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Generative Rendering: Controllable 4D-Guided Video Generation with 2D Diffusion Models
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Generative Rendering renders animated untextured 3D meshes into stylized video by using a pre-trained depth-ControlNet Stable Diffusion as a multi-frame renderer, with UV-space feature blending and UV-based noise initialization for temporal consistency.
Problem
Controlling text-to-video or text-to-image diffusion models so that low-fidelity animated 3D scenes are rendered into temporally consistent, stylized animations, without a source video for inversion.
Approach
Use ground-truth 4D correspondences (UV maps) from an animated mesh to inject correspondence-aware pre- and post-attention features across frames of a depth-ControlNet T2I model, and initialize diffusion noise in a shared UV texture space instead of via DDIM inversion.
Key results
- Ours achieves frame consistency 0.9845 vs 0.9630 for Pix2Video* and 0.9822 for TokenFlow* among T2I-based methods; only Gen1 (0.9907) is higher.
- Prompt fidelity of 0.3227 for Ours, close to Per-Frame (0.3233) and above Pix2Video* (0.2983) and TokenFlow* (0.2737).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use Generative Rendering instead of Per-Frame generation | StableDiffusion v1.5 · Evaluation videos | Frame Consistency: 0.9547 -> 0.9845 | Helped |
| Use Generative Rendering instead of Pix2Video* | Evaluation videos · Evaluation videos | Prompt Fidelity: 0.2983 -> 0.3227 | Helped |
| Use Generative Rendering instead of TokenFlow* | Evaluation videos · Evaluation videos | Prompt Fidelity: 0.2737 -> 0.3227 | Helped |
| Use Generative Rendering instead of Gen1 | Evaluation videos · Evaluation videos | Frame Consistency: 0.9907 -> 0.9845 | Hurt |
| Remove pre-attention feature injection (ablation) | Generative Rendering · Animation generation | visual consistency | Hurt |
| Remove post-attention feature warping (ablation) | Generative Rendering · Animation generation | pixel-wise consistency | Hurt |
| Replace UV noise initialization with fixed noise (ablation) | Generative Rendering · Animation generation | visual quality | Hurt |
Surprising findings
- Averaging post-attention features in UV space without the attention pass produces chaotic artifacts, and TokenFlow-style blending yields blurry outputs in this untextured setting.
Limitations
- Only evaluated on a small set of scenes; baselines were adapted rather than originally designed for this setting.
- Relies on 2D T2I model without temporal prior, so generation is limited by per-frame model quality and can lose fine interactions such as shadows and reflections when post-attention features are overwritten.
- Needs ground-truth UV and depth maps from an animated 3D scene as input.
Experimental setup
Datasets: Mixamo character animations physically simulated bouncing-ball scenes rendered camera-rotation scenes
Benchmarks: in-house animated 3D scene set
Metrics: frame consistency (CLIP cosine similarity) prompt fidelity (CLIP text-frame similarity)
Baselines: Pix2Video TokenFlow Gen1 Per-Frame ControlNet
Builds on: ControlNet Pix2Video TokenFlow DDIM inversion Stable Diffusion
Closest papers by meaning
- VD3D: Taming Large Video Diffusion Transformers for 3D Camera Control (ICLR 2025 · similarity 0.90)
- Diffusion$^2$: Dynamic 3D Content Generation via Score Composition of Video and Multi-view Diffusion Models (ICLR 2025 · similarity 0.89)
- 4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models (NeurIPS 2024 · similarity 0.89)
- Diffusion4D: Fast Spatial-temporal Consistent 4D generation via Video Diffusion Models (NeurIPS 2024 · similarity 0.89)
- IllumiCraft: Unified Geometry and Illumination Diffusion for Controllable Video Generation (NeurIPS 2025 · similarity 0.89)
- SV4D: Dynamic 3D Content Generation with Multi-Frame and Multi-View Consistency (ICLR 2025 · similarity 0.88)
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