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4DCodeBench: Benchmarking Agents on Inverse Graphics of Dynamic Scenes

Ruihong Shen et al. · arxiv_cs
arXiv CS · Papers
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artificial-intelligenceknowledge-representationreasoning
We introduce 4DCodeBench, a benchmark for 4D inverse graphics through code generation, in which agents reconstruct dynamic scenes from video as executable graphics programs. To accomplish this, agents must translate visual observations into compact representations of scene structure and dynamics, by
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10-5-2026

4DC O D E B E N C H : B E N C H M A R K I N G A G E N T S O N INVERSE GRAPHICS OF DYNAMIC SCENES Ruihong Shen1*† Žiga Kovačič2* Peter Kulits2,3* Xingrui Wang1 Zizhang Li2 Joshua B. Tenenbaum4 Alan Yuille1 Jieneng Chen2‡ Jiajun Wu2‡ 1 Johns Hopkins University 3 Max Planck Institute for Intelligent Systems

2 Stanford University 4 Massachusetts Institute of Technology

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arXiv:2610.03715v1 [cs.CV] 2 Oct 2026

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Figure 1: 4 D C O D E B E N C H . Top: the task. Given an input video, an agent must reconstruct it as an explicit 4D scene by writing graphics code; the scene is rendered back to video and its geometry is inspected over time. Bottom: we benchmark 18 models on 100 real and 100 synthetic scenes. Each example shows the input and two model reconstructions, split into render (left) and geometry (right). * Equal contribution, listed in random order.

‡ Equal co-advising.

† Work done during a summer internship.

ABSTRACT We introduce 4DC O D E B E N C H , a benchmark for 4D inverse graphics through code generation, in which agents reconstruct dynamic scenes from video as executable graphics programs. To accomplish this, agents must translate visual observations into compact representations of scene structure and dynamics, by implementing abstractions such as physical simulations to reproduce complex behavior. To evaluate this capability, we curate a set of real-world videos and construct synthetic scenes spanning diverse physical phenomena, including deformation, fluid flow, and fracture. We perform extensive benchmarking of frontier models, finding that strong static reconstruction capabilities do not yet translate into reliable reconstruction of complex dynamics. 4 D C O D E B E N C H provides a testbed for tracking progress toward agents that can interpret the dynamics of the world through code. Our benchmark is available at github.com/4DCodeBench/4DCodeBench.

1. Introduction Inverse graphics is often approached by fitting a prescribed model to visual observations. Recovering an executable graphics program instead moves model specification into the inference problem. The program specifies what geometry to construct and how to represent it. Dynamic scenes render these modeling choices more consequential. Flow, fracture, and deformation involve changes in shape and often topology, while material interactions affect each other’s motion. Representing such phenomena extends beyond the placement of objects or recovery from a moving camera in a static scene. We ask how well multimodal coding agents can understand the dynamics of interacting objects and materials from video, choosing and implementing their own abstractions to reconstruct the scene. We introduce 4DC O D E B E N C H to evaluate this capability through 4D inverse graphics. Agents are given a reference video and tasked with writing code that generates the 3D geometry of the scene over time, and renders the result. We leave implementation of these dynamics open rather than requiring the use of a particular approach. This freedom renders the agents’ choices themselves part of the investigation. Our benchmark includes 100 real-world videos and 100 synthetic scenes that span diverse materials and interactions. We separately evaluate appearance, geometry, and dynamics of the scene, comparing against reference videos and 3D ground truth on synthetic scenes. Through evaluation of 18 frontier models, we observe that reconstruction of dynamics consistently lags behind that of appearance and static geometry. While analytic motion is the most-common strategy, we find that leading models differ substantially in their approaches. In summary, we contribute the following: 1. A benchmark and dataset for 4D inverse graphics through code generation. We introduce 4 D C O D E B E N C H , comprising 200 dynamic scenes – 100 real videos and 100 synthetic scenes with 4D ground truth – spanning diverse materials, interactions, and physical phenomena. Agents must reconstruct each video as an executable graphics program that exposes explicit geometry and dynamics over time. 2. A comprehensive evaluation of frontier and open-weight models. We benchmark 18 multimodal coding models under a common execution environment and evaluation 2

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Figure 2: Cost–quality trade-off and human–VLM agreement. The left panel plots each model’s VLM Elo against its average token use per task, with the Pareto frontier; the right panel plots VLM Elo against human Elo for the 17 models in the human study. Error bars show 95% intervals. protocol, measuring visual fidelity, 2.5D and 3D geometry, and dynamics. Our analysis identifies substantial differences across models and shows that reconstructing dynamics remains a consistent weakness even when appearance and static geometry are recovered well. 3. Human-aligned evaluation and analysis of reconstruction failures. We conduct a largescale human preference study and develop automated VLM- and reconstruction-based metrics that closely track human judgments. Using these measurements, we analyze which scene properties and physical regimes expose different reconstruction failures, providing a diagnostic view of current model capabilities.

2. 4 D C O D E B E N C H 4 D C O D E B E N C H comprises 200 scenes: 100 real-world videos curated from existing datasets and the web and 100 synthetic scenes built with physics simulations. The two sources serve complementary roles. Real-world videos capture realistic appearance and complex dynamics without the simplifying physical assumptions of a simulator, but lack 4D ground truth. Synthetic scenes depend on these assumptions but provide ground-truth geometry and motion at every frame, enabling direct evaluation in 3D and 4D space, rather than solely comparing rendered frames in image space. Below we describe the task definition (§2.1), benchmark construction (§2.2), data statistics (§2.3), and evaluation metrics (§2.4). 2.1. Task Definition: 4D Inverse Graphics Through Code Generation Inverse graphics recovers the underlying representation of a scene from observations. We pose 4D inverse graphics as code generation: given a video, an agent writes an executable program – which we term 4D code – that constructs the scene’s 3D geometry and its evolution over time. Formally, given a reference video 𝑥ref = ( 𝑥0 , . . . , 𝑥𝑇 −1 ) of a physical scene, an agent must produce executable graphics code Γ = ( 𝛾1 , . . . , 𝛾𝑚 ), for 4D inverse graphics, constructing the scene’s 3D 3

geometry and describing its evolution over time. We impose no restrictions on the number, organization, or roles of the individual programs 𝛾𝑖 . Executing Γ must expose a geometric state 𝑠Γ ( 𝑡 ) at each evaluated timestep and render that state in Blender (Blender Foundation, 2026) through a rendering procedure R Γ : Γ = A ( 𝑥ref ),

𝑥ˆ 𝑘 = R Γ ( 𝑠Γ ( 𝑘/𝑟 )) ,

𝑘 = 0, . . . , 𝑇 − 1,

(1)

where A (·) denotes the agent and 𝑟 is the reference frame rate. R Γ renders the geometric state using the camera, lighting, and materials specified by Γ. The rendered output must match the reference’s resolution, frame count, and frame rate, and Γ must execute without access to 𝑥ref . We render in Blender, but the code implementation is simulator-agnostic: dynamics may be keyframed or simulated with any tool such as Taichi (Hu et al., 2021) or Warp (Macklin, 2022). Figure A1 gives an intuitive overview of our task pipeline, which supports diverse agents and videos. 2.2. Benchmark Overview and Construction To construct the benchmark, we collect real-world videos and generate synthetic scenes covering a wide range of physical dynamics. These include scenes of robotic manipulation, controlled physics demonstrations, and everyday activities. We organize scenes into four primary categories: rigid and articulated bodies, deformable solids, co-dimensional structures such as cloth and rope, and flowing materials such as grains and fluids. Across these categories, scenes exhibit phenomena including collisions, deformation, flow, and fracture. We further characterize scenes by object count, material composition, and dynamics regime, distinguishing passive dynamics from externally driven motion, such as robotic manipulation or prescribed motion of rigid objects. Real-world scenes. We curate videos from existing physical-understanding, video-generation, and robotics datasets, supplemented with web-sourced footage. We select clips with diverse physical behaviors while minimizing repeated scenarios, prioritizing stationary cameras, limited occlusion, and continuous footage without cuts or editing-induced discontinuities. We also exclude humans and animals and minimize visible hands, since reconstructing their detailed geometry and articulation introduces challenges beyond our focus on dynamics. Each clip is manually selected and reviewed for visual quality and temporal continuity. Appendix C.2 lists the video sources and the number of scenes from each source. Synthetic scenes. We construct synthetic scenes using existing physical simulators, extending their implementations where needed to support additional material models. Scenes are designed by the authors, combining procedurally generated geometry with publicly available meshes such as the Stanford bunny and armadillo. We select simulators suited to each scene’s desired materials and interactions and use them to compute the objects’ geometry and motion over time. We design diverse scenarios that vary geometry, material types and parameters, initial conditions, and rendering settings to create varied reconstruction tasks. Authors with experience in physical simulation developed and reviewed each scene for numerical instability, unintended interpenetration, and other visible simulation artifacts. Appendix C.3 and Table A3 list the simulators used and provides a breakdown of scenes by simulator. 2.3. Dataset Statistics Figure 3 summarizes the distribution of scene properties in 4DC O D E B E N C H . We characterize each scene by the physical behavior of its primary dynamic objects, together with properties 4

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Figure 3: Dataset examples and statistics. The top row shows a real and a synthetic example scene for each matter family. The bottom panels count the real and synthetic scenes that contain each family (left) and break both splits down by the number of dynamic objects, the number of materials, and whether the motion is passive or driven (right). such as the number of dynamic objects, the presence of multiple material types, and whether the motion is passive or externally driven. Scene ontology. We organize scenes hierarchically by the matter of their main dynamic objects. We distinguish four broad classes: rigid and articulated, including rigid bodies and articulated systems; deformable solids, including hyperelastic, viscoelastic, and elastoplastic materials; codimensional structures, including shells and rods; and flowing materials, including granular media, Newtonian fluids, and viscoplastic fluids. Scenes may contain multiple matter types interacting with each other. The full breakdown is visualized in Appendix C. Beyond matter type, we characterize scenes by the number of dynamic objects and by their interactions. 83% of scenes contain multiple dynamic objects, and 66% contain multiple materials. These include interactions such as rigid–deformable, rigid–fluid, fluid–deformable, deformable–co-dimensional, and rigid–co-dimensional coupling. We also distinguish passive dynamics, where motion follows from the initial state and subsequent physical interactions, from externally driven dynamics, such as robotic manipulation or prescribed motion of an object. The distribution of these properties across our scenes, together with the breakdown across the real and synthetic splits, is shown in Figure 3. All videos are capped at a maximum frame rate of 60 fps during dataset construction, and real videos are capped at 300 frames. Videos with a higher source frame rate are temporally subsampled to at most 60 fps, while videos recorded at lower frame rates retain their original frame rate. Figure A2 reports the final distributions of video length and frame rate. 2.4. Metrics and Evaluation: What Is a Good Reconstruction? A faithful 4D reconstruction must reproduce both the visual appearance and the physical dynamics of the observed scene. Because ground-truth availability is asymmetric – synthetic

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scenes provide full 4D world states while real videos provide only monocular views – our evaluation spans five metric families: Perceptual, 2D Dynamics, and 2.5D Geometry measured against the reference video, alongside 3D Geometry and 3D Dynamics evaluated against the reference world. The Overall score averages these five families; failed runs receive the worst score on the affected metrics (Appendix D.1). Video-reference evaluations. On all scenes, Perceptual measures visual and semantic fidelity to the reference video using DINOv3 (Siméoni et al., 2025) similarity, and 2D Dynamics measures the coverage of moving objects (Dynamic IoU). On real videos, we additionally estimate optical flow, point trajectories, and depth from the reference video with off-the-shelf vision models; 2D Dynamics compares the flow (Flow) and trajectories (Track2D), and 2.5D Geometry compares the depth (Depth error). On the reconstruction side, these quantities are computed analytically from the 4D world rather than estimated from rendered pixels (Appendices D.2 and D.3). VLM-based VQA and pairwise evaluation. We further evaluate reconstructions with a visionlanguage model (VLM) as a judge. VQA asks scene-specific questions in four categories: initial state, final state, key events, and contact; questions are gated by the presence of the scene’s main object (Figure 5; Appendix D.5). Pairwise evaluation presents the reference video together with two reconstructions and asks which more closely matches the reference in geometry and dynamics. Pairwise preferences are aggregated across scenes into a model-level Elo rating using a Bradley–Terry model (Appendix D.6). 4D-reference evaluations. On synthetic scenes, after aligning the reconstruction to the reference (Appendix D.4), 3D Geometry measures static surface accuracy at frame 0 via Chamfer distance (Scene 3D). 3D Dynamics compares motion from two complementary views: a Lagrangian perspective tracking matter along persistent 3D paths (Trajectory DTW), and an Eulerian perspective comparing frame-to-frame displacement distributions without correspondence (EMD step). Geometry diagnostics. We also check each delivered 4D world for structural defects: open boundaries, non-manifold edges, degenerate faces, self-intersections, and object interpenetrations (Figure A11). Because these checks assess mesh validity rather than fidelity to the reference, they are reported as diagnostics outside the Overall score (Appendix D.8).

3. Experiments 3.1. Experimental Setup We evaluate 18 multimodal coding models, covering both proprietary models ( GPT-6 Astra [Max, High, Low], Claude Fable 5.1 [High], Claude Opus 5 [High], Claude Opus 5.5 [High], GPT-5.6 Sol [High], GPT-5.6 Luna [Max], GPT-5.6 Terra [High], Gemini 3.8 Flash [High]) and open-weight models ( Qwen3.8 Flash-Next [XHigh], DeepSeek v4.1 Flash [High], GLM 5.3 Flash [Max], MiniMax M3 [Def], MiMo v2.5 [Def], Muse Glimmer [High], Gemma-4 31B, Mistral Medium 3.5).1 We evaluate multiple reasoning-effort settings of Astra to study the effect of inference-time reasoning on reconstruction performance. We run each model once on each of the 200 benchmark scenes. Each benchmarked agent takes as input only the reference RGB video and a fixed task prompt describing the reconstruction task and required output format. We do not provide scene names, semantic descriptions, object lists, or any other information about the scene; agents must infer these from the input video. The complete prompt is provided in Appendix G.2. 1We also evaluated Kimi K3 but omit it from the reported results: its unusually long agent trajectories cost about

50% more than Fable, without a commensurate gain in reconstruction quality.

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Proprietary models run in their provider’s native agent CLI, and open-weight models in the open Stirrup harness (Artificial Analysis, 2025). Each run executes in an isolated container with one GPU, an empty workspace, and read-only access to the reference video and task files. The environment provides Blender, common numerical and simulation libraries, and an offline copy of the Blender API documentation, so agents may implement dynamics with Blender, the provided libraries, or their own code. Appendix G.1 details the environment. Each agent must return an executable program together with a reconstructed scene containing the rendered video, camera parameters, per-frame geometry, and temporal correspondence for dynamic matter. The program must regenerate the reconstruction from scratch without accessing the reference video. We describe the exact file structure, coordinate conventions, and validation requirements in Appendix G.3. Note that we do not restrict how dynamics are implemented; for example, animation and physical simulation are two possible approaches. Dynamics may be implemented in Blender, using simulation libraries such as Taichi (Hu et al., 2019, 2020, 2021) or Warp (Macklin, 2022), or with custom code. The program must also expose its geometric state in each evaluated frame, allowing evaluation of both rendered appearance and, for synthetic scenes, geometry and motion against 4D ground truth. Each model is evaluated on all 200 benchmark scenes. If a run fails to produce a valid rendered video or world representation, metrics requiring the missing output are assigned their worst value (Section 2.4). Submission success rates are reported in Appendix D.1. 3.2. Human Evaluation We run a pairwise human preference study on all 200 scenes to measure perceived reconstruction quality and to validate the automated metrics. Each trial shows the reference video, then the renders of two models side by side in random order; participants pick the one closer to the reference in geometry, layout, and dynamics, or mark them about the same (10.5% of responses). Model pairs are sampled adaptively to shrink the widest confidence intervals (Chiang et al., 2024), and judgments are aggregated into Elo ratings with a Bradley–Terry model (Bradley & Terry, 1952) as for the VLM judge. The study covers 17 of the 18 models (all but Opus 5.5 [High]). We collect 3,587 judgments from 76 participants; 209 comparisons are judged by several participants and 916 also by the VLM, which lets us measure inter-rater and human–VLM agreement (Section 4.1; Appendix E).

4. Results and Ablations 4.1. Overall Performance and Human Alignment We evaluate 18 models on 200 scenes (Figure 4). Astra [Max] leads the Overall ranking, followed by Opus 5.5 [High], Astra [High], Fable [High], and Astra [Low]. Among the models evaluated, open-weight models generally trail behind proprietary ones. The leaderboard distinguishes substantial differences in reconstruction quality, including between a wide range of open-weight models. Failed submissions receive the worst applicable metric scores; 90.1% of submissions are fully executable (Figure A7). Figures 6 and 1 show reconstruction examples across several models. More sample results are included in Appendix F and on the project page. Human judgments support this ranking. Across 3,587 pairwise judgments from 76 participants, human and VLM Elo correlate very strongly across models (Spearman 𝜌 = 0.980; Figure 2). We additionally measure agreement on the shared set of individual comparisons. On 916 shared comparisons, human and VLM judgments agree in 89.3% of cases (𝜅 = 0.761), near the 92.1% 7

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Figure 4: Leaderboard of 18 models on 200 scenes. Each row lists the human and VLM Elo, VQA accuracy, the five family scores in [0, 1] (higher is better), and Overall, the mean of Perceptual, 2D Dynamics, 2.5D Geometry, 3D Geometry, and 3D Dynamics; rows are sorted by Overall. Opus 5.5 [High] was not part of the human study due to its time of release (–). agreement between human annotators on repeated comparisons (𝜅 = 0.816). Human Elo also correlates with the Overall score ( 𝜌 = 0.96). Individual VLM judgments are less reliable for closely matched models: agreement is near chance within 50 Elo points, reaching 75% at a 132-point separation and 90% at 343 points. VQA provides a complementary assessment of individual reconstructions (Figure 5). Astra [Max] reaches a mean per-scene accuracy of 87.6%, compared with 78.8% for Fable [High] and 29.5% for GLM [Max]. These averages also conceal large differences across scenes: Astra [Max] answers every question on 59% of scenes, whereas Mistral answers none on 94% (Figure A16). Figure 2 (left) shows that greater token use across different models does not consistently yield higher Elo. The same pattern appears in the running statistics: token volume and agent steps have little correlation with Overall score across models (Figure A22). Together, the agreement with human preferences supports using the automated evaluation suite to compare new models on 4 D C O D E B E N C H , while the separate scores identify where their reconstructions succeed or fail. 4.2. Performance Across Metric Families The leaderboard reveals a consistent weakness in reconstructing motion (Figure 4). Across all 18 models, Perceptual and 3D Geometry scores are higher on average than 2D and 3D Dynamics scores (Figure 8). The gap remains when appearance is compared with 2D motion and 3D geometry with 3D motion separately (Figure A20). Even the strongest model, Astra [Max], scores 0.91 on the static families versus 0.67 on the dynamic families. Reconstructing a scene’s evolution remains harder than recovering its appearance and geometry. The metrics give broadly similar rankings across models (Figure 4), but agree less when ranking reconstructions of the same scene (Figure A9). They therefore expose differences in how well 8

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Multiple − single matter -0.57 -0.39 -0.19 -0.50 -0.01 -0.17 Driven − passive -0.30 -0.28 -0.10 -0.20 +0.46 +0.12 Rigid / articulated -0.02 +0.03 +0.03 +0.06 +0.14 +0.04 Deformable -0.08 -0.01 +0.16 -0.13 -0.06 -0.03 Co-dimensional -0.35 -0.33 -0.35 -0.76 +0.01 +0.21 Flowing -0.09 -0.17 -0.20 +0.02 -0.24 -0.21

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Figure 7: Category effects. Each cell is the standardized change in a score on one category of scenes, measured against its counterpart or, for a matter family, against all scenes; underlined effects have a 95% interval that excludes zero and the same sign for at least 14 of 18 models.

Figure 8: Static–dynamic gap. For each model, the blue dot averages the static families (Perceptual, 3D Geometry) and the orange dot the dynamic ones (2D and 3D Dynamics), with 95% intervals over scenes.

4.3. Performance Across Scene Types We next examine how reconstruction quality varies with the scene ontology of Section 2. Figure 7 reports standardized differences across scene categories. Relative to synthetic scenes, real scenes have lower VQA and Perceptual scores (−0.73 and −0.88). Scenes containing multiple matter types show a similar pattern relative to single-matter scenes (−0.57 and −0.39). Thus, both the source of a scene and its material composition affect its recognizable appearance and events. Other categories expose different weaknesses. Co-dimensional scenes have lower 2D Dynamics and 2.5D Geometry scores (−0.35 and −0.76), while driven scenes have lower VQA but higher 3D Geometry scores (−0.30 and +0.46). The highlighted effects recur across most individual models, rather than arising only from pooled averages. Flowing scenes also show lower 3D Dynamics (−0.21), although this effect does not meet the figure’s consistency criterion. Together, these patterns show why scene categories must be considered alongside aggregate model scores. 4.4. How Do Agents Model Dynamics? The executable submissions let us examine how agents implement motion. Table A4 classifies their solutions as analytic motion, custom simulation, Blender physics, or keyframing. Overall, 67% of solutions use analytic motion, 19% custom simulation, 10% Blender physics, and 3% keyframing. The distribution varies substantially across models: Opus 5.5 [High] uses custom simulation in 61% of its solutions, while Astra [Low] uses analytic motion in 85% and Terra [High] in 100%. Models use different representations of dynamics even when solving the same reconstruction task. Appendix F.4 describes what each category contains in more detail. 4.5. Effect of Inference-Time Reasoning Increasing Astra’s reasoning effort from Low to High to Max raises its Overall score from 0.73 to 0.77 to 0.79 (Figure 4). Its 2D Dynamics score increases from 0.48 to 0.55 to 0.60, and its 10

3D Dynamics score from 0.63 to 0.69 to 0.73. VQA similarly increases from 78.2% to 85.0% to 87.6%. These gains accompany greater output-token use and cost (Figure A22). Unlike the weak relationship between token use and quality across different models, additional reasoning within Astra consistently improves its reconstruction scores.

5. Related Work Recent benchmarks have begun evaluating coding agents on spatial and physical tasks, from constructing 3D objects to implementing simple simulations. 3DCodeBench tests whether agents can model 3D objects in code from text or images (Gao et al., 2026). PhysCodeBench tests whether they can write executable physics simulations from text descriptions (Xie et al., 2026). VisPhyWorld instead gives agents synthetic physics videos to reconstruct as simulator code (Liang et al., 2026). MPMWorlds also reconstructs synthetic videos, covering deformation, material changes, and topology-changing events in 2D (Kovačič & Ellis, 2026). BVB reconstructs primarily static indoor scenes observed by a moving camera (Tang et al., 2026). 4 D C O D E B E N C H instead curates videos with minimal camera motion to test whether agents reconstruct changes in scene geometry and physical motion, which we also evaluate directly against 3D ground truth on synthetic scenes. See Appendix B for further review and discussion.

6. Conclusion Limitations. Our current evaluation focuses on reconstruction fidelity, leaving the underlying physical mechanisms underconstrained. Prescribed trajectories can achieve high scores, while the generalization benefits of simulation remain largely untested. Interventions on initial conditions and external forces, together with longer-horizon prediction, would be a good way to assess transferable physical understanding in future work. Our evaluation also focuses on final submissions; tracking intermediate reconstructions across render-and-compare rounds would reveal how quality improves with iteration and token expenditure, when gains saturate, and how effectively agents use visual feedback. Discussion. 4 D C O D E B E N C H highlights several directions for improving agents that reconstruct dynamic scenes through graphics code. The persistent gap between static and dynamic reconstruction underscores the challenge of inferring material properties, interactions, and driving forces from video and translating them into accurate physics solvers. Leading models adopt markedly different reconstruction strategies, ranging from predominantly analytic motion to custom physical simulations. This raises the question of when simulation improves reconstruction quality and whether requiring physics-based simulation would preserve the relative performance of these models. Meanwhile, greater token expenditure across models does not consistently yield better reconstructions, highlighting the importance of reasoning efficiency. Stronger physical intuition could help agents form plausible hypotheses earlier, anticipate the consequences of modeling choices, and use targeted feedback to refine their solutions with fewer render-and-compare iterations. We introduced 4DC O D E B E N C H to evaluate agents’ ability to reconstruct videos as executable 4D scenes. Across the models studied, automated rankings closely agree with human preferences. While the strongest models excel at reconstruction of appearance and geometry, a clear gap remains in their ability to abstract dynamics. By measuring these capabilities across diverse interactions, 4 D C O D E B E N C H provides a way to track progress in 4D inverse graphics and identify where models still fail. 11

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4DC O D E B E N C H : B E N C H M A R K I N G A G E N T S O N INVERSE GRAPHICS OF DYNAMIC SCENES Appendix Contents A Task Illustration

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B Additional Related Work

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C Dataset

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C.1 Dataset Samples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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C.2 Real-World Dataset Composition and Sources . . . . . . . . . . . . . . . . . . . . .

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C.3 Synthetic-Dataset Simulators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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D Metrics and Evaluation

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D.1 Executability and Scoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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D.2 Metrics on All Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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D.3 Metrics on Real Videos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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D.4 Metrics on Synthetic Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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D.5 VQA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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D.6 VLM-Based Pairwise Rankings . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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D.7 Metric Concordance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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D.8 Additional Metrics and Geometry Quality . . . . . . . . . . . . . . . . . . . . . . .

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E Human Study

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F Additional Results

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F.1

Sample Agent Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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F.2

VQA Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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F.3

Comparison Between Real and Synthetic Splits . . . . . . . . . . . . . . . . . . . .

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F.4

How Do Models Describe Motion? . . . . . . . . . . . . . . . . . . . . . . . . . . .

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G Experimental Setup

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G.1 Execution Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

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G.2 Agent Prompt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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G.3 Submission Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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G.4 Running Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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A. Task Illustration

Coding agent Input video

build_world.py geometry

4D geometry frame 123 of 250

Reconstruction

dynamics render

def setup_physics(scene, ball, cubes, floor): bpy.ops.rigidbody.world_add() rbw = scene.rigidbody_world

t = 0.0 s

run t = 0.0 s

rbw.substeps_per_frame = SD.SUBSTEPS rbw.solver_iterations = SD.SOLVER_ITERS rbw.point_cache.frame_start = F0 rbw.point_cache.frame_end = F1 scene.gravity = (0.0, 0.0, -9.81) bpy.ops.object.select_all(action="DESELECT") for ob in cubes:

t = 2.6 s

t = 2.6 s

ob.select_set(True) bpy.context.view_layer.objects.active = cubes[0] bpy.ops.rigidbody.objects_add(type="ACTIVE") for ob in cubes: rb = ob.rigid_body

repeat render.mp4

rb.collision_shape = "BOX" rb.mass = SD.CUBE_MASS rb.friction = SD.FRICTION

t = 5.1 s

t = 5.1 s

rb.restitution = SD.RESTITUTION rb.linear_damping = SD.LIN_DAMP rb.angular_damping = SD.ANG_DAMP rb.use_margin = True rb.collision_margin = SD.MARGIN rb.mesh_source = "BASE" rb.use_deactivation = True rb.use_start_deactivated = False

t = 10.4 s

compare with the input, edit

t = 10.4 s

rb.deactivate_linear_velocity = SD.DEACT_LIN …

Figure A1: Task. Given the input video, the coding agent writes a program that builds a 4D scene, runs and renders it, compares the render with the input, and edits the program in a loop.

B. Additional Related Work Physical world understanding. Humans reason about physical scenes by mentally simulating them with an approximate internal physics engine, grounded in core knowledge of objects and mechanics (Spelke & Kinzler, 2007; Battaglia et al., 2013; Ullman et al., 2017). Early computational frameworks such as Galileo and visual de-animation operationalize this principle by inferring structured, object-centric states from video and simulating them to predict and explain observed dynamics (Wu et al., 2015, 2017a). Most contemporary benchmarks, however, probe physical reasoning through indirect surrogate tasks rather than explicit state representations, relying on outcome prediction and plausibility judgments (Tung et al., 2023; Bordes et al., 2025), question answering (Chow et al., 2025; Li et al., 2026), or the physical plausibility of generated videos (Bansal et al., 2025; Motamed et al., 2026). Formulating scene understanding as worldprogram generation revives this explicit state representation, requiring agents to commit their physical understanding to an executable 4D scene that can be simulated, inspected, and verified. Inverse graphics and executable world modeling. Inverse graphics frames visual perception as inverting the forward rendering process through analysis-by-synthesis (Kersten et al., 2004; Yuille & Kersten, 2006). Classical visual program induction pioneered this philosophy by recovering scenes as programs (Kulkarni et al., 2015; Wu et al., 2017b; Ritchie et al., 2023), 18

Table A1: Comparison with benchmarks for code-based world generation and reconstruction. Type: generation from text (Gen.) or reconstruction from images or video (Recon.). Real: real visual inputs. 3D geom.: the output contains 3D scene geometry. Dynamics columns mark which of our matter classes move in the tasks. 3D eval.: scores 3D geometry or simulator state rather than only rendered frames. Dynamics by matter class Benchmark

Type

Real 3D geom. Rigid Deform. Co-dim. Flowing 3D eval.

3DCodeBench (2026) Gen./Recon. PhysCodeBench (2026) Gen. Code4D (2026) Gen. 4DBuildBench (2026) Gen. VisPhyBench (2026) Recon. MPMWorlds (2026) Recon. Δynamics (2026) Recon. BVB (2026) Recon. SceneActBench (2026) Recon.

✗ – – – ✗ ✗ ✓ ✓ ✗

✓ ✓ ✓ ✓ ✓ ✗ ✓ ✓ ✓

✗ ✓ ✓ ✓ ✓ ✓ ✓ ✗ ✓

✗ ✓ ✓ ✓ ✗ ✓ ✗ ✗ ✗

✗ ✓ ✓ ✓ ✗ ✗ ✗ ✗ ✗

✗ ✓ ✓ ✓ ✗ ✓ ✗ ✗ ✗

✓ ✓ ✗ ✓ ✓ ✗ ✓ ✗ ✓

Ours

✓

✓

✓

✓

✓

✓

✓

Recon.

but was largely constrained to hand-crafted domain-specific languages. Recent LLM-powered coding agents lift this limitation, parsing static objects and indoor layouts from imagery into general-purpose graphics code (Kulits et al., 2024; Yin et al., 2026; He et al., 2026; Gao et al., 2026). Extending such programs to dynamic scenes introduces a fundamentally more demanding inverse problem: the program must capture not only spatial geometry, but also how the physical scene evolves over time. Forward simulation from text (Zhang et al., 2026; Liu et al., 2026; Xie et al., 2026) avoids this inverse challenge, as generated code needs only to satisfy an open-ended description rather than match a specific physical observation. Video-conditioned benchmarks directly tackle this inverse problem, yet each focuses on a restricted regime (Table A1): VisPhyWorld and MPMWorlds operate on controlled synthetic simulations, with the latter confined to 2D (Liang et al., 2026; Kovačič & Ellis, 2026); Δynamics and SceneActBench target primarily rigid and articulated systems (Kao et al., 2026; Zhao et al., 2026); and BVB reconstructs static indoor scenes under moving camera trajectories (Tang et al., 2026). Concurrently, Code as Worlds builds executable scenes from real footage, but its video pipeline fits object trajectories kinematically rather than inferring the underlying physics (Wang et al., 2026). By contrast, 4DC O D E B E N C H establishes a unified inverse-graphics benchmark across diverse real-world footage, spanning rigid, deformable, co-dimensional, and flowing matter, while evaluating the reconstructed 3D geometry and motion directly against ground truth on synthetic scenes.

C. Dataset Figure A2 shows the number of scenes in 4 D C O D E B E N C H that include an object of each material category (left) and the distributions of clip length and frame rate (middle, right). C.1. Dataset Samples Figures A3–A6 show 40 of the 200 scenes: the synthetic pages cover every simulation method, and the real pages cover every physics category.

19

137 68%

Real Synthetic 31

36

87

61

# of clips

Rigid body 48 24% Articulated body 50 25% Hyperelastic Viscoelastic 2 1% 26 13% Elastoplastic 28 14% Shell Rod 12 6% 20 10% Granular 28 14% Newtonian fluid Viscoplastic fluid 16 8% 0 50 100

13

16

18

18

21 13 13

5

2

0–2

27

10

11

4 1 1

2–4

4–6

# of scenes

6–8 8–10 10–12 12–14 ≥14

≤23

Clip length (s)

1

24

25

7

4

30

60

Frame rate (fps)

Figure A2: Dataset distributions. The number of scenes that contain each material and their proportion of the 200 scenes (left); since a scene can contain several materials, the shares sum to more than 100%. The clip length (middle) and frame rate (right) distributions of the reference videos, shown separately for real and synthetic scenes. C.2. Real-World Dataset Composition and Sources The real-world subset contains 100 video clips drawn from physics video benchmarks (51 clips), robot-manipulation datasets (21 clips), and independently collected web footage (28 clips). These sources provide controlled physical demonstrations, robotic interactions with objects and materials, and physical events in everyday settings. Table A2 lists the sources and their numbers. Table A2: Real-world video sources and the number of clips drawn from each. Source type

Source

Clips

Physics video benchmark

WISA-80K (Wang et al., 2025) Physics-IQ (Motamed et al., 2026) Phys-AD (Li et al., 2025) Phys101 (Wu et al., 2016)

33 12 3 3

Robot manipulation

ABC-130K (Allshire et al., 2026) T-Rex (Niu et al., 2026) Robo360 (Liang et al., 2023) AgiBot World (Bu et al., 2025) RoboCook (Shi et al., 2023) RoboCraft (Shi et al., 2024) ALOHA Unleashed (Zhao et al., 2024) ManipArena (Sun et al., 2026) Task-Level ILC (Suresh & Atkeson, 2026)

5 4 3 2 2 2 1 1 1

Web-collected

Pexels Youtube Creative Commons Mixkit Pixabay

21 5 1 1

Total

100

20

0%

33%

67%

100%

Figure A3: Synthetic scenes (1/2). Each scene is shown as four frames spaced evenly over its reference video. 21

0%

33%

67%

100%

Figure A4: Synthetic scenes (2/2). Each scene is shown as four frames spaced evenly over its reference video. 22

0%

33%

67%

100%

Figure A5: Real-world scenes (1/2). Each scene is shown as four frames spaced evenly over its reference video. 23

0%

33%

67%

100%

Figure A6: Real-world scenes (2/2). Each scene is shown as four frames spaced evenly over its reference video. 24

C.3. Synthetic-Dataset Simulators We use several simulation methods to cover the range of materials and interactions represented in the synthetic subset. At a high level, Incremental Potential Contact (IPC) formulates contact using barrier potentials to robustly prevent intersections during deformable simulation (Li et al., 2020), while Affine Body Dynamics (ABD) extends related ideas to stiff and near-rigid bodies (Lan et al., 2022). Smoothed Particle Hydrodynamics (SPH) represents fluids using Lagrangian particles and is used for liquid dynamics, including fluid–rigid interactions and surface-tension effects. The Material Point Method (MPM) combines Lagrangian material points with an Eulerian background grid and supports a broad range of constitutive behaviors, including elasticity, plasticity, fracture, and coupled solid–fluid dynamics. We use several MPM variants specialized for different numerical and material regimes. Finally, the PPF Contact Solver uses finite-element models together with barrier-based contact handling for contact-rich simulations of shells, rods, and solids (Ando, 2024). More than two-thirds of the synthetic examples are generated using a simulator that is more advanced and richer than Blender. We extend the Genesis simulator (Genesis AI Team, 2026) with three new MPM constitutive models: a viscoplastic model to simulate materials such as shaving cream and toothpaste; the snow model of Stomakhin et al. (Stomakhin et al., 2013); and a Drucker–Prager model (Klár et al., 2016) for sand. Sand and snow materials do exist in Genesis, but are implemented using different approaches than the ones we add. Table A3: Simulators of the synthetic split, the phenomena each one covers, and the number of clips it produced. All scenes are rendered in Blender. Simulator Blender libuipc (Huang et al., 2025, 2024)

Simulation role

Clips

Simpler physical scenes Rigid, deformable, shell, and rod simulation with contact; affine-body assemblies Liquids, fluid–rigid coupling, and surface tension

31 10

Cutting, discontinuities, and rigid-body coupling Deformable and elastoplastic materials Elastic and elastoplastic materials Stiff deformable and elastoplastic materials

3 9 4 7

AnisoMPM (Wolper et al., 2020) CD-MPM (Wolper et al., 2019) Silly Rubber (Fang et al., 2019) IQ-MPM (Fang et al., 2020)

Anisotropic damage and fracture; Drucker–Prager sand Continuum-damage fracture Non-equilibrated viscoelastic and elastoplastic solids Coupled deformable solids and fluids

4 4 3 1

PPF (Ando, 2024) Genesis (Genesis AI Team, 2026)

Co-dimensional structures, deformables, and contact Robotic manipulation, viscoplastic fluids, and MPM–SPH coupling

9 12

SPlisHSPlasH (Bender et al., 2026) MLS-MPM (Hu et al., 2018) CK-MPM (Liu et al., 2025) MPM-lite (Feng et al., 2026) HOT (Wang et al., 2020)

Total

3

100

25

Valid

Invalid world

No world

Invalid video

No video

75 50 25

6-A s 6-A tra [M st a 6-A ra [Hig x] Opu stra [ h] L Fab s-5.5 [H ow] l e- 5 i g h Opu .1 [Hi ] g s 5.6- -5 [High] S 5. ol [ h] Gem6-Luna High] in [ M 5.6- i-3.8 [H ax] ig Q Te Dee wen-3 rra [Hi h] pSe .8 [ gh] ek-V XHi GLM 4.1 [H gh] Min -5 igh iMa .3 [M ] x M Mu iMo -M3 [Dax] se-G -V2 ef limm .5 [D ] Gem er [Hi ef] ma g h ] Mis -4-31B tral -3.5

0

100.0 100.0 100.0 100.0 98.0 96.5 100.0 100.0 99.0 100.0 80.0 95.5 89.5 67.5 91.0 95.0 29.0 81.5

Share of runs (%)

100

Figure A7: Executability breakdown across models.

D. Metrics and Evaluation D.1. Executability and Scoring To ensure benchmark scores reflect both reconstruction fidelity and practical execution reliability, we first evaluate the validity of each submission. A submission is designated as executable if (i) its rendered video successfully decodes and matches the reference in resolution, frame count, and frame rate, and (ii) its 4D world passes structural format validation. Submissions producing an invalid video automatically fail all metrics; those producing a valid video but an invalid 4D world fail only geometry-dependent metrics. When a metric fails due to non-executability, it receives its worst possible value – 0 for bounded similarities and 2 for normalized depth error (matching their bounds in Sections D.2 and D.3) – so that aggregate scores penalize unexecutable outputs. When the reference scene itself lacks the prerequisite signal for a specific metric (e.g., it contains no trackable dynamic motion), that scene is excluded from the corresponding metric across all models. Surface rasterization fails to capture background details in six real scenes featuring transparent main objects. Consequently, these scenes are excluded from metrics comparing rasterized geometry to the reference video: Dynamic IoU, Depth error, Flow, Track2D, and Uni3D MoGe. Figure A7 shows the executability of each model: 90.1% of all submissions are executable, with at least 96.5% for every proprietary model and 29.0–95.5% for open-weight models. D.2. Metrics on All Scenes Let 𝑥 𝑘 and 𝑥ˆ 𝑘 denote frame 𝑘 of the reference and rendered videos, respectively (𝑘 = 0, . . . , 𝑇 − 1).

26

DINOv3 similarity. To evaluate high-level visual appearance and semantic consistency across frames without being overly sensitive to minor pixel-level illumination or color shifts, we compute deep feature similarity using DINOv3 (Siméoni et al., 2025). Using the class-token embeddings 𝑒𝑘 and 𝑒ˆ𝑘 of the reference and rendered frames, we map the mean frame-wise cosine similarity to [0, 1]: ! 𝑒 ˆ 1 1 ∑︁ 𝑒⊤ 𝑘 𝑘 DINOv3 = 1+ . (2) 2 𝑇 ∥ 𝑒𝑘 ∥ ∥ 𝑒ˆ𝑘 ∥ 𝑘 Dynamic IoU. To capture the coarse spatial extent and general motion trends of dynamic elements across time, we measure Dynamic IoU. Let 𝑀ˆ 𝑘 denote the rasterized mask of dynamic objects defined by the submission’s world program, and 𝑀𝑘 the reference dynamic mask, rasterized from the reference world or manually annotated for real videos. Following PASCAL VOC (Everingham et al., 2010), we ignore a thin boundary band 𝐵𝑘 to avoid edge-rasterization artifacts: 1 ∑︁ ( 𝑀𝑘 ∩ 𝑀ˆ 𝑘 ) \ 𝐵𝑘 DynIoU = . (3) 𝑇 ( 𝑀𝑘 ∪ 𝑀ˆ 𝑘 ) \ 𝐵𝑘 𝑘

D.3. Metrics on Real Videos For real videos, reference motion and depth are estimated from the source video, whereas reconstruction metrics are analytically rasterized directly from the predicted 4D world to assess true underlying geometry rather than rendered pictures. Depth error. To evaluate 3D spatial layout and relative distance ordering from a monocular viewpoint, we compute normalized disparity error against estimated reference depth. Let 𝑑˜ 𝑘 and 𝑑˜ˆ 𝑘 be the disparities from Video Depth Anything (Chen et al., 2025) and the camera-rasterized reconstruction mesh, respectively, each median-and-MAD normalized as in MiDaS (Ranftl et al., 2022). Discarding the largest 1% of residuals per frame to suppress outlier sensitivity, the pixel-averaged error over 𝑁 pixels is: DepthErr =

1 ∑︁ 1 ∑︁ ˜ 𝑇

𝑑 𝑘 ( 𝑝) − 𝑑˜ˆ 𝑘 ( 𝑝) ,

𝑁

(4)

𝑝

𝑘

which is bounded in [0, 2]. Flow. To assess 2D apparent motion dynamics and velocity distributions across consecutive frames, we compare optical flow fields. Let 𝑈𝑘 be the reference RAFT (Teed & Deng, 2020) flow, and 𝑈ˆ 𝑘 the reconstruction flow derived analytically from surface geometry, between frames 𝑘 and 𝑘 + 1 at the pixels that move in either, and K the steps at which any pixel moves. Rather than penalizing minor spatial misalignments with rigid pixel-wise end-point error, we compare them as unordered sets at each motion step 𝑘 ∈ K using the sliced Wasserstein distance (SW), a fast approximation of the earth mover’s distance (EMD). Normalizing by the root-mean-square magnitude 𝑚 of each side ensures slow and fast scenes share one common scale:   1 ∑︁ SW(𝑈𝑘 , 𝑈ˆ 𝑘 ) Flow = 1 − min 1, . (5) |K | 𝑚 (𝑈𝑘 ) + 𝑚 (𝑈ˆ 𝑘 ) 𝑘∈ K

27

Track2D. To evaluate long-range temporal motion persistence and tracking fidelity over extended sequences, we compute 2D point trajectory concordance. CoTracker3 (Karaev et al., 2025) tracks a grid of query points through the reference video. On the reconstruction, the corresponding 3D surface point under each query is followed through the 4D world and projected into the frame, so path 𝑖 on one side corresponds to path 𝑖 on the other. Retaining the 𝑛 reference paths that travel more than 2% of the image diagonal 𝛿 after camera motion compensation, we compute the Dynamic Time Warping (DTW) distance 𝐷𝑖 between corresponding paths in units of 𝛿, which accommodates variations in execution speed, capped at 𝜅 = 0.03: Track2D = 1 −

1 ∑︁ min( 𝐷𝑖 , 𝜅) 𝑛

𝜅

.

(6)

𝑖

D.4. Metrics on Synthetic Scenes Because synthetic scenes provide complete ground-truth geometry, the metrics below are evaluated directly in 3D after registering the reconstruction to the reference world. Registration. Let P be the point cloud of surfaces visible at frame 0 of the reference world, with RMS radius 𝜎; all 3D distances are measured in units of 𝜎. Because lower-performing models frequently produce erroneous camera extrinsics due to subtle Blender camera export API conventions, relying solely on camera-view surfaces can lead to catastrophic misalignment despite otherwise plausible reconstruction. To prevent these models from failing 3D metrics purely due to misplaced cameras, we fit two similarity transforms by trimmed ICP (Besl & McKay, 1992; Umeyama, 1991) – one on the visible surfaces at frame 0 and one on the dynamic objects’ trajectories across the video – and keep the one that brings the reconstruction closer to P through the reference camera. Scene 3D. To measure static 3D geometric fidelity and surface reconstruction accuracy under full 3D supervision, we evaluate the aligned frame-0 reconstruction against the reference ground truth. Let P̂ be the registered reconstruction’s frame-0 surfaces seen through the reference camera, and 𝐷𝜅 the symmetric Chamfer distance capped at 𝜅 = 0.5: Scene3D = 1 − 𝐷𝜅 (P, P̂)/𝜅.

(7)

Trajectory DTW. To evaluate Lagrangian motion consistency – measuring whether distinct physical matter follows the correct 3D trajectory over time – we compute path-level dynamic time warping. We sample dynamic matter across both worlds uniformly and follow each sample over time, giving two sets of 3D paths {𝜏𝑖 } and {𝜏ˆ 𝑗 } of equal size 𝑛. We solve for the optimal one-to-one assignment 𝜋 with the Hungarian algorithm and, with saturation threshold 𝜅 = 1, compute:  1 ∑︁ min DTW( 𝜏𝑖 , 𝜏ˆ 𝜋 ( 𝑖 ) ), 𝜅 TrajDTW = 1 − . (8) 𝑛

𝜅

𝑖

EMD step. To evaluate Eulerian instantaneous velocity fields—capturing overall 3D physical speed and directional plausibility at each frame without requiring persistent particle tracking— we measure one-step displacement distributions. Let 𝑈𝑘 and 𝑈ˆ 𝑘 be the one-step 3D displacements of the same samples at frame 𝑘. To evaluate instantaneous velocity distributions without 28

enforcing trajectory-level temporal persistence, we measure their sliced Wasserstein distance (SW):   Í ˆ 𝑘 SW(𝑈 𝑘 , 𝑈 𝑘 ) (9) EMD step = max 0, 1 − Í  . ˆ 𝑘 𝑚 (𝑈 𝑘 ) + 𝑚 (𝑈 𝑘 ) Normalizing by the total motion over the video prevents nearly static frames from dominating the score. D.5. VQA Each scene carries hand-written binary questions in four categories: initial state and final state (what is present and where, in the first and last frames), key events (what happens in between, and in what order), and contact (what the materials do where they touch). Over the 200 scenes there are 1,251 questions: 371 initial state, 354 final state, 308 key events, and 218 contact. A VLM judge (Gemini 3.8 Flash) sees 16 frames of the reconstruction – including the first and last frames – and answers all of a scene’s questions in one call, without the reference video. Gating. Two checks run before the VLM is asked to answer the questions. The first catches renders with nothing in them: a render fails if it has almost no edges, or if almost every pixel is the same color. These are blank, black, or flat-lit outputs. The second check is per scene. Every scene carries a presence question about its main object, and if the reconstruction fails it, the object is not in the video and the remaining answers say nothing about physics. The question essentially asks if the reconstruction contains anything that could even remotely try to represent the main dynamic object of the scene. We score the questions of a gated scene as wrong rather than skipping them, and we do the same for scenes that produced no video. Every model therefore answers the same 1,251 questions, so no model can raise its average by rendering fewer scenes. Across all models, 81.0% of scenes reach the judge cleanly, 3.6% produce no video, 8.5% fail the first check, and 7.0% fail the presence question. Figure A8 shows the questions of two scenes with the answers of two models on each. D.6. VLM-Based Pairwise Rankings For each comparison, the judge receives the reference video and two model reconstructions, sampled at 3 fps. The model used is Gemini 3.8 Flash. The VLM chooses which reconstruction more closely matches the reference in object geometry, motion, collisions, deformation, and final state. Model identities are hidden and A/B assignment is balanced across comparisons. We sample model pairs across scenes rather than exhaustively evaluating every pair. Pairwise outcomes are aggregated with a Bradley–Terry model and reported on the Elo scale. Confidence intervals are obtained by bootstrapping scenes. Pairwise judge prompt You are shown a reference recording of a physical event, then two attempts by coding models to reproduce it: video A and video B. Which attempt is closer to the reference? Consider the geometry of the objects in the scene, how they move, the physics, the collisions, the deformations, where things end up. Answer with one word: A or B.

29

Reference

6-Astra [Max]

First frame

GT

In the first frame, are there two black robot grippers in the frame, with the right one holding a book?

Yes Yes

In the first frame, are a small green Christmas tree and a white pot with dried flowers on the left of the middle shelf?

DeepSeek-V4.1 [High]

Contact

GT

No

Does the big book move at any point while the right gripper is not holding it, instead of just leaning there?

No

No

No

Yes Yes

Yes

Do the books on the shelf move at any point without the left gripper pushing them?

No

No

No

In the first frame, does a red toy car sit on the right side of the middle shelf?

Yes Yes

Yes

Do the hands pass through the books at any point?

No

No

Yes

Key event

GT

Last frame

GT

Does the left gripper push books on the shelf away to make space for the black book in the right gripper?

Yes Yes

No

In the final frame, is either of the grippers touching anything?

No

No

No

Does the right gripper lift the book up onto the top shelf and push it into the row, turning it so Yes Yes the spine faces the camera?

No

In the final frame, is the black book standing in the row of books on the top shelf with its spine Yes Yes facing out?

No

Reference

Fable-5.1 [High]

First frame

GT

In the first frame, is there a black tube end on the left-side wall?

Yes Yes

In the first frame, is there a shallow blue container in the corner?

Yes Yes

Key event

GT

Does liquid pour out of the black tube and start Yes Yes to fill up the tank?

GLM-5.3 [Max]

Contact

GT

No

Does any water reach the floor by passing through or below the sides of the container, instead of over them?

No

No

Yes

Yes

As the water from the tube hits the water sitting in the tank, does it splash around?

Yes Yes

No

Last frame

GT

No

In the final frame, is transparent liquid pouring Yes Yes out of the black tube in an arc?

No

In the final frame, is the blue container filled with water whose surface is uneven?

Yes Yes

No

In the final frame, is water also flowing on the floor beside the container?

Yes Yes

No

Figure A8: VQA examples on a real rigid (top) and a synthetic flowing (bottom) scene. Each shows frames at the start, middle, and end of the reference video and of two reconstructions, and up to three questions per category with the ground-truth (GT) answer and each model’s answer, marked right or wrong. 30

DIN Ov Dy 3 n. I o De U pth F lo w Tra ck2 Sce D ne 3 Tra D j. D EM TW Ds tep

DINOv3

1.00

.76

.67

.68

.58

.67

.39

.66

Dyn. IoU

.76

1.00

.68

.75

.63

.62

.40

.62

Depth

.67

.68

1.00

.59

.53

–

–

–

Flow

.68

.75

.59

1.00

.58

–

–

–

Track2D

.58

.63

.53

.58

1.00

–

–

–

Scene 3D

.67

.62

–

–

–

1.00

.40

.57

Traj. DTW

.39

.40

–

–

–

.40

1.00

.50

EMD step

.66

.62

–

–

–

.57

.50

1.00

Spearman ρ

0

0.5

1

Figure A9: Metric concordance. Each cell is Spearman’s 𝜌 between the rankings that two metrics assign to the runs on a scene, averaged over scenes; metrics are oriented so that higher is better, and grey pairs share no scene. D.7. Metric Concordance Figure A9 evaluates whether two metrics rank submissions to the same scene consistently. Every pair agrees positively, with 𝜌 between 0.39 and 0.76, indicating that the metrics point in a common direction without being redundant. Appearance and layout agree closely: DINOv3 similarity and Dynamic IoU correlate at 0.76, and both at 0.67–0.68 with depth error. The motion metrics agree only moderately with each other and with appearance (0.53–0.69), indicating that a rendered video can look plausible while its underlying motion is inaccurate. Trajectory DTW is the most independent metric (0.39–0.50), since it uniquely requires the correct matter to follow the correct 3D path, which neither appearance nor per-frame motion statistics reveal. D.8. Additional Metrics and Geometry Quality Figure A10 (left) reports five complementary metrics that broadly corroborate the primary benchmark rankings: (i) TIPS similarity is the same semantic similarity, computed with TIPSv2 (Cao et al., 2026) embeddings in place of DINOv3; (ii) GeoPhys DINOv3 evaluates temporal smoothness using five trajectory regularity descriptors from GeoPhys (Internò et al., 2026), scoring Í 1 − 15 𝜙 | 𝜙 − 𝜙ˆ |/( 𝜙 + 𝜙ˆ ); (iii) Uni3D point and Uni3D MoGe compute cosine similarities of Uni3D (Zhou et al., 2024) embeddings between reconstruction frame-0 surfaces and, respectively, the registered reference world and a single-frame MoGe (Kong et al., 2026) point map; and (iv) Occupancy DTW evaluates dynamic matter sequence matching under sliced Wasserstein distance without requiring persistent particle identity.

31

Real & Synthetic

Real only

Synthetic only

GeoPhys DINOv3

Uni3D MoGe

Uni3D point

Occupancy DTW

Watertight

Manifold

Clean faces

No selfintersect.

0.870

0.763 0.781

0.830 0.928 0.832 0.944 0.888 0.923 0.911 0.889 0.914 0.892

0.997 0.988

0.994 0.997

0.881 0.959 0.874 0.965 0.900 0.925 0.905 0.895 0.914 0.832

0.877 0.940 0.901 0.956 0.943 0.938 0.931 0.914 0.932 0.937

0.911 0.838 0.834

0.987 0.971 0.945

0.894 0.808 0.788

0.915 0.814 0.805

0.971

1.000

0.986

0.991

0.947 0.936

0.992 0.990 0.987 0.889

0.936 0.949

0.933 0.967

0.970

0.969

0.851

0.938

TIPS

Geometry quality No interpenetr.

Proprietary models

6-Astra [Max] Opus-5.5 [High] 6-Astra [High] Fable-5.1 [High] 6-Astra [Low] Opus-5 [High] 5.6-Luna [Max] 5.6-Sol [High] Gemini-3.8 [High] 5.6-Terra [High]

0.972 0.962

0.969 0.938 0.963 0.936 0.948 0.947 0.936 0.932

0.888 0.878

0.845 0.825

0.865 0.871 0.838 0.857 0.827 0.818 0.819 0.782

0.823 0.773 0.811 0.809 0.747 0.749 0.750 0.523

0.914 0.895 0.860 0.878 0.766 0.830 0.839 0.802 0.755

0.725 0.715 0.680 0.689 0.592 0.609 0.583 0.485

0.655 0.503 0.438 0.607 0.416 0.049 0.199 -0.539

0.518 0.541 0.468 0.380 0.393 0.293 0.366 0.176

0.999 0.996

0.999 0.999 0.995

1.000

0.956

0.958 0.939 0.953 0.928 0.950 0.934

0.959 0.915 0.925

Open-weight models

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Figure A10: Additional metrics and geometry quality. The left table scores five further reconstruction metrics, counting failed runs at the penalty value, and the right table scores the geometry checks over the runs that deliver a world; higher is better, and the best and second best in each column are shaded. The geometry checks do not follow reconstruction quality: weaker models, which tend to build simple geometry, often score higher on them. Geometry quality. Beyond visual and dynamic tracking, we evaluate the physical validity of the reconstructed meshes. Figure A11 illustrates common structural defects (e.g., self-intersections and nonmanifold edges). In Figure A10 (right), we report the fraction of mesh components across all frames that are watertight, manifold, non-degenerate, and free of selfintersections, alongside no interpenetration (1− vertex penetration ratio). These structural checks evaluate only submissions that successfully deliver a valid 4D world (executability rates in Figure A7).

Non-manifold edge

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Figure A11: Examples of geometry defects on a reconstruction of a spoon splitting a lava cake at frame 150; each circle is magnified in the inset of the same color.

Notably, mesh quality does not correlate positively with reconstruction fidelity. For instance, Muse Glimmer [High] leads or ties on all four mesh integrity checks, whereas Astra [Max]—the top-performing reconstruction model— achieves only 0.830 watertightness. This divergence arises because stronger models attempt to reconstruct highly intricate geometry (such as fractured fragments, thin shells, and fluid surfaces) that inherently poses severe meshing challenges, whereas weaker models generate

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Which video looks better? Each trial shows a reference clip and two reconstructions of the same scene. Your task is to pick the reconstruction that matches the reference more closely in geometry (shapes and sizes), layout (object positions, orientations, and viewpoint), and motion (movement paths, speed, and the order of events). Also consider whether the objects behave in a physically plausible way. Watch the reference first; and then the two reconstructions will appear below and play together. After that you could drag the bar to view freely. The answer is one of Left is better, About the same and Right is better. One practice trial, then 50 trials. The expected completion time is 21 minutes.

Figure A12: Human evaluation interface. Left: Instructions provided to participants outlining criteria for geometry, layout, motion, and physical plausibility. Right: The side-by-side trial interface showing the reference video above two candidate reconstructions, equipped with synchronized scrub bars and ternary voting buttons (left, right, about the same). simple geometric primitives that pass structural tests effortlessly. Interpenetration remains uniformly low across all models (0.851–0.959).

E. Human Study Protocol. We conduct a side-by-side user study to measure which reconstruction people judge closer to the reference. In each trial, participants view the reference video alongside rendered outputs from two randomly ordered models and, after replaying and scrubbing, select the one that matches the reference more closely in geometry, layout, and motion (left, right, or about the same). A session contains 49 comparisons on distinct scenes, balanced between real and synthetic splits, plus a practice trial and one comparison repeated with the sides swapped to evaluate self-consistency; participants give the same answer on 95.5% of the 67 repeated comparisons. Figure A12 shows the instructions and the interface. Sampling. With 17 models, uniform sampling would waste judgments on pairs whose relative ranking is already certain. To concentrate the budget where rankings remain ambiguous, each trial selects the least-evaluated scene and samples model pair ( 𝑎, 𝑏) from its candidate pool by expected confidence interval shrinkage (Chiang et al., 2024): √︁ √︁ 𝑝𝑎𝑏 ∝ 𝑣ˆ 𝑎𝑏 /𝑛𝑎𝑏 − 𝑣ˆ 𝑎𝑏 /( 𝑛𝑎𝑏 + 1), (10) where 𝑛𝑎𝑏 and 𝑣ˆ 𝑎𝑏 are the number and variance of the pair’s past outcomes. Ratings. We fit a Bradley–Terry model (Bradley & Terry, 1952) on the Elo scale: 𝑃 ( 𝑎 ≻ 𝑏) =

1 , 1 + 10− ( 𝑅𝑎 − 𝑅𝑏 )/400

(11)

via weighted maximum likelihood, applying importance weights 1/( 𝐾 𝑝𝑎𝑏 ) to correct for nonuniform sampling ( 𝐾 denoting candidate pairs per scene) and counting ties as half-wins. Confidence intervals are obtained via 100 bootstrap resamples. Human Elo ratings correlate strongly with our aggregate automated ranking, the Overall score of Figure 4 (Spearman’s 𝜌 = 0.96). 33

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None right 6-Astra [Max] 6-Astra [High] Opus-5.5 [High] Fable-5.1 [High] 6-Astra [Low] Opus-5 [High] 5.6-Sol [High] 5.6-Luna [Max] Gemini-3.8 [High] Qwen-3.8 [XHigh] DeepSeek-V4.1 [High] 5.6-Terra [High] GLM-5.3 [Max] MiMo-V2.5 [Def] MiniMax-M3 [Def] Muse-Glimmer [High] Gemma-4-31B Mistral-3.5

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Figure A18: VQA by question category. Each row spans the accuracy of all models on one category, from the worst to the best; badges mark selected models, and the stepped line connects the medians.

F.2. VQA Results Figure A16 splits each model’s scenes by how many of their VQA questions it answers correctly. The strongest models answer every question on a majority of their scenes (Astra [Max]: 59%), whereas the weakest open-weight models answer none on most (Mistral: 94%). Figure A17 shows the same split as a distribution over scenes for proprietary and open-weight models, and Figure A18 breaks VQA accuracy down by question category. Figure A19 lists every metric behind the main leaderboard, and Figure A20 splits the static–dynamic gap by space.

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Figure A19: Expanded leaderboard. The individual metrics behind each family score of Figure 4, grouped by family; higher is better, and the best and second best in each column are shaded. 2D Dyn.

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Table A4: How models construct motion. Each solution either uses Blender physics, writes a custom simulation, computes motion analytically, or keyframes poses. Results cover the solutions of all 18 models; a few use other approaches, so some rows do not sum to 100%. The final row pools all solutions. Model [Reasoning effort] Claude Opus 5.5 [High] Claude Opus 5 [High] Qwen3.8 Flash [XHigh] Claude Fable 5.1 [High] DeepSeek v4.1 Flash [High] GPT-6 Astra [Max] GLM-5.3 Flash [Max] GPT-6 Astra [High] MiMo v2.5 [Def] Gemini 3.8 Flash [High] Mistral Medium 3.5 MiniMax M3 [Def] GPT-6 Astra [Low] GPT-5.6 Sol [High] GPT-5.6 Luna [Max] Gemma-4 31B Muse Glimmer [High] GPT-5.6 Terra [High] Pooled

Blender

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time stepping (247), GPU kernels (43), neighbor queries for contact (41), impulse exchange between bodies (14) or particle-grid transfers (8); 155 run on Taichi and 102 on Warp. Analytic solutions instead evaluate a closed-form function of time. Examples include interpolating splines through chosen poses (539), a prescribed map that displaces every vertex (312), ballistic formulas with gravity written in (256), placement along a curve by arc length (236), hand-written pose tables (135) and piles rebuilt each frame to keep their volume, as a height field or a cone at a fixed slope (107). In three of the cases in Figure 1, the choice follows the phenomenon. Every model bakes the dam break with Blender’s Mantaflow FLIP solver, and almost all write position-based rod simulations for the pasta strands, with Fable 5.1 and Opus 5 using PBD and XPBD with kd-tree contacts and DeepSeek v4.1 Flash writing Taichi kernels. The bread tear separates them: Fable 5.1 runs two-field MLS-MPM with a per-particle fracture threshold, DeepSeek v4.1 Flash snaps XPBD ligaments across the seam, and Astra [Max] writes no solver and instead advances a cohesive fracture front down the loaf analytically.

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G. Experimental Setup This section details the agent execution environment (Appendix G.1), the task prompt (Appendix G.2), the unified 4D world submission specification (Appendix G.3), and aggregate compute statistics (Appendix G.4). G.1. Execution Environment To evaluate each model with its intended harness, we run proprietary models in their provider’s native command-line agent: Codex CLI for GPT models, Claude Code for Claude models, and the Antigravity CLI for Gemini. We run all other models in Stirrup (Artificial Analysis, 2025), an open agent loop driving an OpenAI-compatible endpoint with shell, image-viewing, and finish tools; these open-weight models are served via SGLang (Zheng et al., 2024) using recommended model configurations. Each agent maintains its native system prompt and receives the task prompt (Appendix G.2) as its initial instruction. Each run executes in a fresh, isolated container mounting the reference video (/input/ref erence.mp4) and task context (/task) read-only, alongside an empty writable workspace (/workspace). The task directory provides the task prompt, world format specification (world-format.md), and render settings (render-settings.md). To prevent benchmark hacking and information leakage, all scene-specific metadata (e.g., scene names, descriptions, and reference 3D worlds) are stripped; operational parameters such as duration, resolution, and frame rate must be extracted directly from the video. Upon completion, only world/ and solution/ are collected for evaluation. The container environment (CUDA 13.0, Ubuntu 24.04) provides Blender 5.2.0 (as both CLI and bpy module) with FFmpeg and ImageMagick for rendering and visual processing. For external geometry and dynamic computation, it pre-installs NumPy 2.3.1, SciPy 1.18.0, PyTorch 2.13.0, Taichi 1.7.4, Warp 1.17.0, Trimesh 5.0.0, and Pillow 11.3.0. It also includes an offline copy of the Blender 5.2 API reference and the public format checker (python -m checker), but not the evaluation scorer. We impose no artificial step limits; only runs that stall or exceed a generous 6 h timeout are terminated. G.2. Agent Prompt Task prompt (TASK.md) `input.mp4` is a video of a dynamic scene. Your task is to write graphics code that, when rendered, reproduces the observed 4D scene. Your reconstruction should model the scene and its dynamics explicitly. It should be both visually and physically consistent with the target. Render the result in Blender, matching the input's dimensions, framerate, and camera. ## Scoring Your solution will be scored frame-by-frame. It will also be evaluated against the ground-truth 3D geometry. Accordingly, solutions that represent motion or appearance in 2D or copy from the video ↩→ instead of explicitly modeling the scene will be strongly penalized. The autograder will fail submissions that copy pixels from the input video into the Blender ↩→ scene for any purpose, such as to texture objects; all must be programmatically defined. ## Output The output should contain two directories: 1. `/workspace/solution` is the program, an executable `build.sh`, and the Python it runs.

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2. `/workspace/world` is its output, holding the camera, the render, the geometry at every ↩→ frame, and the 3D state of the moving matter over time. `build.sh` takes no arguments, does **not** read the video file, and writes all of ↩→ `/workspace/world` from nothing. Both are required to verify that the reconstruction is reproducible. Run `python -m checker` to confirm that what you have written is in the correct format. The packaged checker does not contain the privileged autograder. ## How to build the scene and its motion One option is to do all of it in Blender: describe the 3D scene and its motion through time there, and render that 4D sequence. You can also write external graphics code or programs using the libraries provided to describe the motion of the scene through time, and use Blender only to render the final 4D sequence. NumPy, SciPy, PyTorch, Taichi, Warp and Trimesh are installed, and anything else on the machine is fair game. However the motion is computed, the evolution of the scene has to be rendered with Blender, through the camera you export. The rendered geometry in `meshes/` may change freely from frame to frame, vertex count and topology included, as happens with liquids or fractures. `dynamics/` is where the frame-to-frame correspondence lives: column `j` of `pos` is the same piece of material at every frame, so `pos[t, j]` and `pos[t+1, j]` are that matter one frame apart. Geometry rebuilt independently at each frame cannot give you that. ## Output format The full format of `/workspace/world` is in `/task/world-format.md`. It lists every file with its dtype and shape, the camera conventions, and what to return for ↩→ a liquid. Read it before you write your export. ### Program: `/workspace/solution` `/workspace/solution` should contain an executable `build.sh` and the `.py` and `.sh` files ↩→ it runs, in any layout. Running `bash build.sh` should write the complete `/workspace/world`, replacing anything ↩→ already there. It cannot read the video, access the network, install packages, or load assets shipped ↩→ alongside it. Anyone with this environment should be able to rebuild your world by running it. ### World: `/workspace/world` ``` world/ camera.json render.mp4 meshes/<id>.npz dynamics/<name>.npz solver/ ```

{"intrinsics": K, "extrinsic": E}, the fixed camera the rendered video each rendered object's triangles at every frame each piece of moving material's positions over time a liquid solver's own bake, if it keeps no particle identity

`meshes/` is the geometry that gets rendered, and its vertex count and topology may change ↩→ from frame to frame. `dynamics/` describes how the 3D geometry of the moving objects moves through time: `pos` has ↩→ shape `(F, N, 3)`, and column `j` is the same piece of material at every frame. Static objects need only a `meshes/` archive. The points in `dynamics/` are the vertices of your simulation mesh for a rigid body, cloth or ↩→ soft body, and the particles for MPM, SPH or sand. All positions are in world-space metres, with Z up. `render.mp4` must match `/input/reference.mp4` in frame count, frame rate and resolution, or ↩→ it will not be scored. Every file in `meshes/` and `dynamics/` uses the same `F` frames. Each frame of `render.mp4` should show exactly the triangles in `meshes/` and nothing else. ### Environment

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The environment has FFmpeg, FFprobe, ImageMagick, Python and Blender. You can run Blender as the `blender` executable or import it in Python as `bpy`. NumPy, SciPy, PyTorch, Taichi, Warp, Trimesh, Pillow and the checker are available in Python. The Blender Python API reference is in `/opt/blender-docs`. `/task/render-settings.md` has the render settings we expect. ### Checking your work `python -m checker` reports every format error, and a world that fails it scores zero. `python -m checker.preview` saves `/workspace/tmp/preview_0000.png`, with frame 0 of ↩→ `render.mp4` next to your `meshes/` projected through `camera.json`. If the two don't line up, your camera or meshes don't match what you rendered. Neither tool checks whether your world matches the video. Put intermediate files in `/workspace/tmp`, not in `world/` or `solution/`.

G.3. Submission Format To enable automated, unified evaluation directly from the true 4D state rather than relying solely on 2D video appearance, we require models to submit explicit 4D assets beyond the rendered video. Specifically, each submission must provide an executable build.sh inside solution/ that deterministically regenerates the explicit world/ representation, ensuring full reproducibility. Crucially, this export specification is designed to be lightweight, typically requiring only about 100 lines of standard Python export code. In practice, format compliance poses little barrier for most models: among runs that pass the initial video gate, only 5.4% fail subsequent 4D world validation (≤ 2.5% across proprietary models and 3.5–7.5% across open-weight models). The one exception is Gemma-4 31B (Figure A7). For all other models, benchmark failures thus stem from 4D reasoning and simulation limits rather than formatting friction. A submission consists of two directories: solution/ contains the standalone program (build.sh and accompanying scripts) that deterministically regenerates the reconstruction without network access or external assets, while world/ stores the output artifacts: world/ camera.json render.mp4 meshes/<id>.npz dynamics/<name>.npz solver/

{"intrinsics": K, "extrinsic": E} the rendered video vertices_TTTT (V_t,3) float32, faces_TTTT (T_t,3) int32 pos (F,N,3) float32, ids (M,) uint16; faces (T,3) or tets (K,4) int32 the solver's bake, for an identity-less liquid only

All positions are in world-space meters (+ 𝑧 up), and all frame-indexed data strictly align with the 𝐹 frames of render.mp4. Camera. camera.json defines a fixed pinhole camera shared across frames: a 3 × 3 intrinsic matrix 𝐾 (principal point at image center) and a 4 × 4 camera-to-world extrinsic transform 𝐸 (+ 𝑥 right, + 𝑦 down, + 𝑧 forward). Meshes. meshes/ contains one archive per rendered object, storing vertices and triangle indices per frame. Vertex count and topology may vary arbitrarily across time; objects absent from dynamics/ are treated as static. Dynamics. dynamics/ tracks moving matter across the 𝐹 frames. Column 𝑗 of pos follows a persistent physical point, taking finite values over its lifespan and NaN otherwise. Meshes 43

provide surface (faces) or tetrahedral (tets) connectivity for rigid/deformable bodies, or omit connectivity for particle systems (MPM, SPH, granular). Liquids. Particle-based fluids export directly via dynamics/. For Eulerian solvers without persistent particle identity (e.g., Blender Mantaflow), raw simulation bakes are retained under solver/ alongside a manifest.json (specifying domain coordinates, resolution, and time scale), from which particle trajectories are extracted at scoring time. Render. render.mp4 is an H.264 video rendered in Blender through camera.json. Each frame must display exclusively the geometry in meshes/ (lighting and materials are left unconstrained), without copying pixels from the reference video. Checks. To help agents catch low-level formatting or syntax errors during development and avoid accidental execution failures, we provide a public offline checker (python -m checker). At scoring time, the video gate enforces valid decoding and resolution and frame-rate parity, while the world gate verifies the presence and structural integrity of camera.json, meshes/, dynamics/, and build.sh. G.4. Running Statistics To quantify the computational and economic footprint of agentic 4D reconstruction, Figure A22 reports per-task execution statistics across all 3,600 runs, totaling 5,983 hours and $16,495 in compute (open-weight models priced at OpenRouter rates). Since each agent step re-sends its context during multiple render-and-compare rounds, 97% of all tokens are cache reads (Table A5). Cache write counts all uncached input, and output includes reasoning. For open-weight models, the cache hit rate depends on the serving setup, so we assume perfect prefix caching and a 95% cache hit rate when computing cost. Per task, openweight models expend a mean of 247 agent steps and 39.6M tokens compared to 101 steps and 11.8M tokens for proprietary models, yet cost less (mean $2.01 vs. $6.65) due to lower token pricing.

Table A5: Token breakdown. Mean tokens per task (M), by billing category. Model Astra [Max] Opus 5.5 [High] Astra [High] Fable 5.1 [High] Astra [Low] Opus 5 [High] Luna [Max] Sol [High] Gemini 3.8 [High] DeepSeek v4.1 [High] Qwen3.8 [XHigh] Terra [High] GLM-5.3 [Max] Muse [High] MiMo v2.5 [Def] MiniMax M3 [Def] Mistral 3.5 Gemma-4 31B

Cache Cache write read Output 0.20 5.96 0.20 12.05 0.10 3.79 0.26 11.58 0.06 2.17 0.38 17.57 0.46 22.72 0.09 2.49 2.94 32.83 0.22 31.69 2.04 65.70 0.07 1.36 0.67 165.33 0.10 3.90 0.20 9.52 0.25 30.88 0.06 2.13 0.09 1.22

0.07 0.11 0.03 0.14 0.01 0.25 0.11 0.03 0.21 0.13 1.51 0.02 0.45 0.05 0.15 0.14 0.04 0.02

Crucially, sheer agent loop activity does not inherently yield better 4D reconstructions across models: while per-task cost correlates moderately with the Overall score (Spearman 𝜌 = 0.65), raw step counts and token volume exhibit negligible correlation (| 𝜌| ≤ 0.10). For example, Qwen [XHigh] expends an extreme mean of 752 steps and 1.5M output tokens, yet ranks eleventh among 18 models. Conversely, holding model architecture fixed, increasing test-time reasoning scales performance monotonically: raising GPT-6 Astra from [Low] to [High] to [Max] increases output tokens (13K → 29K → 67K) and cost ($3.5 at [Low] to $11.3 at [Max]), steadily improving its Overall score from 0.726 to 0.791. 44

Proprietary

Open-weight Tokens per task

Cost per task

Output tokens per task

6-Astra [Max] Opus-5.5 [High] 6-Astra [High] Fable-5.1 [High] 6-Astra [Low] Opus-5 [High] 5.6-Luna [Max] 5.6-Sol [High] Gemini-3.8 [High] DeepSeek-V4.1 [High] Qwen-3.8 [XHigh] 5.6-Terra [High] GLM-5.3 [Max] Muse-Glimmer [High] MiMo-V2.5 [Def] MiniMax-M3 [Def] Mistral-3.5 Gemma-4-31B

0.01

0.1 1 10 USD (log scale)

100

0.1

Agent steps per task

1 10 100 1000 Million tokens (log scale)

3

Peak context per task

Context compactions per task

6-Astra [Max] Opus-5.5 [High] 6-Astra [High] Fable-5.1 [High] 6-Astra [Low] Opus-5 [High] 5.6-Luna [Max] 5.6-Sol [High] Gemini-3.8 [High] DeepSeek-V4.1 [High] Qwen-3.8 [XHigh] 5.6-Terra [High] GLM-5.3 [Max] Muse-Glimmer [High] MiMo-V2.5 [Def] MiniMax-M3 [Def] Mistral-3.5 Gemma-4-31B

10 30 100 300 1000 Thousand tokens (log scale)

not recorded

3

10

30 100 300 1000 Steps (log scale)

10

30 100 300 1000 Thousand tokens (log scale)

0

0.5 1 3 10 Mean count (symlog scale)

Figure A22: Running statistics. The first five panels show, over each model’s runs, the median (dot), interquartile range (thick bar), and 5th–95th percentile range (whisker) of the cost, tokens, output tokens, agent steps, and peak context per task; the last panel shows the mean number of context compactions per task with its bootstrap 95% interval. The Antigravity CLI does not record peak context.

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