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| <h2>Executive summary & key findings</h2> |
| <p class="lede">Per-scene 3D Gaussian Splatting is superb at interpolating densely observed captures — |
| and brittle exactly where it is asked to invent: <b>extrapolative</b> held-out views with big |
| disocclusion holes, <b>dynamic</b> moving content, and <b>long-horizon</b> chained / loop-closing |
| trajectories that accumulate drift. Diffusion-based generative NVS replaces 3D-GS in precisely those |
| regimes. <span class="ours">Our method — Wan2.1-VACE-14B warp+inpaint</span> warps the input to each |
| target pose, then lets video diffusion fill the disocclusions <b>hole-free</b> while staying |
| <b>geometrically anchored</b> to the warped scaffold.</p> |
| <p class="subnote">Every number below is read verbatim off the scored runs (eval50, Kubric-4D clean-GT, |
| NVIDIA, SpatialVID, LH-DL3DV, WorldScore) and SLURM <code>sacct</code> timing — nothing is |
| interpolated. "Ours" = <code>vace14b</code>; best-in-column values are noted as such.</p> |
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| <div class="grid"> |
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| <div class="card static"> |
| <div class="hd"> |
| <div class="axis">Axis 1 · Static</div> |
| <div class="ttl">Extrapolation, hole-free</div> |
| <div class="bench">DL3DV eval50 · 50 held-out clips</div> |
| </div> |
| <ul class="find"> |
| <li>Warp+inpaint yields geometry-consistent extrapolation with <b>no torn disocclusions</b>: Ours leads generation realism at <span class="num">FID 56.4</span> (best in column).</li> |
| <li>Tied at the front on perceptual fidelity over the <b>hole region only</b> — PSNR-extrap <span class="num">12.79</span> (vs GEN3C 12.78), full-frame LPIPS <span class="num">0.534</span> (tied-best).</li> |
| <li>Strongest pose anchoring: COLMAP <b>registration rate 0.761</b> (best in column) — the warped scaffold keeps generated frames self-consistent.</li> |
| <li>All methods cluster low on raw PSNR (this is <b>generation, not reconstruction</b>); the real separation lives in FID + geometric consistency, where Ours leads.</li> |
| </ul> |
| </div> |
|
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| <div class="card dynamic"> |
| <div class="hd"> |
| <div class="axis">Axis 2 · Dynamic</div> |
| <div class="ttl">Movers are hard for all</div> |
| <div class="bench">Kubric-4D clean-GT (primary) · NVIDIA · SpatialVID</div> |
| </div> |
| <ul class="find"> |
| <li><b>Every method degrades as the viewpoint widens 30°→180°.</b> Honest moving-object-masked mPSNR <span class="warn">collapses to ~11–14 dB</span> across all bins for everyone — the static background hides this in full-frame PSNR.</li> |
| <li>Ours shows the strongest <b>pose-free multi-view consistency</b>: MEt3R <span class="num">0.014</span> on Kubric-4D (best; next-best 0.034) and <span class="num">0.027</span> on NVIDIA (best, with TSED 0.80, rot 1.0°).</li> |
| <li>Camera-trajectory error stays <b>low and flat</b> across difficulty bins (COLMAP ATE <span class="num">0.024→0.050</span> scene-units, 30°→180°).</li> |
| <li>Ours is absent from the pixel-PSNR-vs-angle curves <b>by design</b>: it does not follow the exact GT poses, so reconstruction metrics don't apply — it is judged on pose-free geometry/realism instead.</li> |
| </ul> |
| </div> |
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| <div class="card longh"> |
| <div class="hd"> |
| <div class="axis">Axis 3 · Long-horizon</div> |
| <div class="ttl">On-trajectory under drift</div> |
| <div class="bench">LH-DL3DV drift/loop · WorldScore (ICCV'25)</div> |
| </div> |
| <ul class="find"> |
| <li>Warp-anchored control stays on-trajectory across long rollouts: drift <b>ATE 3.48%</b> of scene extent, rotational drift <span class="num">2.5°</span> — while single-shot baselines <span class="warn">collapse rotationally (52–116°)</span>.</li> |
| <li>Best long-horizon realism: <span class="num">FID 50.9</span> (best in column) over 228-frame rollouts.</li> |
| <li>On <b>WorldScore</b>, Ours is <b>2nd overall (67.8)</b>, best photometric quality (88.9) and 2nd on camera controllability (78.3); NVS-Solver leads overall (70.4).</li> |
| </ul> |
| </div> |
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| </div> |
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| <div class="tradeoff"> |
| <div class="th">Honest tradeoffs</div> |
| <ul> |
| <li class="plus"><b>What Ours wins:</b> hole-free extrapolated content, best-in-class geometric / multi-view consistency, and 2nd place on the WorldScore composite — without any per-scene optimization.</li> |
| <li><b>Runtime is mid-pack, not fastest.</b> Feed-forward world models are far cheaper per clip: on long-horizon, Ours runs <span class="ratio">2732 s/clip</span> vs Lyra-2's 464 (<span class="ratio">5.9×</span> slower) and MatrixGame-3's 354 (<span class="ratio">7.7×</span> slower). The geometric-consistency win costs roughly 6–8× the inference budget of the fastest feed-forward baselines.</li> |
| <li><b>Dynamic movers remain unsolved for everyone.</b> Masked mPSNR pins at ~11–14 dB across all methods and all angle bins on clean-GT Kubric-4D — reconstructing fast-moving content from a single view is an open problem, not a per-method gap.</li> |
| </ul> |
| </div> |
|
|
| <p class="bottom"><span class="lab">Bottom line</span> |
| Warp+inpaint VACE-14B delivers <b>hole-free, geometry-anchored novel views that stay on-trajectory</b> |
| where 3D-GS fails — best FID and consistency, 2nd on WorldScore — at a mid-pack inference cost |
| (~6–8× the fastest feed-forward models), with dynamic movers still hard for the whole field.</p> |
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| <p class="honest">Sources: <code>quantitative.html</code> tables, <code>runs/dyn_kubric4d_metrics/*.json</code> |
| (per-method aggregate + by-bin), and <code>infer_time.json</code> (SLURM <code>sacct</code> s/clip). Ratios |
| computed from long-horizon secs_per_clip. Where Ours has no value for a metric (e.g. exact-pose |
| reconstruction PSNR), it is stated as not-applicable rather than estimated.</p> |
| </section> |
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