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Complete viz: every-model examples + consistency + obs/visit grouping

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  1. README.md +157 -8
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README.md CHANGED
@@ -1,13 +1,162 @@
1
  ---
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- license: mit
 
 
 
 
 
 
 
 
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  ---
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- # Scene Extrapolation — Benchmark Viz
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- Full qualitative + quantitative viz for the scene-extrapolation project.
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- Open `index.html` locally (interactive lockstep videos + 倍速 speed control).
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- Sections: story, coverage, quantitative, difficulty, memory, fairness, qualitative,
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- qual_kubric4d, qual_lh_dl3dv, qual_revisit (obs/visit grouped + return-frame + dynamic-region
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- + WorldScore consistency), mechanism (why explicit-caching not learned-memory), glossary.
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- Every model has at least one qualitative example.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  ---
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+ license: cc-by-4.0
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+ tags:
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+ - novel-view-synthesis
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+ - scene-extrapolation
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+ - benchmark
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+ - dynamic-nvs
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+ - long-horizon
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+ - video-diffusion
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+ pretty_name: Scene-Extrapolation Benchmark Suite
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  ---
 
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+ # Scene-Extrapolation Benchmark Suite
 
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+ A unified, **honest** evaluation of generative novel-view synthesis (NVS) in the regimes where
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+ per-scene 3D-Gaussian-Splatting reconstruction fails:
 
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+ - **Extrapolative** held-out, *unobserved* views (not interpolation between dense captures).
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+ - **Dynamic** — moving foreground content.
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+ - **Long-horizon** — chained / loop-closing camera trajectories where drift accumulates.
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+ - **Memory / revisit** — recall when the camera *returns* to a previously-observed pose (do methods
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+ remember the scene, or re-hallucinate it?).
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+
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+ One-line framing: **diffusion in the regimes 3DGS fails — extrapolative / dynamic / long-horizon / memory.**
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+
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+ This dataset repo is a **self-contained, offline-playable visualization** of the suite as a live
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+ snapshot. Open `viz_pkg/index.html` by double-click (or browse `index.html` in the repo) — all paths
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+ are relative, videos are embedded H.264, no server needed. A zipped copy is provided as
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+ `scene_extrapolation_benchmark_viz.zip`.
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+
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+ ## What's inside
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+
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+ ```
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+ viz_pkg/
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+ index.html self-contained page (header + 4 sections, inlined CSS/JS/SVG)
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+ README.md this file
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+ sections/ the source HTML fragments + the coverage snapshot JSON
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+ difficulty.html the headline Kubric-4D difficulty-curve charts (inline SVG)
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+ coverage.html / coverage_data.json
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+ quantitative.html
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+ qualitative.html
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+ infer_time.json per-(method,benchmark) avg inference wall-clock (from SLURM sacct)
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+ assets/qual/<bench>/<cid>/*.mp4 FULL-RESOLUTION individual per-method clips (H.264 crf 20,
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+ NATIVE resolution — GEN3C 1280×704, ViewCrafter 1024×576,
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+ NVS/SoM 960×540, FrameCrafter/Ours 832×480, Kubric 576×384;
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+ NO downscaling). Laid out in the page as a CSS grid of
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+ lazy-loaded <video> elements (≤4 per row), replacing the old
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+ downscaled composited-grid panels.
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+ assets/qual/{mv,mb}_*/<cid>/ REVISIT / MEMORY qualitative panels (6 benchmarks:
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+ *.mp4 multi_visit + moving_back × dl3dv / spatialvid / kubric4d,
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+ return/*.png ~10 clips each). Per clip: a full-res per-method video grid
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+ surfacing the memory methods (Shape-of-Motion, GEN3C, SpMem,
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+ Voyager, Lyra-2, MatrixGame-3) + Ours + honest revisit-GT,
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+ PLUS a return-frame comparison (return/<method>_pose*.png =
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+ the model's generated frame at the return pose, next to
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+ obsgt_pose*.png = the ORIGINAL observed GT there) with the
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+ reused return/self PSNR·SSIM·LPIPS numbers.
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+ ```
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+
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+ **Synchronized playback.** Every qualitative panel (static, dynamic, long-horizon *and* the
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+ revisit panels) has a per-panel **sync controller**: one *Play all* toggle + a shared scrubber
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+ that starts / pauses / **seeks all tiles in lockstep** and loops them together, so the methods are
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+ always compared at the same timestamp while each tile keeps its own native resolution + download.
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+
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+ The page has **four parts**:
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+
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+ 1. **Kubric-4D difficulty curve (headline)** — the primary, confound-free dynamic story. Inline-SVG
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+ line charts of metric-vs-camera-angle-bin (x = 30/60/90/120/180°, one line per method) for
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+ full-frame PSNR, dynamic-masked mPSNR, LPIPS, and a camera-trajectory error (COLMAP ATE). Every
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+ method **degrades as the viewpoint widens**; the gap at the hard 120–180° back-views is the real
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+ test. Ours (`vace14b`) is the bold green line. Charts are pure inline SVG — no CDN, fully offline.
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+ 2. **Coverage matrix** — *what we ran*. Rows = all methods (grouped: Ours · diffusion baselines ·
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+ per-scene 3D-GS · long-horizon world models), columns = the 6 benchmarks across the 3 axes.
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+ Each cell is `✓ scored (n=N)` / `🔄 running` / `⏭ N/A (reason)` / `— pending`.
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+ 3. **Quantitative** — per-benchmark metric tables read directly from
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+ `runs/<bench>_metrics/<method>.json`. Static: PSNR/SSIM/LPIPS (hole/extrap + full-frame), FID,
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+ TSED, MEt3R, COLMAP. Dynamic: **Kubric-4D clean-GT** (primary, angle-binned 30/60/90/120/180°, 4
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+ metric families) + **NVIDIA** dynamic-region-masked mPSNR/mSSIM/mLPIPS (secondary) + SpatialVID.
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+ Long-horizon: drift (ATE / rotation / loop-closure) + the WorldScore aggregate — now with the
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+ **LH-SOTA** rows (`lyra2`, `matrixgame3`) scored, the `vace14b_ft_lh` `ft@4000` row filled, and a
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+ **§4c base-vs-finetune** head-to-head. A dedicated **Memory / revisit** section adds the `mv_*`
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+ (revisit-consistency) and `mb_*` (return-fidelity) tables across Kubric-4D / DL3DV / SpatialVID.
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+ Best per column is **bold**; the Ours (`vace14b`) row is highlighted. Each per-benchmark table now also carries an
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+ **`infer s/clip`** column (last column) and there is a dedicated **§5 Average inference time**
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+ summary (per-method s/clip with s/frame, sorted fastest→slowest). These are **honest wall-clock**
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+ numbers from **SLURM `sacct` `ElapsedRaw`** summed over the COMPLETED generation array tasks /
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+ clips produced (NOT mtime deltas, which parallel array writes make meaningless). Caveats rendered
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+ inline: it is wall-clock **incl. one-time model-load amortization**; clip lengths differ per
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+ benchmark so **s/frame** is the cross-benchmark-fair number; per-scene `shape_of_motion` includes
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+ the **full 4D-GS optimization** (flagged `per-scene`); methods with no `sacct` record show `—`
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+ (never fabricated). The spread runs from fast feed-forward (Lyra-2 / Matrix-Game ~1.5–2 s/frame)
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+ through autoregressive-memory (Voyager 13–100 s/frame) to per-scene Shape-of-Motion (~62 s/frame).
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+ 4. **Qualitative** — per representative clip, a **CSS grid of individual full-resolution videos**
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+ (≤4 per row): *observed input | warp / point-cloud | key baselines (incl. FrameCrafter) | Ours |
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+ GT*, including long-horizon closed-loop / revisit clips. Each `<video>` plays its method's output
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+ at **native resolution** (no downscaling; `object-fit: contain` normalizes the grid box) and is
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+ **lazy-loaded** (`preload="none"` + IntersectionObserver load-on-scroll) inside per-benchmark
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+ collapsible sections, so the page stays responsive despite hundreds of clips. Clip sets: eval50 (12),
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+ NVIDIA (12), SpatialVID (12), Kubric-4D (25, grouped by 30/60/90/120/180° bin), LH-DL3DV (12,
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+ grouped by trajectory family). Honest GT handling preserved: synthetic-orbit GT dropped, closed-loop
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+ GT relabeled "observed-only", unscored methods tagged *(metrics pending)*.
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+
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+ ## Benchmarks (12 across 4 axes)
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+
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+ | Axis | Benchmark | Protocol notes |
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+ |---|---|---|
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+ | Static | **DL3DV** (50 held-out clips) | extrapolation into the unobserved region |
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+ | Dynamic | **Kubric-4D** | **PRIMARY** confound-free anchor — standard GCD/AnyView angle-binned protocol, **perfect GT** poses/depth/segmentation (no depth/scale/warp confound). The headline difficulty curve (30/60/90/120/180°) lives at the top of the page |
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+ | Dynamic | **NVIDIA Dynamic Scenes** | **SECONDARY** real-dynamic check — 12-cam static rig (high multi-view factor, "teleporting camera"), dynamic-region-masked mPSNR/mSSIM/mLPIPS |
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+ | Dynamic | **SpatialVID** (30 clips) | in-the-wild dynamic |
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+ | Long-horizon | **LH-DL3DV** (42 clips) | GVS-style drift / loop-closure (orbit · long-straight · closed-loop) |
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+ | Long-horizon | **WorldScore** | Stanford world-generation aggregate (cam-ctrl / 3D-consist / photo / …) |
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+ | Memory / revisit | **multi_visit** (`mv_*`) × {Kubric-4D · DL3DV · SpatialVID} | **REVISIT-CONSISTENCY** — revisit a fixed observed pose; score GT-fidelity (`revisit_psnr/ssim/lpips_gt`) + cross-visit self-consistency drift (`revisit_self_*`, GT-free) |
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+ | Memory / revisit | **moving_back** (`mb_*`) × {Kubric-4D · DL3DV · SpatialVID} | **RETURN-FIDELITY** — move away into unseen space then return; score return-vs-GT + `degrade_vs_observed_psnr` (the forgetting signal) + `away_dist`. Kubric carries a per-away-distance-bin breakdown |
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+
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+ > **Memory axis (NEW):** both families score **only on real GT** (revisit/return legs carry true GT;
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+ > synthetic away-legs are masked upstream). **Headline — explicit geometric caching, not learned memory,
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+ > enables return-fidelity — now confirmed across all three scene types**: static-real DL3DV, synthetic
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+ > Kubric-4D, AND dynamic-real SpatialVID (9 methods scored per family, 52 cells; `spmem` and the
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+ > warp-conditioned `framecrafter` now folded in on **all six** memory benchmarks). Per-scene 4D-GS (`shape_of_motion`) stores the scene and degrades only
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+ > **−0.8 dB** (DL3DV) / **−1.0 dB** (SpatialVID); the best *forward generator* is `gen3c` with an explicit
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+ > 3D point cache, the only generator that stays low on every scene type (**−17.0 dB** DL3DV / **−13.8 dB**
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+ > Kubric / **−17.5 dB** SpatialVID). The dedicated **learned** spatial-memory model `spmem` collapses
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+ > **−30.0 / −24.1 / −32.0 dB** (DL3DV / Kubric / SpatialVID) — among the worst on all three, *uniform across
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+ > static, synthetic and dynamic*, so it is **not a domain gap**. The memoryless single-shot generators
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+ > (`lyra2` / VACE / `viewcrafter` / `nvs_solver`) all collapse **≈ −20 to −32 dB**, and `spmem` sits inside
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+ > that band. (Matrix-Game 3.0's tiny degrade is an artifact of uniformly-low quality, return-PSNR ≈ 11 —
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+ > not memory.) Today's strongest extrapolators have **no working learned memory**; explicit geometry carries it.
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+
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+ > DyCheck (iPhone handheld) was **dropped**: its **portrait** aspect ratio doesn't fit the landscape
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+ > pipeline, so it would be an unfair comparison. The confound-free **Kubric-4D clean-GT** anchor (with
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+ > perfect ground-truth, no warp confound) is the primary dynamic story; NVIDIA is the secondary check.
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+
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+ ## Methods
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+
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+ - **Ours (warp+inpaint VACE):** `vace14b` (Wan2.1-VACE-14B, depth-warp control → inpaint) and its
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+ finetunes `vace14b_ft_lh` / `vace14b_ft_dyn` / `vace14b_ft_mixed`, plus `i2v_base` / `i2v_ft`.
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+ - **Diffusion baselines:** `gen3c`, `voyager`, `flexworld`, `viewcrafter`, `framecrafter`,
139
+ `nvs_solver`, `viewextrapolator`, `trajcrafter`.
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+ - **Per-scene 3D-GS:** `shape_of_motion` (monocular 4D Gaussian fit).
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+ - **Long-horizon world models:** `lyra2`, `matrix3d`, `spmem`, `vmem`, `matrixgame3`.
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+
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+ ## Honesty / snapshot caveats
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+
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+ This is a **live snapshot** (2026-06-29) — several jobs are still running. Cells with no scored
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+ `<method>.json` render as `running` / `pending` / `N/A`, **never as a fabricated number**. Notable
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+ state at snapshot time: the long-horizon SOTA rows `lyra2` and `matrixgame3` are now **scored** on the
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+ LH drift probe, and `vace14b_ft_lh` is **scored at `ft@4000`** (see the §4c base-vs-finetune head-to-head);
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+ `spmem` still has no LH metrics json (long-horizon roll still generating, left `running`). The NEW
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+ **Memory / revisit** axis now carries **9 methods scored per benchmark** (52 cells total) across all six families, with
151
+ `spmem` and `framecrafter` both folded in on all three scene types; `vmem`/FlexWorld/TrajCrafter/ViewExtrapolator/Voyager
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+ and `spmem` on the still-generating long-horizon set are still rolling out there. The `vace14b` recon metrics on NVIDIA / Kubric summary are still shown as `running` (warp
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+ pipeline still scoring) rather than as numbers.
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+
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+ ## Reproduction
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+
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+ Metrics are aggregated from per-clip rows by `code/build_bench.py` into `viz/bench_data.json`; the
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+ Kubric-4D per-angle-bin difficulty curve (inline SVG) is built by `code/build_kubric_curve.py` from
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+ the `by_bin` aggregates; the section fragments and the video panels are built on top, then assembled
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+ into `index.html`. The **inference-time** column/summary is computed by `code/compute_infer_time.py`
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+ (SLURM `sacct` → `sections/infer_time.json`) and injected into the quantitative tables by
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+ `code/add_infer_column.py` (additive, re-runnable, idempotent).
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