PostProcess / 4D-dynamics loop rarely converges within the reflection budget: expected success rate and critic settings? #4

Description

@rakhimovv

Hi, and thanks for releasing the code. I've enjoyed digging into the code-as-world-model idea.

I'm reproducing the pipeline as an independent check, and I keep hitting very low convergence in the PostProcess / 4D-dynamics stage. Getting to an end-to-end run took a fair amount of reconstruction on my side, mostly around the dynamics stage. So before I draw any conclusions, I'd like to rule out that my reconstruction, rather than the method itself, is what's failing. A few implementation specifics would help me line my setup up with yours.

Setup

  • Object, Scene, and PostProcess streams run in order, with the VLM critic in the loop as described in the paper.
  • Models: Gemini 3 Pro for both the code generation and the VLM critic, matching the all-Gemini configuration in your appendix.
  • Infinigen v1.19.0; Blender 4.3 for the bake and render step, bpy 4.2 for scene and object generation.
  • Reflection budget: 3 iterations per prompt.

What I observe

The Object and Scene streams work well, and objects and environments render about as I'd expect. The trouble is the PostProcess loop. Most prompts never reach an accepted 4D clip within the reflection budget, and the dynamics critic often rejects on motion strength or style even when there is clearly motion in the clip. On a falling-leaves prompt, for instance, the leaves drift visibly across all 240 frames, and the critic still rejects it as too weak ("the trees should sway"). Only a couple of prompts produce a critic-accepted clip; the rest exit unconverged.

What I've already ruled out

To eliminate my own mistakes first:

  • I initially ran only Scene + PostProcess, with the Object Stream missing, which broke every object-centric prompt. I fixed that to the full three-phase pipeline from Algorithm 1.
  • Camera framing, lighting, and exposure look correct on a lit scene: the key object is prominently in frame and moving.
  • I handle NaN blow-ups from physics parameters (for example, high drag on a very light particle).

Questions

  1. Does the released code include the full PostProcess / 4D-dynamics loop, or is that meant to be rebuilt from the paper? I couldn't get several parts of the dynamics stage running as released, so I want to be sure my version matches yours.
  2. What is the dynamics critic's accept/reject criterion, and could you share its prompt? This is where most of my runs stall.
  3. What reflection iteration budget and stopping rule did you use, and how many iterations does a prompt usually take to pass?
  4. What decoding settings (temperature, max tokens) did you use for the code model and the critic?
  5. Any guidance for the physics code generation so the motion comes out strong and on-camera enough to pass the critic reliably?
  6. Roughly what fraction of the Code4D prompts converged into a final 4D clip in your own runs?

Happy to share my configs, prompts, and per-iteration critic logs if that would help. Thanks again.

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      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
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      (function(){
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      var __m = "github.com";
      var __re = new RegExp('^' + "github\\.com" + '
      
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      PostProcess / 4D-dynamics loop rarely converges within the reflection budget: expected success rate and critic settings? #4

      Description

      @rakhimovv

      Hi, and thanks for releasing the code. I've enjoyed digging into the code-as-world-model idea.

      I'm reproducing the pipeline as an independent check, and I keep hitting very low convergence in the PostProcess / 4D-dynamics stage. Getting to an end-to-end run took a fair amount of reconstruction on my side, mostly around the dynamics stage. So before I draw any conclusions, I'd like to rule out that my reconstruction, rather than the method itself, is what's failing. A few implementation specifics would help me line my setup up with yours.

      Setup

      • Object, Scene, and PostProcess streams run in order, with the VLM critic in the loop as described in the paper.
      • Models: Gemini 3 Pro for both the code generation and the VLM critic, matching the all-Gemini configuration in your appendix.
      • Infinigen v1.19.0; Blender 4.3 for the bake and render step, bpy 4.2 for scene and object generation.
      • Reflection budget: 3 iterations per prompt.

      What I observe

      The Object and Scene streams work well, and objects and environments render about as I'd expect. The trouble is the PostProcess loop. Most prompts never reach an accepted 4D clip within the reflection budget, and the dynamics critic often rejects on motion strength or style even when there is clearly motion in the clip. On a falling-leaves prompt, for instance, the leaves drift visibly across all 240 frames, and the critic still rejects it as too weak ("the trees should sway"). Only a couple of prompts produce a critic-accepted clip; the rest exit unconverged.

      What I've already ruled out

      To eliminate my own mistakes first:

      • I initially ran only Scene + PostProcess, with the Object Stream missing, which broke every object-centric prompt. I fixed that to the full three-phase pipeline from Algorithm 1.
      • Camera framing, lighting, and exposure look correct on a lit scene: the key object is prominently in frame and moving.
      • I handle NaN blow-ups from physics parameters (for example, high drag on a very light particle).

      Questions

      1. Does the released code include the full PostProcess / 4D-dynamics loop, or is that meant to be rebuilt from the paper? I couldn't get several parts of the dynamics stage running as released, so I want to be sure my version matches yours.
      2. What is the dynamics critic's accept/reject criterion, and could you share its prompt? This is where most of my runs stall.
      3. What reflection iteration budget and stopping rule did you use, and how many iterations does a prompt usually take to pass?
      4. What decoding settings (temperature, max tokens) did you use for the code model and the critic?
      5. Any guidance for the physics code generation so the motion comes out strong and on-camera enough to pass the critic reliably?
      6. Roughly what fraction of the Code4D prompts converged into a final 4D clip in your own runs?

      Happy to share my configs, prompts, and per-iteration critic logs if that would help. Thanks again.

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          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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          PostProcess / 4D-dynamics loop rarely converges within the reflection budget: expected success rate and critic settings? #4

          Description

          @rakhimovv

          Hi, and thanks for releasing the code. I've enjoyed digging into the code-as-world-model idea.

          I'm reproducing the pipeline as an independent check, and I keep hitting very low convergence in the PostProcess / 4D-dynamics stage. Getting to an end-to-end run took a fair amount of reconstruction on my side, mostly around the dynamics stage. So before I draw any conclusions, I'd like to rule out that my reconstruction, rather than the method itself, is what's failing. A few implementation specifics would help me line my setup up with yours.

          Setup

          • Object, Scene, and PostProcess streams run in order, with the VLM critic in the loop as described in the paper.
          • Models: Gemini 3 Pro for both the code generation and the VLM critic, matching the all-Gemini configuration in your appendix.
          • Infinigen v1.19.0; Blender 4.3 for the bake and render step, bpy 4.2 for scene and object generation.
          • Reflection budget: 3 iterations per prompt.

          What I observe

          The Object and Scene streams work well, and objects and environments render about as I'd expect. The trouble is the PostProcess loop. Most prompts never reach an accepted 4D clip within the reflection budget, and the dynamics critic often rejects on motion strength or style even when there is clearly motion in the clip. On a falling-leaves prompt, for instance, the leaves drift visibly across all 240 frames, and the critic still rejects it as too weak ("the trees should sway"). Only a couple of prompts produce a critic-accepted clip; the rest exit unconverged.

          What I've already ruled out

          To eliminate my own mistakes first:

          • I initially ran only Scene + PostProcess, with the Object Stream missing, which broke every object-centric prompt. I fixed that to the full three-phase pipeline from Algorithm 1.
          • Camera framing, lighting, and exposure look correct on a lit scene: the key object is prominently in frame and moving.
          • I handle NaN blow-ups from physics parameters (for example, high drag on a very light particle).

          Questions

          1. Does the released code include the full PostProcess / 4D-dynamics loop, or is that meant to be rebuilt from the paper? I couldn't get several parts of the dynamics stage running as released, so I want to be sure my version matches yours.
          2. What is the dynamics critic's accept/reject criterion, and could you share its prompt? This is where most of my runs stall.
          3. What reflection iteration budget and stopping rule did you use, and how many iterations does a prompt usually take to pass?
          4. What decoding settings (temperature, max tokens) did you use for the code model and the critic?
          5. Any guidance for the physics code generation so the motion comes out strong and on-camera enough to pass the critic reliably?
          6. Roughly what fraction of the Code4D prompts converged into a final 4D clip in your own runs?

          Happy to share my configs, prompts, and per-iteration critic logs if that would help. Thanks again.

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              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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              PostProcess / 4D-dynamics loop rarely converges within the reflection budget: expected success rate and critic settings? #4

              Description

              @rakhimovv

              Hi, and thanks for releasing the code. I've enjoyed digging into the code-as-world-model idea.

              I'm reproducing the pipeline as an independent check, and I keep hitting very low convergence in the PostProcess / 4D-dynamics stage. Getting to an end-to-end run took a fair amount of reconstruction on my side, mostly around the dynamics stage. So before I draw any conclusions, I'd like to rule out that my reconstruction, rather than the method itself, is what's failing. A few implementation specifics would help me line my setup up with yours.

              Setup

              • Object, Scene, and PostProcess streams run in order, with the VLM critic in the loop as described in the paper.
              • Models: Gemini 3 Pro for both the code generation and the VLM critic, matching the all-Gemini configuration in your appendix.
              • Infinigen v1.19.0; Blender 4.3 for the bake and render step, bpy 4.2 for scene and object generation.
              • Reflection budget: 3 iterations per prompt.

              What I observe

              The Object and Scene streams work well, and objects and environments render about as I'd expect. The trouble is the PostProcess loop. Most prompts never reach an accepted 4D clip within the reflection budget, and the dynamics critic often rejects on motion strength or style even when there is clearly motion in the clip. On a falling-leaves prompt, for instance, the leaves drift visibly across all 240 frames, and the critic still rejects it as too weak ("the trees should sway"). Only a couple of prompts produce a critic-accepted clip; the rest exit unconverged.

              What I've already ruled out

              To eliminate my own mistakes first:

              • I initially ran only Scene + PostProcess, with the Object Stream missing, which broke every object-centric prompt. I fixed that to the full three-phase pipeline from Algorithm 1.
              • Camera framing, lighting, and exposure look correct on a lit scene: the key object is prominently in frame and moving.
              • I handle NaN blow-ups from physics parameters (for example, high drag on a very light particle).

              Questions

              1. Does the released code include the full PostProcess / 4D-dynamics loop, or is that meant to be rebuilt from the paper? I couldn't get several parts of the dynamics stage running as released, so I want to be sure my version matches yours.
              2. What is the dynamics critic's accept/reject criterion, and could you share its prompt? This is where most of my runs stall.
              3. What reflection iteration budget and stopping rule did you use, and how many iterations does a prompt usually take to pass?
              4. What decoding settings (temperature, max tokens) did you use for the code model and the critic?
              5. Any guidance for the physics code generation so the motion comes out strong and on-camera enough to pass the critic reliably?
              6. Roughly what fraction of the Code4D prompts converged into a final 4D clip in your own runs?

              Happy to share my configs, prompts, and per-iteration critic logs if that would help. Thanks again.

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                  , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
                  Skip to content

                  PostProcess / 4D-dynamics loop rarely converges within the reflection budget: expected success rate and critic settings? #4

                  Description

                  @rakhimovv

                  Hi, and thanks for releasing the code. I've enjoyed digging into the code-as-world-model idea.

                  I'm reproducing the pipeline as an independent check, and I keep hitting very low convergence in the PostProcess / 4D-dynamics stage. Getting to an end-to-end run took a fair amount of reconstruction on my side, mostly around the dynamics stage. So before I draw any conclusions, I'd like to rule out that my reconstruction, rather than the method itself, is what's failing. A few implementation specifics would help me line my setup up with yours.

                  Setup

                  • Object, Scene, and PostProcess streams run in order, with the VLM critic in the loop as described in the paper.
                  • Models: Gemini 3 Pro for both the code generation and the VLM critic, matching the all-Gemini configuration in your appendix.
                  • Infinigen v1.19.0; Blender 4.3 for the bake and render step, bpy 4.2 for scene and object generation.
                  • Reflection budget: 3 iterations per prompt.

                  What I observe

                  The Object and Scene streams work well, and objects and environments render about as I'd expect. The trouble is the PostProcess loop. Most prompts never reach an accepted 4D clip within the reflection budget, and the dynamics critic often rejects on motion strength or style even when there is clearly motion in the clip. On a falling-leaves prompt, for instance, the leaves drift visibly across all 240 frames, and the critic still rejects it as too weak ("the trees should sway"). Only a couple of prompts produce a critic-accepted clip; the rest exit unconverged.

                  What I've already ruled out

                  To eliminate my own mistakes first:

                  • I initially ran only Scene + PostProcess, with the Object Stream missing, which broke every object-centric prompt. I fixed that to the full three-phase pipeline from Algorithm 1.
                  • Camera framing, lighting, and exposure look correct on a lit scene: the key object is prominently in frame and moving.
                  • I handle NaN blow-ups from physics parameters (for example, high drag on a very light particle).

                  Questions

                  1. Does the released code include the full PostProcess / 4D-dynamics loop, or is that meant to be rebuilt from the paper? I couldn't get several parts of the dynamics stage running as released, so I want to be sure my version matches yours.
                  2. What is the dynamics critic's accept/reject criterion, and could you share its prompt? This is where most of my runs stall.
                  3. What reflection iteration budget and stopping rule did you use, and how many iterations does a prompt usually take to pass?
                  4. What decoding settings (temperature, max tokens) did you use for the code model and the critic?
                  5. Any guidance for the physics code generation so the motion comes out strong and on-camera enough to pass the critic reliably?
                  6. Roughly what fraction of the Code4D prompts converged into a final 4D clip in your own runs?

                  Happy to share my configs, prompts, and per-iteration critic logs if that would help. Thanks again.

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                      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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                      PostProcess / 4D-dynamics loop rarely converges within the reflection budget: expected success rate and critic settings? #4

                      Description

                      @rakhimovv

                      Hi, and thanks for releasing the code. I've enjoyed digging into the code-as-world-model idea.

                      I'm reproducing the pipeline as an independent check, and I keep hitting very low convergence in the PostProcess / 4D-dynamics stage. Getting to an end-to-end run took a fair amount of reconstruction on my side, mostly around the dynamics stage. So before I draw any conclusions, I'd like to rule out that my reconstruction, rather than the method itself, is what's failing. A few implementation specifics would help me line my setup up with yours.

                      Setup

                      • Object, Scene, and PostProcess streams run in order, with the VLM critic in the loop as described in the paper.
                      • Models: Gemini 3 Pro for both the code generation and the VLM critic, matching the all-Gemini configuration in your appendix.
                      • Infinigen v1.19.0; Blender 4.3 for the bake and render step, bpy 4.2 for scene and object generation.
                      • Reflection budget: 3 iterations per prompt.

                      What I observe

                      The Object and Scene streams work well, and objects and environments render about as I'd expect. The trouble is the PostProcess loop. Most prompts never reach an accepted 4D clip within the reflection budget, and the dynamics critic often rejects on motion strength or style even when there is clearly motion in the clip. On a falling-leaves prompt, for instance, the leaves drift visibly across all 240 frames, and the critic still rejects it as too weak ("the trees should sway"). Only a couple of prompts produce a critic-accepted clip; the rest exit unconverged.

                      What I've already ruled out

                      To eliminate my own mistakes first:

                      • I initially ran only Scene + PostProcess, with the Object Stream missing, which broke every object-centric prompt. I fixed that to the full three-phase pipeline from Algorithm 1.
                      • Camera framing, lighting, and exposure look correct on a lit scene: the key object is prominently in frame and moving.
                      • I handle NaN blow-ups from physics parameters (for example, high drag on a very light particle).

                      Questions

                      1. Does the released code include the full PostProcess / 4D-dynamics loop, or is that meant to be rebuilt from the paper? I couldn't get several parts of the dynamics stage running as released, so I want to be sure my version matches yours.
                      2. What is the dynamics critic's accept/reject criterion, and could you share its prompt? This is where most of my runs stall.
                      3. What reflection iteration budget and stopping rule did you use, and how many iterations does a prompt usually take to pass?
                      4. What decoding settings (temperature, max tokens) did you use for the code model and the critic?
                      5. Any guidance for the physics code generation so the motion comes out strong and on-camera enough to pass the critic reliably?
                      6. Roughly what fraction of the Code4D prompts converged into a final 4D clip in your own runs?

                      Happy to share my configs, prompts, and per-iteration critic logs if that would help. Thanks again.

                      Metadata

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                          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                          Skip to content

                          PostProcess / 4D-dynamics loop rarely converges within the reflection budget: expected success rate and critic settings? #4

                          Description

                          @rakhimovv

                          Hi, and thanks for releasing the code. I've enjoyed digging into the code-as-world-model idea.

                          I'm reproducing the pipeline as an independent check, and I keep hitting very low convergence in the PostProcess / 4D-dynamics stage. Getting to an end-to-end run took a fair amount of reconstruction on my side, mostly around the dynamics stage. So before I draw any conclusions, I'd like to rule out that my reconstruction, rather than the method itself, is what's failing. A few implementation specifics would help me line my setup up with yours.

                          Setup

                          • Object, Scene, and PostProcess streams run in order, with the VLM critic in the loop as described in the paper.
                          • Models: Gemini 3 Pro for both the code generation and the VLM critic, matching the all-Gemini configuration in your appendix.
                          • Infinigen v1.19.0; Blender 4.3 for the bake and render step, bpy 4.2 for scene and object generation.
                          • Reflection budget: 3 iterations per prompt.

                          What I observe

                          The Object and Scene streams work well, and objects and environments render about as I'd expect. The trouble is the PostProcess loop. Most prompts never reach an accepted 4D clip within the reflection budget, and the dynamics critic often rejects on motion strength or style even when there is clearly motion in the clip. On a falling-leaves prompt, for instance, the leaves drift visibly across all 240 frames, and the critic still rejects it as too weak ("the trees should sway"). Only a couple of prompts produce a critic-accepted clip; the rest exit unconverged.

                          What I've already ruled out

                          To eliminate my own mistakes first:

                          • I initially ran only Scene + PostProcess, with the Object Stream missing, which broke every object-centric prompt. I fixed that to the full three-phase pipeline from Algorithm 1.
                          • Camera framing, lighting, and exposure look correct on a lit scene: the key object is prominently in frame and moving.
                          • I handle NaN blow-ups from physics parameters (for example, high drag on a very light particle).

                          Questions

                          1. Does the released code include the full PostProcess / 4D-dynamics loop, or is that meant to be rebuilt from the paper? I couldn't get several parts of the dynamics stage running as released, so I want to be sure my version matches yours.
                          2. What is the dynamics critic's accept/reject criterion, and could you share its prompt? This is where most of my runs stall.
                          3. What reflection iteration budget and stopping rule did you use, and how many iterations does a prompt usually take to pass?
                          4. What decoding settings (temperature, max tokens) did you use for the code model and the critic?
                          5. Any guidance for the physics code generation so the motion comes out strong and on-camera enough to pass the critic reliably?
                          6. Roughly what fraction of the Code4D prompts converged into a final 4D clip in your own runs?

                          Happy to share my configs, prompts, and per-iteration critic logs if that would help. Thanks again.

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                              PostProcess / 4D-dynamics loop rarely converges within the reflection budget: expected success rate and critic settings? #4

                              Description

                              @rakhimovv

                              Hi, and thanks for releasing the code. I've enjoyed digging into the code-as-world-model idea.

                              I'm reproducing the pipeline as an independent check, and I keep hitting very low convergence in the PostProcess / 4D-dynamics stage. Getting to an end-to-end run took a fair amount of reconstruction on my side, mostly around the dynamics stage. So before I draw any conclusions, I'd like to rule out that my reconstruction, rather than the method itself, is what's failing. A few implementation specifics would help me line my setup up with yours.

                              Setup

                              • Object, Scene, and PostProcess streams run in order, with the VLM critic in the loop as described in the paper.
                              • Models: Gemini 3 Pro for both the code generation and the VLM critic, matching the all-Gemini configuration in your appendix.
                              • Infinigen v1.19.0; Blender 4.3 for the bake and render step, bpy 4.2 for scene and object generation.
                              • Reflection budget: 3 iterations per prompt.

                              What I observe

                              The Object and Scene streams work well, and objects and environments render about as I'd expect. The trouble is the PostProcess loop. Most prompts never reach an accepted 4D clip within the reflection budget, and the dynamics critic often rejects on motion strength or style even when there is clearly motion in the clip. On a falling-leaves prompt, for instance, the leaves drift visibly across all 240 frames, and the critic still rejects it as too weak ("the trees should sway"). Only a couple of prompts produce a critic-accepted clip; the rest exit unconverged.

                              What I've already ruled out

                              To eliminate my own mistakes first:

                              • I initially ran only Scene + PostProcess, with the Object Stream missing, which broke every object-centric prompt. I fixed that to the full three-phase pipeline from Algorithm 1.
                              • Camera framing, lighting, and exposure look correct on a lit scene: the key object is prominently in frame and moving.
                              • I handle NaN blow-ups from physics parameters (for example, high drag on a very light particle).

                              Questions

                              1. Does the released code include the full PostProcess / 4D-dynamics loop, or is that meant to be rebuilt from the paper? I couldn't get several parts of the dynamics stage running as released, so I want to be sure my version matches yours.
                              2. What is the dynamics critic's accept/reject criterion, and could you share its prompt? This is where most of my runs stall.
                              3. What reflection iteration budget and stopping rule did you use, and how many iterations does a prompt usually take to pass?
                              4. What decoding settings (temperature, max tokens) did you use for the code model and the critic?
                              5. Any guidance for the physics code generation so the motion comes out strong and on-camera enough to pass the critic reliably?
                              6. Roughly what fraction of the Code4D prompts converged into a final 4D clip in your own runs?

                              Happy to share my configs, prompts, and per-iteration critic logs if that would help. Thanks again.

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