Organizations: State Key Lab of CAD&CG, Zhejiang University, Hangzhou, China · Robbyant, Hangzhou, China · Chinese University of Hong Kong, Hong Kong, China · Ant Group, Hangzhou, China · Hong Kong University of Science and Technology, Hong Kong, China · Robbyant, Beijing, China
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.
Figures & tables
Figure 1. Given a casually captured monocular video, typically with mild camera motion and unknown camera intrinsics and poses, 4DAnyone generates multiview-consistent human videos, enabling 4DGS reconstruction rendered from free viewpoints. See the project page and Fig. 7 for more results. One continuous 3D scene: a smartphone at the lower left films a bass-playing subject, a ring of twenty-four generated camera views surrounds the stage, and the reconstructed subject stands at the center on a turntable, rendered from a free viewpoint.
Figure 2. Overview of 4DAnyone. Given a source video, an HMR model (GVHMR ( Shen et al., 2024 ) ) estimates a 3D skeleton sequence, which is rendered into depth-buffered skeleton videos for v target views. A 3D-aware skeleton encoder produces residual skeleton tokens that are added to the noisy target latents. The source tokens, RCP reference tokens, and skeleton-conditioned target tokens are concatenated along the view dimension and processed by the DiT with video attention, multiview attention, and text cross-attention. Generated target videos are packed back into the RCP context for subsequent generation rounds, while TCR improves consistency during grouped target-view generation. The final multi-view videos are used to train a 4DGS model with FreeTimeGS ( Wang et al., 2025b ) . Pipeline diagram. A source video is converted into skeleton-conditioned target-view tokens. Reference Context Packing supplies compact reference tokens, Target Context Routing exchanges information among target-view groups, and the generated multiview videos are reconstructed as a 4D Gaussian Splatting model.
Figure 3. Progressive inference with Reference Context Packing and Target Context Routing. We first generate reference videos and pack them with the source video into a fixed RCP context. During target-view generation, this fixed RCP context is shared by all groups. TCR partitions v target views into m four-view groups, cyclically regroups them at high noise levels to propagate global structure, and fixes adjacent groups at low noise levels for stable detail refinement. Three-stage inference diagram. Initial views become a fixed multiscale reference context; target views are cyclically regrouped at high noise to share global structure and arranged into fixed adjacent groups at low noise to refine local details.
Dataset
Videos
Cameras
Actors
Resolution
Type
MVGameHuman
38k
24
318
2560 × 1440
Multi-view
SynCamVideo
34k
10
66
1280 × 1280
Multi-view
DNA-Rendering
51k
48
548
2048 × 2048
Multi-view
TedTalk
42k
1
413
2160 × 1620
Monocular
Pexels
20k
1
1,411
3840 × 2160
Monocular
Table 1. Training dataset statistics.
Method
DNA-Rendering
DyMVHumans
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Gen. Video Consistency
MV-Performer ( Zhi et al., 2025 )
21.25
0.799
0.222
19.98
0.797
0.182
TrajectoryCrafter ( Yu et al., 2025 )
13.56
0.641
0.331
15.19
0.769
0.204
ReCamMaster † ( Bai et al., 2025a )
21.47
0.806
0.210
21.94
0.833
0.142
Ours
24.33
0.862
0.163
24.48
0.862
0.109
4DGS Reconstruction
MV-Performer ( Zhi et al., 2025 )
20.38
0.826
0.191
18.69
0.787
0.158
Table 2. Quantitative comparison on DNA-Rendering and DyMVHumans. We evaluate 4DGS reconstruction, generated video consistency, and generated video reconstruction. Best results are in bold. † denotes our fine-tuned version.
Configuration
PSNR ↑
SSIM ↑
LPIPS ↓
w/o TCR & RCP
21.09
0.766
0.216
w/o RCP
22.03
0.780
0.203
w/o TCR
22.21
0.788
0.196
Full (Random)
22.20
0.788
0.197
Full (Strided)
22.06
0.786
0.198
Full (Sliding)
22.63
0.796
0.191
Table 3. Ablation study. Following the Gen. Video Consistency setting, we evaluate the consistency among generated videos.
Figure 4. Qualitative comparison with baselines. We show target-view generated videos (Gen.) and their corresponding 4DGS renderings (Rend.) across diverse human-centric videos. 4DAnyone produces geometrically accurate and visually detailed results across viewpoints, while the baselines suffer from inaccurate camera control (our fine-tuned ReCamMaster † ) or geometric distortions (MV-Performer). See the project page for dynamic results. A grid compares generated target views and reconstructed 4D renderings from several methods on diverse human videos. The proposed method preserves body geometry, clothing appearance, and camera viewpoint more consistently than ReCamMaster and MV-Performer.
Figure 5. Qualitative ablation results. Left: 3D-aware skeleton conditioning resolves the inherent ambiguity of 2D skeletons, guiding the model to generate geometrically correct content. Right: RCP and TCR maintain an effective cross-view context, leading to consistent appearance across generated views. Side-by-side ablation grids compare outputs with and without 3D-aware skeleton conditioning, Reference Context Packing, and Target Context Routing. The complete model has more accurate body geometry and more consistent appearance across views.
Figure 6. Challenging cases. 4DAnyone robustly handles back-view source videos (left), complex subject appearance (right), and complex human motions. Two challenging examples show source frames and generated viewpoints for a person initially seen from the back and a person with complex clothing and appearance.
Figure 7. Robust generalization to diverse in-the-wild human videos. For each example, we show the source video (left), generated target-view videos (middle, 4 of 16 views), and a 4DGS novel-view rendering (right). See the project page for dynamic results. Sixteen in-the-wild examples are arranged in two columns. Each example shows a source human video frame, four generated target viewpoints, and a novel-view rendering of the reconstructed 4D Gaussian avatar.
Appendix figures & tables7 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 8. Representative MVGameHuman samples. Each row shows one frame from four evenly spaced cameras in a synchronized 24-camera sequence captured with our in-house game data engine. MVGameHuman provides diverse actors, clothing, motions, lighting conditions, virtual scenes, and backgrounds for training multi-view human video generation. Eight rows of synthetic human scenes, each viewed simultaneously from four evenly spaced virtual cameras. The samples vary in actor, clothing, pose, lighting, environment, and background.
Dataset
No. Tgt Cam
No. Src Cam
No. Frame
Weight
MVGameHuman
6
1 / 4 / 8
41
0.4
MVGameHuman
4
1 / 4 / 8
61
0.4
MVGameHuman
1
1 / 4 / 8
121
0.2
SynCamVideo
4
1 / 4
61
0.8
SynCamVideo
1
1 / 4 / 8
81
0.2
DNA-Rendering
6
1 / 4 / 8
41
0.4
Appendix
Table 4. Training data sampling. Source cameras are uniformly sampled from the listed options.
Stage
Dataset
Bg. Removal
Indep. Src Prob
Skeleton
1
DNA-Rendering
✓
0.2
B+H+F+Fi
2
+ MVGameHuman, SynCam.
–
0.0
B+H+F+Fi
3
+ Pexels, TedTalk
–
0.0
B+H+F
Appendix
Table 5. Stage-specific training settings. “Indep. Src Prob” denotes the probability of independently sampling the source frame range. Skeleton: B=body, H=hands, F=feet, Fi=fingers.
No. Layers
No. Cam / Layer
No. GPUs
No. Tgt Cam / GPU
1
16
4
4
2
16
8
4
3
16
8
6
Appendix
Table 6. Multi-GPU inference configurations. Configurations are shown for different camera setups.
ts/T
Sliding steps
PSNR ↑
SSIM ↑
LPIPS ↓
1.00
0
22.2079
0.7880
0.1964
0.75
5
22.3030
0.7898
0.1947
0.50
10
22.4575
0.7925
0.1933
0.25
15
22.6093
0.7955
0.1912
0.20
16
22.6294
0.7963
0.1906
0.15
17
22.6023
0.7961
0.1908
Appendix
Table 7. TCR switching-time sweep. Gen. Video Consistency when varying the number of sliding denoising steps.
Figure 9. Single image to 4D avatar. Given a single input image, we first generate a source video via pose-driven video generation (Wan-Animate), then produce multi-view target videos with 4DAnyone, and finally reconstruct a 4DGS avatar via FreeTimeGS. A left-to-right pipeline turns one portrait into a pose-driven source video, generates synchronized target-view videos with 4DAnyone, and reconstructs an animatable 4D Gaussian avatar.
Figure 10. Failure cases. Left: skeleton guidance is uninformative for the large flowing fabric, which is generated inconsistently across views and yields a degraded reconstruction (red box). Right: HMR mis-estimates the en-pointe pose (green circle in the source view) as flat feet, and all generated views inherit the pose error (red box). Two failure examples. Red boxes highlight inconsistent large flowing fabric in one reconstruction and incorrect feet in generated views caused by a source-pose estimation error marked with a green circle.
Video diffusion models generate or edit temporally coherent video by iteratively denoising latent sequences conditioned on text, images, motion, or other signals.
We present Flex4DHuman, a multi-view video diffusion model that transforms a monocular or sparse multi-view video of a dynamic subject into synchronized dense multi-view videos using only relative camera-pose conditioning. Unlike prior human-centric methods that rely on skeletons, depth maps, normals, or rendered target-view geometry, Flex4DHuman requires no explicit geometry priors and instead conditions generation through relative camera-pose positional encoding. The generated videos can be directly ingested by downstream reconstruction pipelines to create dynamic 4D Gaussian splats. Built on the Wan 2.1 1.3B text-to-video model, Flex4DHuman preserves the backbone architecture and encodes camera and view information through a five-axis positional encoding that extends spatio-temporal RoPE with view indices and continuous SE(3) relative camera geometry. A three-stage curriculum progressively trains the model for pose following, flexible reference-to-target view generation, and temporal rollout. To support temporal rollout, we train with clean historical target-view tokens. We also add multi-view captions to enable test-time text control. Combined with an off-the-shelf 4D Gaussian Splatting stage, our framework lifts monocular static-camera videos into dynamic 4D Gaussian splats. Experiments on DNA-Rendering and ActorsHQ show that Flex4DHuman surpasses prior state-of-the-art methods, while the same formulation generalizes to animal categories after mixed human-animal training. These capabilities make Flex4DHuman a practical step toward scalable 4D content creation from casual monocular videos for simulation, gaming, AR/VR, and video re-shooting.
Generating 4D scenes from a single-view video is inherently ill-posed: a single viewpoint lacks the information needed to recover a complete, dynamic scene with full coverage. Existing methods are typically limited to monocular videos, simple 3D effects, or only small viewpoint perturbations around the original viewpoint, falling short of true 4D generation. Meanwhile, the lack of large-scale datasets capturing full-scope 4D scenes with synchronized multi-view videos further hinders progress in this direction. We propose a novel single-view video-to-4D framework that casts full-scope 4D generation as a multi-view video synthesis followed by optimization-based 4D reconstruction from the generated views. To instantiate this formulation end-to-end, we make three key contributions. First, we introduce Real-MV-4D, a large-scale dataset of synchronized multi-view videos captured in diverse real-world environments to provide the 4D supervision. Second, we train a multi-view video diffusion model driven by a novel fused time(T)-view(V) attention mechanism that directly embeds geometric reprojection priors and explicit camera conditioning into its view-time interactions. Unlike basic feature fusion, this direct binding strictly aligns the generation process with physical 3D priors to produce a dense, synchronized T×V video grid. Third, rather than relying on non-interactive and inconsistent 2D video interpolations, we lift the synthesized multi-view videos into an explicit 4D representation (i.e. 4DGS), regularized by a Flow Matching Distillation loss that exploits the multi-view prior to improve novel-view rendering. Extensive experiments demonstrate that our method outperforms existing approaches in both visual fidelity and geometric consistency, enabling full-scope 4D scene generation from single-view videos.
Tingxi Chen, Ke Hao, Yabo Chen +6
Shanghai Jiao Tong University · Institute of Artificial Intelligence, China Telecom (TeleAI)
Synthesizing a monocular video from a new camera trajectory requires preserving the observed scene geometry and motion while completing regions that become newly visible. Feed-forward 4D reconstructors recover the structure of the observed scene, whereas video diffusion models provide a generative prior for completing unseen content. We introduce Holo4D, a video reshooting framework that uses reconstructed 3D trajectories as a holistic source-view 4D scaffold. We project these trajectories into the requested views and encode their geometry and source appearance to guide a pretrained video diffusion model. Together with the source video and target cameras, the scaffold grounds generation in reconstructed observations while leaving unsupported regions to the generative prior. Experiments demonstrate the value of trajectory-based conditioning for camera control and novel-view synthesis. The framework accommodates different 4D reconstructors without retraining the video generator, allowing it to benefit from future advances in source reconstruction. More details can be found in our project page.
Yushi Lan, Zeren Jiang, Koichi Namekata +3
University of Oxford · Nanyang Technological University