4DAnyone: Create Anyone in 4D from a Casual Monocular Video

2026-08-20Computer Vision and Pattern Recognition

Computer Vision and Pattern Recognition
AI summary

The authors developed 4DAnyone, a system that creates detailed 3D videos of people moving over time from a single regular video. They found that previous methods struggled to keep images consistent when creating many different camera views needed for 3D reconstruction. To fix this, they introduced new techniques to manage information flow across many views efficiently, keeping the appearance and structure stable. They also created a special dataset from a game engine to train their system. Their experiments show better video quality and 3D reconstructions compared to older methods, even with videos from the real world.

4D Gaussian Splattingmonocular videonovel-view synthesisvideo diffusion modelsreference context packingtarget context routingmulti-view consistency3D human reconstructiondenoisingdataset creation
Authors
Yudong Jin, Tao Xie, Qihang Zhang, Zehong Shen, Zhen Xu, Yujun Shen, Hujun Bao, Xiaowei Zhou, Yinghao Xu
Abstract
We present 4DAnyone, a framework for reconstructing 4D humans from an uncalibrated monocular video by generating reconstruction-grade multiview-consistent videos and lifting them into 4D Gaussian Splatting (4DGS). Existing camera-controlled video diffusion models synthesize plausible novel-view videos but fail to maintain consistency when scaled to the tens of target views required for 4DGS reconstruction. We identify this failure as a bounded-attention-context problem: when target views exceed the capacity of a single DiT forward pass, they must be split into groups, exposing two coupled bottlenecks. On the reference-context side, conditioning on all previously generated views grows as $O(N)$, weakening cross-view appearance guidance. On the target-context side, disjoint groups cannot directly exchange information, causing global structural drift. 4DAnyone addresses both bottlenecks with two complementary designs: Reference Context Packing (RCP) compresses growing reference views into a fixed-length mixed-resolution context with $O(1)$ reference-context complexity, while Target Context Routing (TCR) rotates target-view groupings during denoising to share context across groups at high-noise steps and stabilize details at low-noise steps. We further build the MVGameHuman dataset using our in-house game engine and combine it with light-stage and in-the-wild video datasets for training. Experiments on DNA-Rendering and DyMVHumans show that 4DAnyone outperforms prior methods in both novel-view video quality and downstream 4DGS reconstruction, with robust in-the-wild generalization. See our project page for video results and source code: https://4danyone.github.io.