Advances in 4D Representation: Geometry, Motion, and Interaction

Fuente: arXiv
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Auteurs principaux: Zhao, Mingrui, Nag, Sauradip, Wang, Kai, Vora, Aditya, Ji, Guangda, Chun, Peter, Mahdavi-Amiri, Ali, Zhang, Hao
Format: Preprint
Publié: 2025
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author Zhao, Mingrui
Nag, Sauradip
Wang, Kai
Vora, Aditya
Ji, Guangda
Chun, Peter
Mahdavi-Amiri, Ali
Zhang, Hao
author_facet Zhao, Mingrui
Nag, Sauradip
Wang, Kai
Vora, Aditya
Ji, Guangda
Chun, Peter
Mahdavi-Amiri, Ali
Zhang, Hao
contents We present a survey on 4D generation and reconstruction, a fast-evolving subfield of computer graphics whose developments have been propelled by recent advances in neural fields, geometric and motion deep learning, as well as 3D generative artificial intelligence (GenAI). While our survey is not the first of its kind, we build our coverage of the domain from a unique and distinctive perspective of 4D representations, to model 3D geometry evolving over time while exhibiting motion and interaction. Specifically, instead of offering an exhaustive enumeration of many works, we take a more selective approach by focusing on representative works to highlight both the desirable properties and ensuing challenges of each representation under different computation, application, and data scenarios. The main take-away message we aim to convey to the readers is on how to select and then customize the appropriate 4D representations for their tasks. Organizationally, we separate the 4D representations based on three key pillars: geometry, motion, and interaction. Our discourse will not only encompass the most popular representations of today, such as neural radiance fields (NeRFs) and 3D Gaussian Splatting (3DGS), but also bring attention to relatively under-explored representations in the 4D context, such as structured models and long-range motions. Throughout our survey, we will reprise the role of large language models (LLMs) and video foundational models (VFMs) in a variety of 4D applications, while steering our discussion towards their current limitations and how they can be addressed. We also provide a dedicated coverage on what 4D datasets are currently available, as well as what is lacking, in driving the subfield forward. Project page:https://mingrui-zhao.github.io/4DRep-GMI/
format Preprint
id arxiv_https___arxiv_org_abs_2510_19255
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Advances in 4D Representation: Geometry, Motion, and Interaction
Zhao, Mingrui
Nag, Sauradip
Wang, Kai
Vora, Aditya
Ji, Guangda
Chun, Peter
Mahdavi-Amiri, Ali
Zhang, Hao
Computer Vision and Pattern Recognition
We present a survey on 4D generation and reconstruction, a fast-evolving subfield of computer graphics whose developments have been propelled by recent advances in neural fields, geometric and motion deep learning, as well as 3D generative artificial intelligence (GenAI). While our survey is not the first of its kind, we build our coverage of the domain from a unique and distinctive perspective of 4D representations, to model 3D geometry evolving over time while exhibiting motion and interaction. Specifically, instead of offering an exhaustive enumeration of many works, we take a more selective approach by focusing on representative works to highlight both the desirable properties and ensuing challenges of each representation under different computation, application, and data scenarios. The main take-away message we aim to convey to the readers is on how to select and then customize the appropriate 4D representations for their tasks. Organizationally, we separate the 4D representations based on three key pillars: geometry, motion, and interaction. Our discourse will not only encompass the most popular representations of today, such as neural radiance fields (NeRFs) and 3D Gaussian Splatting (3DGS), but also bring attention to relatively under-explored representations in the 4D context, such as structured models and long-range motions. Throughout our survey, we will reprise the role of large language models (LLMs) and video foundational models (VFMs) in a variety of 4D applications, while steering our discussion towards their current limitations and how they can be addressed. We also provide a dedicated coverage on what 4D datasets are currently available, as well as what is lacking, in driving the subfield forward. Project page:https://mingrui-zhao.github.io/4DRep-GMI/
title Advances in 4D Representation: Geometry, Motion, and Interaction
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2510.19255