments on four generation tasks demonstrate that Argus3D can synthesize diverse and faithful shapes across multiple categories, achieving remarkable performance.

  • 12 authors
·
Feb 19, 2024 1

DiffusionGAN3D: Boosting Text-guided 3D Generation and Domain Adaption by Combining 3D GANs and Diffusion Priors

Text-guided domain adaption and generation of 3D-aware portraits find many applications in various fields. However, due to the lack of training data and the challenges in handling the high variety of geometry and appearance, the existing methods for these tasks suffer from issues like inflexibility, instability, and low fidelity. In this paper, we propose a novel framework DiffusionGAN3D, which boosts text-guided 3D domain adaption and generation by combining 3D GANs and diffusion priors. Specifically, we integrate the pre-trained 3D generative models (e.g., EG3D) and text-to-image diffusion models. The former provides a strong foundation for stable and high-quality avatar generation from text. And the diffusion models in turn offer powerful priors and guide the 3D generator finetuning with informative direction to achieve flexible and efficient text-guided domain adaption. To enhance the diversity in domain adaption and the generation capability in text-to-avatar, we introduce the relative distance loss and case-specific learnable triplane respectively. Besides, we design a progressive texture refinement module to improve the texture quality for both tasks above. Extensive experiments demonstrate that the proposed framework achieves excellent results in both domain adaption and text-to-avatar tasks, outperforming existing methods in terms of generation quality and efficiency. The project homepage is at https://younglbw.github.io/DiffusionGAN3D-homepage/.

  • 5 authors
·
Dec 28, 2023 1

4-Doodle: Text to 3D Sketches that Move!

We present a novel task: text-to-3D sketch animation, which aims to bring freeform sketches to life in dynamic 3D space. Unlike prior works focused on photorealistic content generation, we target sparse, stylized, and view-consistent 3D vector sketches, a lightweight and interpretable medium well-suited for visual communication and prototyping. However, this task is very challenging: (i) no paired dataset exists for text and 3D (or 4D) sketches; (ii) sketches require structural abstraction that is difficult to model with conventional 3D representations like NeRFs or point clouds; and (iii) animating such sketches demands temporal coherence and multi-view consistency, which current pipelines do not address. Therefore, we propose 4-Doodle, the first training-free framework for generating dynamic 3D sketches from text. It leverages pretrained image and video diffusion models through a dual-space distillation scheme: one space captures multi-view-consistent geometry using differentiable Bézier curves, while the other encodes motion dynamics via temporally-aware priors. Unlike prior work (e.g., DreamFusion), which optimizes from a single view per step, our multi-view optimization ensures structural alignment and avoids view ambiguity, critical for sparse sketches. Furthermore, we introduce a structure-aware motion module that separates shape-preserving trajectories from deformation-aware changes, enabling expressive motion such as flipping, rotation, and articulated movement. Extensive experiments show that our method produces temporally realistic and structurally stable 3D sketch animations, outperforming existing baselines in both fidelity and controllability. We hope this work serves as a step toward more intuitive and accessible 4D content creation.

  • 6 authors
·
Oct 29, 2025

Any2Point: Empowering Any-modality Large Models for Efficient 3D Understanding

Large foundation models have recently emerged as a prominent focus of interest, attaining superior performance in widespread scenarios. Due to the scarcity of 3D data, many efforts have been made to adapt pre-trained transformers from vision to 3D domains. However, such 2D-to-3D approaches are still limited, due to the potential loss of spatial geometries and high computation cost. More importantly, their frameworks are mainly designed for 2D models, lacking a general any-to-3D paradigm. In this paper, we introduce Any2Point, a parameter-efficient method to empower any-modality large models (vision, language, audio) for 3D understanding. Given a frozen transformer from any source modality, we propose a 3D-to-any (1D or 2D) virtual projection strategy that correlates the input 3D points to the original 1D or 2D positions within the source modality. This mechanism enables us to assign each 3D token with a positional encoding paired with the pre-trained model, which avoids 3D geometry loss caused by the true projection and better motivates the transformer for 3D learning with 1D/2D positional priors. Then, within each transformer block, we insert an any-to-3D guided adapter module for parameter-efficient fine-tuning. The adapter incorporates prior spatial knowledge from the source modality to guide the local feature aggregation of 3D tokens, compelling the semantic adaption of any-modality transformers. We conduct extensive experiments to showcase the effectiveness and efficiency of our method. Code and models are released at https://github.com/Ivan-Tang-3D/Any2Point.

  • 11 authors
·
Apr 11, 2024

GS-DiT: Advancing Video Generation with Pseudo 4D Gaussian Fields through Efficient Dense 3D Point Tracking

4D video control is essential in video generation as it enables the use of sophisticated lens techniques, such as multi-camera shooting and dolly zoom, which are currently unsupported by existing methods. Training a video Diffusion Transformer (DiT) directly to control 4D content requires expensive multi-view videos. Inspired by Monocular Dynamic novel View Synthesis (MDVS) that optimizes a 4D representation and renders videos according to different 4D elements, such as camera pose and object motion editing, we bring pseudo 4D Gaussian fields to video generation. Specifically, we propose a novel framework that constructs a pseudo 4D Gaussian field with dense 3D point tracking and renders the Gaussian field for all video frames. Then we finetune a pretrained DiT to generate videos following the guidance of the rendered video, dubbed as GS-DiT. To boost the training of the GS-DiT, we also propose an efficient Dense 3D Point Tracking (D3D-PT) method for the pseudo 4D Gaussian field construction. Our D3D-PT outperforms SpatialTracker, the state-of-the-art sparse 3D point tracking method, in accuracy and accelerates the inference speed by two orders of magnitude. During the inference stage, GS-DiT can generate videos with the same dynamic content while adhering to different camera parameters, addressing a significant limitation of current video generation models. GS-DiT demonstrates strong generalization capabilities and extends the 4D controllability of Gaussian splatting to video generation beyond just camera poses. It supports advanced cinematic effects through the manipulation of the Gaussian field and camera intrinsics, making it a powerful tool for creative video production. Demos are available at https://wkbian.github.io/Projects/GS-DiT/.

  • 6 authors
·
Jan 5, 2025 3

Light4GS: Lightweight Compact 4D Gaussian Splatting Generation via Context Model

3D Gaussian Splatting (3DGS) has emerged as an efficient and high-fidelity paradigm for novel view synthesis. To adapt 3DGS for dynamic content, deformable 3DGS incorporates temporally deformable primitives with learnable latent embeddings to capture complex motions. Despite its impressive performance, the high-dimensional embeddings and vast number of primitives lead to substantial storage requirements. In this paper, we introduce a Lightweight 4DGS framework, called Light4GS, that employs significance pruning with a deep context model to provide a lightweight storage-efficient dynamic 3DGS representation. The proposed Light4GS is based on 4DGS that is a typical representation of deformable 3DGS. Specifically, our framework is built upon two core components: (1) a spatio-temporal significance pruning strategy that eliminates over 64\% of the deformable primitives, followed by an entropy-constrained spherical harmonics compression applied to the remainder; and (2) a deep context model that integrates intra- and inter-prediction with hyperprior into a coarse-to-fine context structure to enable efficient multiscale latent embedding compression. Our approach achieves over 120x compression and increases rendering FPS up to 20\% compared to the baseline 4DGS, and also superior to frame-wise state-of-the-art 3DGS compression methods, revealing the effectiveness of our Light4GS in terms of both intra- and inter-prediction methods without sacrificing rendering quality.

  • 7 authors
·
Mar 18, 2025

TripoSG: High-Fidelity 3D Shape Synthesis using Large-Scale Rectified Flow Models

Recent advancements in diffusion techniques have propelled image and video generation to unprece- dented levels of quality, significantly accelerating the deployment and application of generative AI. However, 3D shape generation technology has so far lagged behind, constrained by limitations in 3D data scale, complexity of 3D data process- ing, and insufficient exploration of advanced tech- niques in the 3D domain. Current approaches to 3D shape generation face substantial challenges in terms of output quality, generalization capa- bility, and alignment with input conditions. We present TripoSG, a new streamlined shape diffu- sion paradigm capable of generating high-fidelity 3D meshes with precise correspondence to input images. Specifically, we propose: 1) A large-scale rectified flow transformer for 3D shape generation, achieving state-of-the-art fidelity through training on extensive, high-quality data. 2) A hybrid supervised training strategy combining SDF, normal, and eikonal losses for 3D VAE, achieving high- quality 3D reconstruction performance. 3) A data processing pipeline to generate 2 million high- quality 3D samples, highlighting the crucial rules for data quality and quantity in training 3D gen- erative models. Through comprehensive experi- ments, we have validated the effectiveness of each component in our new framework. The seamless integration of these parts has enabled TripoSG to achieve state-of-the-art performance in 3D shape generation. The resulting 3D shapes exhibit en- hanced detail due to high-resolution capabilities and demonstrate exceptional fidelity to input im- ages. Moreover, TripoSG demonstrates improved versatility in generating 3D models from diverse image styles and contents, showcasing strong gen- eralization capabilities. To foster progress and innovation in the field of 3D generation, we will make our model publicly available.

  • 11 authors
·
Feb 10, 2025 4

CityDreamer4D: Compositional Generative Model of Unbounded 4D Cities

3D scene generation has garnered growing attention in recent years and has made significant progress. Generating 4D cities is more challenging than 3D scenes due to the presence of structurally complex, visually diverse objects like buildings and vehicles, and heightened human sensitivity to distortions in urban environments. To tackle these issues, we propose CityDreamer4D, a compositional generative model specifically tailored for generating unbounded 4D cities. Our main insights are 1) 4D city generation should separate dynamic objects (e.g., vehicles) from static scenes (e.g., buildings and roads), and 2) all objects in the 4D scene should be composed of different types of neural fields for buildings, vehicles, and background stuff. Specifically, we propose Traffic Scenario Generator and Unbounded Layout Generator to produce dynamic traffic scenarios and static city layouts using a highly compact BEV representation. Objects in 4D cities are generated by combining stuff-oriented and instance-oriented neural fields for background stuff, buildings, and vehicles. To suit the distinct characteristics of background stuff and instances, the neural fields employ customized generative hash grids and periodic positional embeddings as scene parameterizations. Furthermore, we offer a comprehensive suite of datasets for city generation, including OSM, GoogleEarth, and CityTopia. The OSM dataset provides a variety of real-world city layouts, while the Google Earth and CityTopia datasets deliver large-scale, high-quality city imagery complete with 3D instance annotations. Leveraging its compositional design, CityDreamer4D supports a range of downstream applications, such as instance editing, city stylization, and urban simulation, while delivering state-of-the-art performance in generating realistic 4D cities.

  • 4 authors
·
Jan 15, 2025 2

MoRel: Long-Range Flicker-Free 4D Motion Modeling via Anchor Relay-based Bidirectional Blending with Hierarchical Densification

Recent advances in 4D Gaussian Splatting (4DGS) have extended the high-speed rendering capability of 3D Gaussian Splatting (3DGS) into the temporal domain, enabling real-time rendering of dynamic scenes. However, one of the major remaining challenges lies in modeling long-range motion-contained dynamic videos, where a naive extension of existing methods leads to severe memory explosion, temporal flickering, and failure to handle appearing or disappearing occlusions over time. To address these challenges, we propose a novel 4DGS framework characterized by an Anchor Relay-based Bidirectional Blending (ARBB) mechanism, named MoRel, which enables temporally consistent and memory-efficient modeling of long-range dynamic scenes. Our method progressively constructs locally canonical anchor spaces at key-frame time index and models inter-frame deformations at the anchor level, enhancing temporal coherence. By learning bidirectional deformations between KfA and adaptively blending them through learnable opacity control, our approach mitigates temporal discontinuities and flickering artifacts. We further introduce a Feature-variance-guided Hierarchical Densification (FHD) scheme that effectively densifies KfA's while keeping rendering quality, based on an assigned level of feature-variance. To effectively evaluate our model's capability to handle real-world long-range 4D motion, we newly compose long-range 4D motion-contained dataset, called SelfCap_{LR}. It has larger average dynamic motion magnitude, captured at spatially wider spaces, compared to previous dynamic video datasets. Overall, our MoRel achieves temporally coherent and flicker-free long-range 4D reconstruction while maintaining bounded memory usage, demonstrating both scalability and efficiency in dynamic Gaussian-based representations.

  • 6 authors
·
Dec 9, 2025 2

Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation

Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.

  • 4 authors
·
Dec 3, 2024

In-2-4D: Inbetweening from Two Single-View Images to 4D Generation

We propose a new problem, In-2-4D, for generative 4D (i.e., 3D + motion) inbetweening from a minimalistic input setting: two single-view images capturing an object in two distinct motion states. Given two images representing the start and end states of an object in motion, our goal is to generate and reconstruct the motion in 4D. We utilize a video interpolation model to predict the motion, but large frame-to-frame motions can lead to ambiguous interpretations. To overcome this, we employ a hierarchical approach to identify keyframes that are visually close to the input states and show significant motion, then generate smooth fragments between them. For each fragment, we construct the 3D representation of the keyframe using Gaussian Splatting. The temporal frames within the fragment guide the motion, enabling their transformation into dynamic Gaussians through a deformation field. To improve temporal consistency and refine 3D motion, we expand the self-attention of multi-view diffusion across timesteps and apply rigid transformation regularization. Finally, we merge the independently generated 3D motion segments by interpolating boundary deformation fields and optimizing them to align with the guiding video, ensuring smooth and flicker-free transitions. Through extensive qualitative and quantitiave experiments as well as a user study, we show the effectiveness of our method and its components. The project page is available at https://in-2-4d.github.io/

  • 4 authors
·
Apr 11, 2025 2

CLIPoint3D: Language-Grounded Few-Shot Unsupervised 3D Point Cloud Domain Adaptation

Recent vision-language models (VLMs) such as CLIP demonstrate impressive cross-modal reasoning, extending beyond images to 3D perception. Yet, these models remain fragile under domain shifts, especially when adapting from synthetic to real-world point clouds. Conventional 3D domain adaptation approaches rely on heavy trainable encoders, yielding strong accuracy but at the cost of efficiency. We introduce CLIPoint3D, the first framework for few-shot unsupervised 3D point cloud domain adaptation built upon CLIP. Our approach projects 3D samples into multiple depth maps and exploits the frozen CLIP backbone, refined through a knowledge-driven prompt tuning scheme that integrates high-level language priors with geometric cues from a lightweight 3D encoder. To adapt task-specific features effectively, we apply parameter-efficient fine-tuning to CLIP's encoders and design an entropy-guided view sampling strategy for selecting confident projections. Furthermore, an optimal transport-based alignment loss and an uncertainty-aware prototype alignment loss collaboratively bridge source-target distribution gaps while maintaining class separability. Extensive experiments on PointDA-10 and GraspNetPC-10 benchmarks show that CLIPoint3D achieves consistent 3-16% accuracy gains over both CLIP-based and conventional encoder-based baselines. Codes are available at https://github.com/SarthakM320/CLIPoint3D.

  • 6 authors
·
Feb 22

3DiffTection: 3D Object Detection with Geometry-Aware Diffusion Features

We present 3DiffTection, a state-of-the-art method for 3D object detection from single images, leveraging features from a 3D-aware diffusion model. Annotating large-scale image data for 3D detection is resource-intensive and time-consuming. Recently, pretrained large image diffusion models have become prominent as effective feature extractors for 2D perception tasks. However, these features are initially trained on paired text and image data, which are not optimized for 3D tasks, and often exhibit a domain gap when applied to the target data. Our approach bridges these gaps through two specialized tuning strategies: geometric and semantic. For geometric tuning, we fine-tune a diffusion model to perform novel view synthesis conditioned on a single image, by introducing a novel epipolar warp operator. This task meets two essential criteria: the necessity for 3D awareness and reliance solely on posed image data, which are readily available (e.g., from videos) and does not require manual annotation. For semantic refinement, we further train the model on target data with detection supervision. Both tuning phases employ ControlNet to preserve the integrity of the original feature capabilities. In the final step, we harness these enhanced capabilities to conduct a test-time prediction ensemble across multiple virtual viewpoints. Through our methodology, we obtain 3D-aware features that are tailored for 3D detection and excel in identifying cross-view point correspondences. Consequently, our model emerges as a powerful 3D detector, substantially surpassing previous benchmarks, e.g., Cube-RCNN, a precedent in single-view 3D detection by 9.43\% in AP3D on the Omni3D-ARkitscene dataset. Furthermore, 3DiffTection showcases robust data efficiency and generalization to cross-domain data.

  • 4 authors
·
Nov 7, 2023

Tex4D: Zero-shot 4D Scene Texturing with Video Diffusion Models

3D meshes are widely used in computer vision and graphics for their efficiency in animation and minimal memory use, playing a crucial role in movies, games, AR, and VR. However, creating temporally consistent and realistic textures for mesh sequences remains labor-intensive for professional artists. On the other hand, while video diffusion models excel at text-driven video generation, they often lack 3D geometry awareness and struggle with achieving multi-view consistent texturing for 3D meshes. In this work, we present Tex4D, a zero-shot approach that integrates inherent 3D geometry knowledge from mesh sequences with the expressiveness of video diffusion models to produce multi-view and temporally consistent 4D textures. Given an untextured mesh sequence and a text prompt as inputs, our method enhances multi-view consistency by synchronizing the diffusion process across different views through latent aggregation in the UV space. To ensure temporal consistency, we leverage prior knowledge from a conditional video generation model for texture synthesis. However, straightforwardly combining the video diffusion model and the UV texture aggregation leads to blurry results. We analyze the underlying causes and propose a simple yet effective modification to the DDIM sampling process to address this issue. Additionally, we introduce a reference latent texture to strengthen the correlation between frames during the denoising process. To the best of our knowledge, Tex4D is the first method specifically designed for 4D scene texturing. Extensive experiments demonstrate its superiority in producing multi-view and multi-frame consistent videos based on untextured mesh sequences.

  • 3 authors
·
Oct 14, 2024 1

FreeOrbit4D: Training-Free Arbitrary Camera Redirection for Monocular Videos via Geometry-Complete 4D Reconstruction

Camera redirection aims to replay a dynamic scene from a single monocular video under a user-specified camera trajectory. However, large-angle redirection is inherently ill-posed: a monocular video captures only a narrow spatio-temporal view of a dynamic 3D scene, providing highly partial observations of the underlying 4D world. The key challenge is therefore to recover a complete and coherent representation from this limited input, with consistent geometry and motion. While recent diffusion-based methods achieve impressive results, they often break down under large-angle viewpoint changes far from the original trajectory, where missing visual grounding leads to severe geometric ambiguity and temporal inconsistency. To address this, we present FreeOrbit4D, an effective training-free framework that tackles this geometric ambiguity by recovering a geometry-complete 4D proxy as structural grounding for video generation. We obtain this proxy by decoupling foreground and background reconstructions: we unproject the monocular video into a static background and geometry-incomplete foreground point clouds in a unified global space, then leverage an object-centric multi-view diffusion model to synthesize multi-view images and reconstruct geometry-complete foreground point clouds in canonical object space. By aligning the canonical foreground point cloud to the global scene space via dense pixel-synchronized 3D--3D correspondences and projecting the geometry-complete 4D proxy onto target camera viewpoints, we provide geometric scaffolds that guide a conditional video diffusion model. Extensive experiments show that FreeOrbit4D produces more faithful redirected videos under challenging large-angle trajectories, and our geometry-complete 4D proxy further opens a potential avenue for practical applications such as edit propagation and 4D data generation. Project page and code will be released soon.

  • 8 authors
·
Jan 26

Reconstructing 4D Spatial Intelligence: A Survey

Reconstructing 4D spatial intelligence from visual observations has long been a central yet challenging task in computer vision, with broad real-world applications. These range from entertainment domains like movies, where the focus is often on reconstructing fundamental visual elements, to embodied AI, which emphasizes interaction modeling and physical realism. Fueled by rapid advances in 3D representations and deep learning architectures, the field has evolved quickly, outpacing the scope of previous surveys. Additionally, existing surveys rarely offer a comprehensive analysis of the hierarchical structure of 4D scene reconstruction. To address this gap, we present a new perspective that organizes existing methods into five progressive levels of 4D spatial intelligence: (1) Level 1 -- reconstruction of low-level 3D attributes (e.g., depth, pose, and point maps); (2) Level 2 -- reconstruction of 3D scene components (e.g., objects, humans, structures); (3) Level 3 -- reconstruction of 4D dynamic scenes; (4) Level 4 -- modeling of interactions among scene components; and (5) Level 5 -- incorporation of physical laws and constraints. We conclude the survey by discussing the key challenges at each level and highlighting promising directions for advancing toward even richer levels of 4D spatial intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/yukangcao/Awesome-4D-Spatial-Intelligence.

  • 11 authors
·
Jul 28, 2025 2

Direct3D: Scalable Image-to-3D Generation via 3D Latent Diffusion Transformer

Generating high-quality 3D assets from text and images has long been challenging, primarily due to the absence of scalable 3D representations capable of capturing intricate geometry distributions. In this work, we introduce Direct3D, a native 3D generative model scalable to in-the-wild input images, without requiring a multiview diffusion model or SDS optimization. Our approach comprises two primary components: a Direct 3D Variational Auto-Encoder (D3D-VAE) and a Direct 3D Diffusion Transformer (D3D-DiT). D3D-VAE efficiently encodes high-resolution 3D shapes into a compact and continuous latent triplane space. Notably, our method directly supervises the decoded geometry using a semi-continuous surface sampling strategy, diverging from previous methods relying on rendered images as supervision signals. D3D-DiT models the distribution of encoded 3D latents and is specifically designed to fuse positional information from the three feature maps of the triplane latent, enabling a native 3D generative model scalable to large-scale 3D datasets. Additionally, we introduce an innovative image-to-3D generation pipeline incorporating semantic and pixel-level image conditions, allowing the model to produce 3D shapes consistent with the provided conditional image input. Extensive experiments demonstrate the superiority of our large-scale pre-trained Direct3D over previous image-to-3D approaches, achieving significantly better generation quality and generalization ability, thus establishing a new state-of-the-art for 3D content creation. Project page: https://nju-3dv.github.io/projects/Direct3D/.

  • 8 authors
·
May 23, 2024

DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data

We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.

  • 5 authors
·
Jun 6, 2024

X-Dreamer: Creating High-quality 3D Content by Bridging the Domain Gap Between Text-to-2D and Text-to-3D Generation

In recent times, automatic text-to-3D content creation has made significant progress, driven by the development of pretrained 2D diffusion models. Existing text-to-3D methods typically optimize the 3D representation to ensure that the rendered image aligns well with the given text, as evaluated by the pretrained 2D diffusion model. Nevertheless, a substantial domain gap exists between 2D images and 3D assets, primarily attributed to variations in camera-related attributes and the exclusive presence of foreground objects. Consequently, employing 2D diffusion models directly for optimizing 3D representations may lead to suboptimal outcomes. To address this issue, we present X-Dreamer, a novel approach for high-quality text-to-3D content creation that effectively bridges the gap between text-to-2D and text-to-3D synthesis. The key components of X-Dreamer are two innovative designs: Camera-Guided Low-Rank Adaptation (CG-LoRA) and Attention-Mask Alignment (AMA) Loss. CG-LoRA dynamically incorporates camera information into the pretrained diffusion models by employing camera-dependent generation for trainable parameters. This integration enhances the alignment between the generated 3D assets and the camera's perspective. AMA loss guides the attention map of the pretrained diffusion model using the binary mask of the 3D object, prioritizing the creation of the foreground object. This module ensures that the model focuses on generating accurate and detailed foreground objects. Extensive evaluations demonstrate the effectiveness of our proposed method compared to existing text-to-3D approaches. Our project webpage: https://xmuxiaoma666.github.io/Projects/X-Dreamer .

  • 8 authors
·
Nov 30, 2023 2
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