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D-Prism: Differentiable Primitives for Structured Dynamic Modeling

Conference: CVPR 2026
arXiv: 2604.17082
Code: https://zju3dv.github.io/d-prism/ (Project Page)
Area: 3D Vision / Dynamic Reconstruction
Keywords: Geometric Primitives, Dynamic Reconstruction, Monocular Video, Structured Modeling, 3D Gaussian

TL;DR

D-Prism extends differentiable geometric primitives (superquadrics) from static scenes to the dynamic domain. It utilizes a deformation network to drive rigid primitive motions, binds 3D Gaussians to each primitive to supplement appearance, and incorporates a "clone/merge/prune" dynamic adaptive control system. This enables the simultaneous reconstruction of structured geometry with part decomposition and precise part motion from monocular videos.

Background & Motivation

Background: For dynamic reconstruction from monocular video, mainstream approaches typically follow either the NVS route (NeRF / 4D Voxels / Deformable 3DGS), which focuses only on novel view synthesis without providing explicit geometry, or the dynamic mesh route (e.g., DG-Mesh, Ub4D), which learns the entire dynamic object as a single continuous global mesh.

Limitations of Prior Work: Global mesh representations have two fundamental flaws. First, they lack intrinsic part decomposition—treating multi-part objects (Rubik's cubes, opening chests, articulated doors) as continuous surfaces, failing to express "which part is which." Second, geometry degrades during topological changes such as part contact or separation; for instance, when a face of a Rubik's cube rotates, it should be modeled as independent parts, which a global mesh cannot handle.

Key Challenge: The "true structure" of an object is often only revealed during motion (a closed box looks like a single cuboid, but shows two parts after opening). However, primitive-based methods (cuboid / superquadric / convex hull) that provide structured decomposition have only succeeded in static scenes, leaving their dynamic potential unexplored. Bringing primitives into dynamic settings exacerbates the already unstable optimization of primitives—monocular dynamic observations of moving parts are sparser, and the "overly simple adaptive addition/deletion" of static methods fails to balance redundancy and completeness, often leading to geometric degradation or training collapse.

Goal: To be the first to introduce structured primitive representations into dynamic geometric reconstruction, aiming to simultaneously obtain (1) part-level structured geometry, (2) precise rigid part motion, and (3) high-quality appearance, while maintaining inter-frame consistency.

Core Idea: By combining "differentiable primitives + deformation network-driven motion + bound 3DGS for appearance + dynamic adaptive control for primitive management," this work implements primitive-based methods for monocular dynamic reconstruction for the first time.

Method

Overall Architecture

The input is a calibrated monocular image sequence \(I_{1:N}\) (with timestamps, camera parameters, and object masks). The output is a set of differentiable primitives \(\mathcal{S}=\{P_1,\dots,P_{K}\}\) that move over time, each corresponding to a rigid part of the object and carrying geometry, motion, and bound appearance. The framework consists of four main steps: first, parameterize each primitive as a differentiable superquadric mesh and bind 3D Gaussians to its surface (leveraging the strengths of both geometry and appearance); second, use a deformation network to map primitives between canonical space ↔ observation space to control their rigid motion; third, use dynamic adaptive control (cloning / merging / pruning) during optimization to continuously adjust the number and distribution of primitives to match the real spatial occupancy; finally, after main training, perform a refinement stage by freezing primitive canonical poses and optimizing the detailed parameters of the bound Gaussians to further improve appearance and geometric quality.

%%{init: {'flowchart': {'rankSpacing': 24, 'nodeSpacing': 28, 'padding': 6, 'wrappingWidth': 400}}}%%
flowchart TD
    A["Monocular Image Sequence<br/>+ Camera + Mask"] --> B["Differentiable Primitives +<br/>Bound 3D Gaussians"]
    B --> C["Deformation Network Drives Motion<br/>Canonical ↔ Observation Space"]
    C --> D["Dynamic Adaptive Control<br/>Clone / Merge / Prune"]
    D -->|Periodic Iterative Optimization| C
    D --> E["Refinement Stage<br/>Freeze Poses · Refine Appearance"]
    E --> F["Structured Geometry +<br/>Part Motion + Appearance"]

Key Designs

1. Differentiable Primitives + Bound 3D Gaussians: Primitives for Geometry, Gaussians for Appearance

Global meshes cannot represent part structures, whereas primitives are inherently "one object = a set of interpretable parts." Each primitive \(P_i\) is represented as a superquadric: the base shape is a unit icosphere, transformed into target shapes via a mapping function \(\mathcal{F}(\eta,\omega)\). Using only two shape parameters \(\epsilon_1,\epsilon_2\) and three scaling parameters \(s_1,s_2,s_3\), it can represent various part morphologies like boxes, ellipsoids, and cylinders. The parameters are continuous, making the entire representation differentiable. Each primitive also carries rigid motion parameters: rotation \(R_i\in\mathbb{R}^6\) (6D rotation parameterization), translation \(T_i\in\mathbb{R}^3\), and opacity \(\alpha_i\), mapping the primitive from local to world space: \(x_{\text{world}}=\text{rot}(R_i)x+T_i\). Since pure superquadrics provide only coarse appearance, 3D Gaussians are bound to the primitive surface to supplement details. At initialization, Gaussian centers are randomly sampled on the surface using barycentric coordinates. The rotation \(R_v\) of each Gaussian is constructed via an orthogonal basis from three neighboring fixed centers (with \(r_1\) aligned to the surface normal). The scale \(S_v=\text{diag}(\tau_s, d_{\max}, d_{\max})\) uses a normal scale \(\tau_s=1e{-8}\) to flatten them onto the surface, while in-plane scales cover the local triangle based on the maximum distance to neighbors \(d_{\max}\). During main training, only the SH appearance coefficients of the Gaussians are optimized; other parameters are inherited from the host primitive—decoupling geometry to primitives and appearance to Gaussians.

2. Primitive Deformation Network: Making "Motion" Differentiable and Jointly Optimizable

Directly learning a pose transformation for each primitive at every frame is highly unstable, especially under sparse monocular observations. This work follows the deformation network paradigm in dynamic reconstruction, defining \(\mathcal{D}(\xi(T),\xi(t))=(\Delta T,\Delta R)\). The input is the primitive's canonical translation \(T\) and the positional encoding \(\xi\) of timestamp \(t\), and the output is the motion increment \(\Delta R\in\mathbb{R}^6, \Delta T\in\mathbb{R}^3\). The deformed primitive is denoted as \(P(T+\Delta T;R+\Delta R,\epsilon,s)\). A key assumption is that since each primitive corresponds to a fixed object part, its shape and scale remain invariant over time, and deformation only updates motion parameters. This encodes the physical prior of "rigid part motion" directly into the representation, stabilizing motion learning and allowing joint differentiable optimization of motion and other primitive parameters. A structurally identical inverse deformation network is also used to map primitives from observation space back to canonical space, ensuring consistency (essential for operations like merging).

3. Dynamic Primitive Adaptive Control: Clone/Merge/Prune Trio to Combat Monocular Instability

Simple primitive addition/deletion schemes from static methods are highly dependent on initialization and extremely unstable in dynamic scenes. Borrowing adaptive ideas from 3DGS, this work customizes three operations executed every 2k iterations. Clone: Monitors the gradient of 3D Gaussians on each primitive; if the ratio of Gaussians with gradient exceeding threshold \(\tau_g=4e{-5}\) surpasses \(\tau_p=0.15\), the primitive is marked for cloning to better cover object regions (oversized primitives are shrunk before cloning). Merge: Aims for "minimal primitives for maximum completeness." It first calculates the average mutual overlap rate between primitives across all timesteps and builds a graph where edges connect to the highest-overlap neighbor if overlap exceeds \(\tau_o\). Connected components define merge groups. Within a group, primitives with volume less than 1/3 of the group's maximum or with >80% overlap are pruned, and the remainder are merged into a new primitive (using volume-weighted average for \(T\) and inheriting other attributes from the largest primitive), then mapped back to canonical space. Prune: Removes primitives with opacity below \(\tau_\alpha=0.3\) and uses volume ranking to delete all primitives below a \(>10\times\) volume jump. This combined strategy ensures the primitive set is neither redundant nor incomplete, significantly improving robustness to diverse objects and motion patterns.

Loss & Training

The total loss is \(\mathcal{L}=\mathcal{L}_{\text{gs}}+\mathcal{L}_{\text{mask}}+\lambda_{\text{over}}\mathcal{L}_{\text{over}}+\lambda_{\text{parsi}}\mathcal{L}_{\text{parsi}}+\lambda_{\text{vol}}\mathcal{L}_{\text{vol}}+\mathcal{L}_{\text{deform}}\). Here, \(\mathcal{L}_{\text{gs}}\) is the 3DGS rendering loss, and \(\mathcal{L}_{\text{mask}}\) is the difference between the rasterized primitive mesh mask and the ground truth. It adopts \(\mathcal{L}_{\text{over}}\) (to prevent excessive overlap) and \(\mathcal{L}_{\text{parsi}}\) (to penalize redundant primitive opacity for easier pruning) from previous work. \(\mathcal{L}_{\text{vol}}=1/V\) (where \(V\) is the analytic superquadric volume involving Gamma/Beta functions) penalizes tiny primitives, encouraging them to grow early and reducing redundancy. Motion regularization \(\mathcal{L}_{\text{deform}}=\lambda_{\text{smooth}}\mathcal{L}_{\text{smooth}}+\lambda_{\text{trans}}\mathcal{L}_{\text{trans}}+\lambda_{\text{back}}\mathcal{L}_{\text{back}}\): \(\mathcal{L}_{\text{smooth}}\) constrains motion increments to be smooth between frames; \(\mathcal{L}_{\text{trans}}\) penalizes large early displacements; and \(\mathcal{L}_{\text{back}}\) supervises forward-backward consistency of the inverse deformation network. Optimization uses Adam (lr=0.001, refinement phase ×0.01) for 60k iterations each for main and refinement stages on an NVIDIA 3090. Weights: \(\lambda_{\text{over}}=1,\lambda_{\text{parsi}}=0.1,\lambda_{\text{vol}}=0.05,\lambda_{\text{smooth}}=1,\lambda_{\text{trans}}=0.5,\lambda_{\text{back}}=0.01\).

Key Experimental Results

The dataset is the author-curated Dynamic Primitive Dataset (6 structured objects from PartNet-Mobility rendered via SAPIEN: Rubik's cube, chest, door, pliers, folding chair, sunglasses; monocular sequences + GT dynamic meshes). Generalization is tested on humanoid cases from the D-NeRF dataset.

Main Results

Structured motion tracking accuracy (Tab.1, a newly proposed metric where lower EPE and higher \(\delta_{3D}\) are better). D-Prism shows a significant advantage in large-magnitude, long-term motions:

Object Metric Ours DG-Mesh MovingParts
Rubik's Cube EPE ↓ 0.063 0.181 0.174
Rubik's Cube \(\delta_{3D}^{.05}\) 0.869 0.616 0.637
Treasure Box EPE ↓ 0.006 0.069 0.168
Treasure Box \(\delta_{3D}^{.05}\) 0.998 0.672 0.243
Door EPE ↓ 0.011 0.067 0.059
Sunglasses \(\delta_{3D}^{.05}\) 0.991 0.941 0.654

Dynamic geometry reconstruction (Tab.2, CDd in units of \(10^{-3}\), lower is better): While D-Prism sacrifices some fine details for structured representation, its geometric accuracy remains superior:

Object Metric Ours DG-Mesh Ub4D
Rubik's Cube CDd ↓ 3.237 9.873 6.505
Treasure Box CDd ↓ 1.848 4.737 9.732
Door CDd ↓ 2.777 4.940 81.168
Pliers EMDd ↓ 0.058 0.075 0.154

General scenes (D-NeRF humanoid cases, Tab.3): D-Prism's rendering quality is slightly lower than DG-Mesh (e.g., Jumpingjacks PSNR 29.07 vs 31.77), but LPIPS is actually better (0.034 vs 0.045), and it is the only method providing additional structured geometry.

Ablation Study

Config EPE ↓ \(\delta_{3D}^{.05}\) CDd ↓ Description
w/o deform (Per-frame pose) 0.177 0.692 3.642 Without deformation net, tracking degrades significantly
w. deform (Full) 0.063 0.877 3.237 Deformation network significantly improves motion modeling
Config PSNR ↑ (Jumpingjacks) PSNR ↑ (Mutant) Description
w/o clone 25.873 24.667 Lacks primitives in detailed areas, rendering degrades
w. clone 29.069 26.518 Cloning adds primitives as needed, large gain in general scenes

Key Findings

  • Deformation network is the heart of motion modeling: Compared to directly learning per-frame poses, the deformation network slashes Rubik's Cube EPE from 0.177 to 0.063 (\(\delta_{3D}^{.05}\) 0.692→0.877). Accurate motion also leads to better geometry.
  • Merge threshold \(\tau_o\) sensitivity: High \(\tau_o\) (e.g., 1, only perfect overlap) leaves redundant primitives; low \(\tau_o\) (e.g., 0.3) collapses the Rubik's cube into a single primitive. The paper recommends \(\tau_o=0.7\pm0.05\).
  • Cloning utility: Less noticeable on structured objects where initial primitives suffice, but critical for complex D-NeRF humanoid scenes, where omitting it drops PSNR by over 3 dB.

Highlights & Insights

  • "Motion reveals structure" is cleverly utilized: A closed box is one cuboid; opening it reveals two parts. The authors turn this intuition into a methodology, using part motion to infer and recover the true structure, which is impossible via global mesh routes.
  • Decoupled Geometry/Appearance Binding: Superquadrics handle structured geometry while bound 3DGS handles appearance. Flattening Gaussians into surface-aligned flakes (normal scale \(1e{-8}\)) allows the two representations to coexist without interference, forming a reusable "structural primitive + Gaussian appearance" paradigm.
  • Strong prior of "rigid parts, invariant shape": Constraining the deformation network to learn only motion increments \((\Delta T, \Delta R)\) without touching shape/scale ensures stability and naturally fits articulated/rigid objects.
  • Filling the evaluation gap with a new metric: Traditional per-frame CD/EMD cannot determine if a predicted part tracks the ground truth part's motion. The structured motion tracking accuracy (EPE/\(\delta_{3D}\)) directly quantifies motion modeling quality.

Limitations & Future Work

  • The authors acknowledge sensitivity to primitive initialization and difficulty handling complex topologies (e.g., tori) or dense, thin structures.
  • It relies on given object masks and motion ranges (initialization requires a bounded motion range), which may not be easily available in open-world scenarios. The dataset is primarily synthetic (PartNet-Mobility), with limited real-world evidence in the supplementary material.
  • General rendering quality (PSNR/SSIM) still lags behind DG-Mesh; structure is gained at the expense of fine-grained geometric detail.
  • Future directions: Expanding primitive expressiveness, learning hierarchical/skeletal relationships between primitives, and applying the method to evaluate structural consistency in generated videos for embodied AI/world models.
  • vs DG-Mesh / Ub4D (Dynamic Mesh): These build a single global mesh for high per-frame accuracy but lack part decomposition and fail at contact/separation points. D-Prism's structured primitives handle large motions (360° rotation, 180° flip) much more robustly at the cost of fine details.
  • vs MovingParts / Shape of Motion / SP-GS (Monocular NVS + Tracking): These focus on novel view synthesis and tracking without providing explicit structured geometry. D-Prism provides both, with higher tracking accuracy.
  • vs DBW / PartGS / GaussianBlock (Static Primitive Methods): Previous works used primitives (with bound Gaussians) only in static scenes; D-Prism is the first to extend this to dynamic domains with deformation networks and adaptive control.

Rating

  • Novelty: ⭐⭐⭐⭐⭐ First to integrate differentiable structured primitives into monocular dynamic reconstruction; "motion reveals structure" is a fresh perspective.
  • Experimental Thoroughness: ⭐⭐⭐⭐ Custom dataset + new metric + multiple baselines + complete ablations, though merging is only qualitatively evaluated and real-world scenes are in the supplement.
  • Writing Quality: ⭐⭐⭐⭐ Clear motivation, well-layered method, and well-explained design choices/formulas.
  • Value: ⭐⭐⭐⭐ Structured + editable + articulated (compatible with Blender motion swapping), highly valuable for scene editing and embodied AI.