Progress in 4D LiDAR segmentation is bottlenecked by data. Assigning temporally consistent labels across sparse point cloud sequences is costly and hard to scale, and every new task or domain tends to demand fresh dense annotation. This motivates a simple question of whether high-quality LiDAR training data can be produced automatically, without any human labeling. To this end, we introduce LiDAR-SAM2, a framework that turns a 2D video foundation model, SAM2, into a scalable source of supervision for the 4D LiDAR domain. On the data side, it automatically generates temporally coherent LiDAR-level labels from SAM2 video masks through multi-view projection and spatio-temporal aggregation. On the modeling side, a tailored modality interface and a two-stage learning objective adapt SAM2's video segmentation kernel to spatio-temporal LiDAR structure, so that a single click per object yields a consistent mask track across the sequence. Trained with no human LiDAR annotation, LiDAR-SAM2 produces semantic and panoptic labels on SemanticKITTI that approach the quality of full human annotation from only a few points, and models trained on these labels approach the performance of full ground-truth supervision. This positions LiDAR-SAM2 as a scalable labeling tool that substantially reduces the annotation burden for 3D and 4D scene understanding.
Real-world spatial intelligence requires agents to understand scenes from continuous video streams, where objects move, persist, disappear, and reappear over time. While recent spatial foundation models have enabled generalizable feed-forward 3D reconstruction, most streaming methods remain geometry-centric and lack temporally consistent object-level understanding. Meanwhile, existing semantic reconstruction and 3D-aware vision-language methods largely rely on externally extracted 2D semantic cues or loosely coupled geometry inputs, limiting unified geometry-instance learning in long dynamic scenes. In this paper, we propose IGGT4D, a streaming instance-grounded geometry Transformer for online 4D scene understanding. IGGT4D processes video frames sequentially, reuses historical context through causal spatial-temporal modeling, and incrementally updates a unified representation of camera motion, geometry, and object identity. This enables long-sequence feed-forward reconstruction with geometry-instance consistency in dynamic environments. To address the lack of high-quality 4D supervision, we further construct InsScene4D-147K, a large-scale dataset spanning real/synthetic and static/dynamic scenes, with RGB images, depth, poses, and temporally consistent instance masks generated by an automated geometry-guided annotation pipeline. Experiments on 3D reconstruction, pose estimation, instance spatial tracking, and open-vocabulary segmentation demonstrate that IGGT4D outperforms existing streaming baselines while maintaining scalable online inference for long dynamic sequences.
4D dynamic scene understanding requires grounding language to a persistent worldline that binds identity, metric 3D motion, and synchronized multi-view 2D projections. Existing paradigms capture only part of this structure: large multimodal models reason over rich visual evidence but rarely preserve metric topology, while vision-language tracking remains tied to fragmented 2D or 3D outputs and local continuation. We therefore introduce \textbf{4DVLT}, a worldline-centered task for instruction-conditioned 4D dynamic scene understanding in fully observed multi-view video, and \textbf{Instruct-4D}, a benchmark with 129.4K question-answer pairs, 64.7K target entities, 851 scenes, and 9 reasoning-oriented query types. To address this setting, we present \textbf{4DTrack}, which casts instruction-conditioned tracking as graph-conditioned worldline inference through an object-centric 4D state graph, metric-guided routing, bidirectional decoding, and kinematic calibration. On Instruct-4D, 4DTrack-Qwen3.5-9B reaches 62.68 $\mathrm{TGA}_{\mathrm{Top1}}$ and surpasses the best adapted VLT baseline by 19.62 points. These results show that worldline-centered modeling improves both target grounding and recovered worldline quality. The project page is available at https://github.com/mikubaka88/4DVLT.