2026-01-07 · 4 citations · club pick
Choreographing a World of Dynamic Objects
Yanzhe Lyu, Chen Geng, Karthik Dharmarajan, Yunzhi Zhang, Hadi Alzayer, Shangzhe Wu, Jiajun Wu
No peer-reviewed venue on record yet. 4 citations, 1 of them influential, as of the last refresh.
Abstract
Dynamic objects in our physical 4D (3D + time) world are constantly evolving, deforming, and interacting with other objects, leading to diverse 4D scene dynamics. In this paper, we present a universal generative pipeline, CHORD, for CHOReographing Dynamic objects and scenes and synthesizing this type of phenomena. Traditional rule-based graphics pipelines to create these dynamics are based on category-specific heuristics, yet are labor-intensive and not scalable. Recent learning-based methods typically demand large-scale datasets, which may not cover all object categories in interest. Our approach instead inherits the universality from the video generative models by proposing a distillation-based pipeline to extract the rich Lagrangian motion information hidden in the Eulerian representations of 2D videos. Our method is universal, versatile, and category-agnostic. We demonstrate its effectiveness by conducting experiments to generate a diverse range of multi-body 4D dynamics, show its advantage compared to existing methods, and demonstrate its applicability in generating robotics manipulation policies. Project page: https://yanzhelyu.github.io/chord
Ten-minute slide kit
Six slides is the whole talk: what was broken, what people tried, what these authors did, what the numbers say, where it falls over, and the sentence people should remember.
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Figures worth putting on a slide
- Figure 1. 4D scene motion generated by our method. We present CHORD, a universal generative pipeline capable of animating scenes with multiple objects that interact with each other
- Figure 2. Overview. For the input meshes of a given scene, we first convert them into 3D-GS representations to enable smooth gradient computation. The converted 3D-GS models are th
- Figure 3. Illustration of the hierarchical control point representation. We represent the deformation using a spatial hierarchical structure. Coarse control points capture large-sc
- Figure 4. Illustration of the Fenwick Tree representation. Each node stores the cumulative deformation over a temporal range, allowing nearby frames to share parameters and natural
- Figure 5. Qualitative comparisons. We compare our approach with several mesh animation methods. Our method produces results that better align with the given prompts and exhibit mor
- Figure 6. Real-world object animation results.
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