Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Mesh

📅 2026-07-30
📈 Citations: 0
Influential: 0
📄 PDF
🤖 AI Summary
This work addresses the challenge of accurately synchronizing camera motion with scene animation in 4D generation using pretrained video diffusion models, given dynamic meshes, camera trajectories, and reference images. The authors propose DAR, a novel approach that constructs a neural 4D G-buffer—encoding world-coordinate positions and normals—by jointly leveraging pixel-level tracking and 3D geometry, thereby replacing conventional depth maps to disentangle camera and object motion. This G-buffer is integrated into the Wan2.2 architecture via an extended control adapter, enabling high-fidelity 4D rendering while preserving pretrained priors. Combining LoRA and full-parameter fine-tuning strategies, DAR significantly outperforms existing methods on the newly introduced DAR-4D benchmark, achieving PSNR 23.22, SSIM 0.895, and LPIPS 0.134 with LoRA, and further improving to PSNR 25.36 and SSIM 0.917 with full fine-tuning.
📝 Abstract
Pretrained video diffusion models can act as renderers when the desired scene state is already specified by an animated mesh, a camera trajectory, and a reference image. This 4D generative rendering setting raises a representation question: what image-format condition lets a video backbone obey both camera motion and scene-internal animation? We propose DAR, a reference-guided renderer that extends Wan2.2 camera control from Plücker rays alone to a joint camera-plus-geometry interface. DAR projects a neural 4D G-buffer (tracking, world position, and normal) from the animated mesh and injects it through a widened control adapter while preserving the pretrained image-to-video prior. The central design choice is the pair of tracking and world position. Tracking identifies the persistent surface element that should carry appearance; world position gives its current scene-coordinate state; normal supplies local shape. Depth plus calibrated rays can recover 3D in principle, but depth is a camera-dependent chart in which camera and object motion are mixed. On the 68-case DAR-4D benchmark, LoRA DAR reaches PSNR 23.22, SSIM 0.895, and LPIPS 0.134, improving over off-the-shelf Wan2.2-Depth by 1.54 dB PSNR; a full fine-tune reaches PSNR 25.36 and SSIM 0.917. Matched ablations show that replacing world position by depth reduces PSNR by 1.26--1.55 dB at every checkpoint, supporting tracking+world-position correspondence as a practical 4D rendering condition.
Problem

Research questions and friction points this paper is trying to address.

4D rendering
video diffusion models
animated mesh
camera motion
scene animation
Innovation

Methods, ideas, or system contributions that make the work stand out.

4D rendering
video diffusion models
animated mesh
G-buffer conditioning
camera-geometry interface
🔎 Similar Papers
No similar papers found.
J
Junhao Chen
Tsinghua University, China
M
Mingjin Chen
The Hong Kong Polytechnic University, China
H
Henghaofan Zhang
University of Electronic Science and Technology of China, China
Minglin Chen
Minglin Chen
Sun Yat-sen University, Ph.D. Student
3D VisionComputer VisionComputer GraphicDeep Learning
L
Liaoyuan Fan
The University of Hong Kong, China
B
Boran Zhang
University of Science and Technology of China, China
Saining Zhang
Saining Zhang
College of Computing and Data Science, Nanyang Technological University
Computer Vision
Mingze Sun
Mingze Sun
Tsinghua University
computer visiongraphics
Hao Zhao
Hao Zhao
Tsinghua University
Computer Vision
Ruqi Huang
Ruqi Huang
Tsinghua Shenzhen International Graduate School
3D Computer VisionShape AnalysisGeometry Processing
Z
Zhihao Li
SparcAI Inc., USA
Y
Yufei Wang
SparcAI Inc., USA