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<h2>Executive summary &amp; key findings</h2>
<p class="lede">Per-scene 3D Gaussian Splatting is superb at interpolating densely observed captures &mdash;
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 &mdash; 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 &mdash; nothing is
interpolated. "Ours" = <code>vace14b</code>; best-in-column values are noted as such.</p>
<div class="grid">
<div class="card static">
<div class="hd">
<div class="axis">Axis 1 &middot; Static</div>
<div class="ttl">Extrapolation, hole-free</div>
<div class="bench">DL3DV eval50 &middot; 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> &mdash; 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) &mdash; 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>
<div class="card dynamic">
<div class="hd">
<div class="axis">Axis 2 &middot; Dynamic</div>
<div class="ttl">Movers are hard for all</div>
<div class="bench">Kubric-4D clean-GT (primary) &middot; NVIDIA &middot; SpatialVID</div>
</div>
<ul class="find">
<li><b>Every method degrades as the viewpoint widens 30&deg;&rarr;180&deg;.</b> Honest moving-object-masked mPSNR <span class="warn">collapses to ~11&ndash;14&nbsp;dB</span> across all bins for everyone &mdash; 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&deg;).</li>
<li>Camera-trajectory error stays <b>low and flat</b> across difficulty bins (COLMAP ATE <span class="num">0.024&rarr;0.050</span> scene-units, 30&deg;&rarr;180&deg;).</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 &mdash; it is judged on pose-free geometry/realism instead.</li>
</ul>
</div>
<div class="card longh">
<div class="hd">
<div class="axis">Axis 3 &middot; Long-horizon</div>
<div class="ttl">On-trajectory under drift</div>
<div class="bench">LH-DL3DV drift/loop &middot; 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&deg;</span> &mdash; while single-shot baselines <span class="warn">collapse rotationally (52&ndash;116&deg;)</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>
</div>
<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 &mdash; 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&nbsp;s/clip</span> vs Lyra-2's 464 (<span class="ratio">5.9&times;</span> slower) and MatrixGame-3's 354 (<span class="ratio">7.7&times;</span> slower). The geometric-consistency win costs roughly 6&ndash;8&times; the inference budget of the fastest feed-forward baselines.</li>
<li><b>Dynamic movers remain unsolved for everyone.</b> Masked mPSNR pins at ~11&ndash;14&nbsp;dB across all methods and all angle bins on clean-GT Kubric-4D &mdash; 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 &mdash; best FID and consistency, 2nd on WorldScore &mdash; at a mid-pack inference cost
(~6&ndash;8&times; the fastest feed-forward models), with dynamic movers still hard for the whole field.</p>
<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>