4D Reconstruction

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Period ending 2026-09-21

1 new paper

A weekly snapshot of new work published in 4D Reconstruction.

Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in 4D Reconstruction.

Period ending 2026-09-07

1 new paper

A weekly snapshot of new work published in 4D Reconstruction.

43 papers

Latest in 4D Reconstruction

Sep 14, 2026cs.CV

Racing in Volume with Flow Ensembles

Streaming 4D reconstruction has been demonstrated only indoors, on dense camera rigs surrounding subjects that move at human pace. Outdoor 4D reconstruction exists but relies either on cameras mounted on the moving vehicle itself, or on limited-coverage arrays observing quasi-static subjects offline. The case that actually matters for spectators is a fast-moving subject, watched from a sparse ring of allocentric cameras, streaming. No method targets this, and no benchmark exists to evaluate one. To this end, we introduce FastFlowGS, a streaming 4D Gaussian Splatting method for reconstructing fast-moving subjects from a small set of fixed external cameras, and Monaco4D, a photorealistic Unreal Engine 5 benchmark for high-speed outdoor reconstruction. FastFlowGS fuses sparse matches, semi-dense tracks, and dense optical flow by lifting each signal to 3D with geometric uncertainty and combining them through a Kalman-style temporal update. Monaco4D provides Formula 1 sequences under varied illumination from trackside, onboard, and drone viewpoints with dense ground truth. On CMU-Panoptic, FastFlowGS exceeds the strongest baseline by 12.6% VMAF at 35% greater efficiency. On Monaco4D, where existing streaming methods degrade severely, it improves dynamic-region PSNR by up to 18.6% with 28.3% lower per-frame optimization time. Dataset and additional details can be found at https://humansensinglab.github.io/monaco4d/.
Saswat Subhajyoti Mallick, Riu Cherdchusakulchai, Marc Ruiz Olle +4
Sep 8, 2026cs.CV

Point4D: Long-range 4D Motion Reconstruction

We introduce Point4D, a feed-forward model for 4D reconstruction of long-range video sequences. Point4D is able to reliably infer dense per-point 3D trajectories across multi-hundred-frame videos, unlike existing 4D methods that are limited to short input windows of at most a few dozen frames. A key innovation that enables this is our flexible 3D query-based motion decoder that decouples trajectory prediction from image-plane visibility. The predicted 3D endpoints are then directly re-queried in the next chunk without re-projection or matching. Furthermore, we show that extracting and reusing a visual descriptor from an arbitrary frame where the point is visible leads to better performance than relying solely on the source patch. Overall, Point4D achieves state-of-the-art performance across diverse long-video tracking benchmarks spanning over 200 frames and largely outperforms previous feed-forward 4D method. Project page: https://point-4d.github.io
Minsik Jeon, Jay Karhade, Deva Ramanan +1
Aug 31, 2026cs.CV

Amortized Anchor Refinement for Deployable Continuous-Time 4D Gaussian Reconstruction

Continuous-time 4D reconstruction remains impractical on standalone XR headsets. Per-scene optimization demands deployment-infeasible compute, and lower budgets cause collapse rather than degrade gradually. Feed-forward prediction is fast, but struggle to recover scene-specific detail. We present Amortized Anchor Refinement, which uses a frozen backbone to predict an initial Gaussian representation and a short optimization to specialize it under a fixed compute budget, with a capacity floor preserving representational density. A training-free stage then applies a persistent-homology constraint to prune unstable Gaussians while preserving topologically persistent structures, and streams the resulting trajectories directly as scene flow. On the Stage-Capture benchmark, Amortized Anchor Refinement achieves 24.31±\pm2.22dB, while our deployment experiments demonstrate reconstruction within the target budget on a single consumer GPU and playback on a standalone XR headset.
Jingong Chen, Qingwen Zhang, Sanghyeon Jun +3
Aug 10, 2026cs.CV

Marrying Optimal Transport and ODEs for Unified Continuous-Time 4D Reconstruction and Tracking

Existing unified 4D reconstruction and point tracking approaches typically rely on heuristic interpolations or just predict at integer timestamps, lacking kinematic coherence and failing to model dynamics at any arbitrary timestamp. In this paper, we propose Uni4R, a framework that unifies these tasks by learning continuous velocity fields through the synergy of Optimal Transport (OT) and Ordinary Differential Equation (ODE). Importantly, this continuous velocity field acts as a kinematic prior that mutually benefits both 4D reconstruction and point tracking. Specifically, we propose the Flow Matching Guided Decoder (FMGD). A global velocity branch first extracts anchor features that capture the global dynamic state of the sequence. Then, FMGD leverages Flow Matching (FM) theory to formulate a probability path defined by OT on the anchor feature manifold, instantiating it as FM-guided velocity features for velocity prediction. This establishes a robust kinematic inductive bias. Meanwhile, a point reconstruction branch provides geometric features. The local velocity prediction module then joint above features and time embeddings, to decode velocities at arbitrary timestamps. To overcome the absence of high-quality ground-truth velocities in fractional frames, we propose an integral-consistency training strategy. This strategy uses an ODE solver to integrate velocities to recover target pointmaps, enabling the model to be supervised end-to-end directly from integer timestamps. Experimental results demonstrate that Uni4R achieves SOTA performance in both 4D reconstruction and point tracking, and achieves SOTA in our new kinematics-aware benchmark at continuous time.
Liying Yang, Hao Mo, Jialun Liu +7
Aug 4, 2026cs.CV

Dual-domain U-Nets with embedded back projection operators for motion-resolved 4D CBCT reconstruction

Four-dimensional cone beam CT (4D CBCT) is important for image-guided radiation therapy of thoracic cancers, but its use is limited by long scan times, causing high patient dose and motion/sparse-sampling artifacts. We propose a deep learning method for motion-resolved 4D CBCT reconstruction from conventional free-breathing scans, without a respiratory signal or explicit projection binning. Our CNN takes free-breathing 3D CBCT projections as input and predicts a static volume at maximum inhalation plus ten displacement vector fields (DVFs) spanning a breathing cycle. The network extends U-Net: the encoder acts on filtered projection stacks, the decoder acts in the volume domain, and skip connections are replaced with non-trainable back-projection functions at multiple resolutions to transfer features between domains. The model is trained on simulated CBCT scans and evaluated on 11 unseen simulated patients and 13 clinical free-breathing scans. Two additional models (60 s and 6 s scans) were evaluated by clinical experts on three and two scans, comparing single phases of our 4D reconstruction to reference 3D SART-TV images for tumor and esophagus visibility. Experts preferred our method for tumor visibility (59% vs. 36% no preference, 5% reference) and esophagus visibility (47% vs. 42%, 11%). On simulated data, image quality matched SART-TV (mean RMSE: -1.19 HU, PSNR: +0.09 dB, SSIM: -0.009) while enabling 4D reconstruction. On clinical scans, our method showed sharper dynamic structures (e.g., diaphragm) and fewer motion streak artifacts than traditional reconstruction. This non-patient-specific CNN predicts static volumes and full 4D respiratory motion models from a single free-breathing scan, without a respiratory surrogate or projection binning, reducing motion artifacts while adding motion-modeling capability.
Ivo Herzig, Pascal Paysan, Daniel Barco +8
Jul 31, 2026cs.CV

FillGS: Filling Observation Gaps in 4D Gaussian Splatting via Viewpoint-Time Selection and Generative Refinement

4D Gaussian Splatting (4DGS) can render dynamic scenes photorealistically. However, with limited viewpoint coverage, some spatiotemporal regions remain sparsely observed, leading to artifacts, particularly in scenes with large motion. Existing approaches leveraging generative models rely on heuristic virtual-viewpoint selection before refining rendered views. As a result, they cannot actively explore such sparsely observed regions. To address this issue, we propose a pipeline that actively selects spatiotemporal virtual viewpoints to improve 4DGS reconstruction. Our method selects virtual viewpoints for generative enhancement based on the rendering sensitivity and motion-aware observation density of 4D Gaussians, prioritizing views that alleviate observation sparsity. In the refined images, we filter out regions that conflict with captured observations or are likely to contain generative artifacts and then fine-tune 4DGS using only the reliable regions. We evaluate our method on multi-view video benchmarks using new train/test splits designed to induce observation gaps. Results show consistent improvements over prior viewpoint selection strategies and fine-tuning methods in both qualitative and quantitative evaluations, while reducing artifacts.
Takashi Otonari, Toshihiko Yamasaki
Jul 30, 2026cs.CV

AdaAnchor4D: Anchor-Conditioned Spatiotemporal Feature Aggregation for Monocular UAV 4D Reconstruction

Monocular UAV videos provide valuable observations for dynamic reconstruction of complex urban scenes. However, such scenes exhibit pronounced spatiotemporal heterogeneity: different regions follow distinct temporal activity patterns, while the motion states of some dynamic regions may further evolve over time. Although dynamic Gaussian methods based on decomposed shared spatiotemporal feature fields have achieved efficient and accurate reconstruction in object-centric or relatively compact scenes, their commonly adopted fixed plane-wise feature combination mechanisms are less suited to the heterogeneous local dynamics of UAV scenes, often leading to ghosting artifacts and blurred dynamic details. To address this challenge, we propose AdaAnchor4D, an adaptive anchor deformation framework for monocular UAV dynamic scene reconstruction. At its core, Anchor-Conditioned Feature Aggregation (ACFA) adaptively aggregates shared spatiotemporal features using anchor-specific aggregation embeddings and temporal information, allowing different local units to obtain dynamic representations tailored to their local and temporal states. Decoupled Local Geometry Deformation (DLGD) separates anchor-state deformation from local Gaussian geometry deformation, while Density-Adaptive Coordinate Warping (DACW) reparameterizes feature-query coordinates according to the axis-wise anchor distributions, alleviating the mismatch between non-uniform geometric sampling and uniform grid parameterization. Experiments on UAV-Arc4D, VisDrone, and UAVDT show that AdaAnchor4D achieves higher rendering quality than representative dynamic Gaussian methods while maintaining real-time rendering performance. The code will be made publicly available.
Peiyi Xu, Junpeng Zhang, Guanbin Li +6
Jul 21, 2026cs.CV

Crowd4D: Scene-Aware Monocular 4D Crowd Reconstruction

Recovering scene-consistent 4D crowd motion from monocular video in large-scale scenes remains challenging due to severe depth ambiguity and complex scene geometry. Existing monocular crowd reconstruction methods typically rely on single-plane assumptions, leading to unreliable metric scale and spatial drift under complex terrain. We propose Crowd4D, the first scene-aware 4D crowd reconstruction framework that jointly optimizes the crowd and scene from a monocular RGB video in large-scale scenes. Crowd4D explicitly incorporates scene geometry and ensures consistency across image and scene spaces via a multi-stage optimization strategy. A key bottleneck of this task lies in accurate human-scene alignment, particularly in scale and position. However, human and scene reconstructions are typically decoupled. To address this, we introduce the Human-Scene Interaction Proxy, abbreviated as HSIP, as an intermediate representation derived from Scene Interaction Point Clouds and a Scene Interaction Surface, abbreviated as SIPC and SIS. These representations encode explicit scene-aware geometric priors and redefine the optimization space for large-scale monocular 4D crowd reconstruction. To further improve temporal stability under occlusions, we introduce Crowd Structural Coherence Regularization, abbreviated as CSCR, which leverages HSIP-based spatial priors to impose soft temporal consistency on pairwise relative displacements and directions within local crowd neighborhoods. Extensive experiments demonstrate that Crowd4D consistently outperforms existing state-of-the-art methods and enables robust monocular 4D crowd reconstruction in complex, large-scale real-world scenes.
Hongbo Kang, Tianyi Zhou, Qingyang Yang +4
Jul 21, 2026cs.CV

IGGT4D: Streaming 4D Instance-Grounded Geometry Transformer

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.
Zhengyu Zou, Hao Li, Kuixuan Jiao +7
Jul 20, 2026cs.CV

ReViV: Reconstructing the Viewer and the View in 4D from Monocular Egocentric Video

Egocentric devices, such as wearable front-facing cameras, provide a unique perspective for capturing the continuous interaction between a human viewer and the surrounding environment. A holistic and efficient multimodal model capable of reconstructing this 4D representation is therefore highly desirable. However, existing approaches often rely on auxiliary inputs such as pre-computed camera trajectories, treat scene perception and human ego-motion modeling as separate problems despite their strong interdependency, and suffer from slow inference time. To address these limitations, we present ReViV, the first unified framework for holistic egocentric 4D reconstruction that extracts both viewer and view dynamics from a single monocular RGB video. We formulate the task as learning the full joint probability distribution over multimodal signals, including RGB video, camera trajectory, gaze direction, full-body motion, hand motion, and depth. Powered by a Masked Generative Egocentric Transformer, ReViV operates within a single feed-forward architecture to simultaneously reconstruct the temporally consistent 4D reconstruction across the viewer and the view with fast inference speed. Extensive experiments on diverse benchmarks, including HoloAssist, HOT3D, ARCTIC, Aria Digital Twin, and TACO, demonstrate that ReViV achieves state-of-the-art accuracy and efficiency across holistic ego-body, hand, and gaze reconstruction, camera tracking, while maintaining highly competitive egocentric depth estimation without relying on heavy task-specific priors. Code and models are fully open-sourced: https://reviv4d.github.io/.
Xiaozhong Lyu, Gen Li, Zhiyin Qian +3
Jul 13, 2026cs.CV

HandFlow: Fully Generative 4D Hand Recovery with Flow Matching

Accurate monocular 4D hand reconstruction remains challenging. Per-frame discriminative regressors lack temporal context and often produce jittery predictions. Temporal models improve consistency by aggregating information across frames, but they are typically deterministic regressors, making them vulnerable to ambiguous observations caused by occlusion and motion blur. Generative modeling offers a natural alternative by learning a prior over plausible hand motion sequences, enabling coherent hand-state recovery when visual evidence is incomplete or unreliable. Motivated by this observation, we present HandFlow, a fully generative flow-matching framework for temporally coherent 3D hand pose and shape estimation from monocular video. Given visual and skeletal observations, HandFlow denoises an entire temporal window of MANO parameters through a single ODE integration. To support this, we use a Flux-style dual-stream transformer that attends across the full sequence to capture long-range dependencies without autoregressive decoding, and a confidence-aware continuous masking mechanism that blends observed features with learnable mask tokens to handle noisy or missing observations. Experiments on DexYCB and HOT3D show that HandFlow achieves state-of-the-art performance, with particularly large gains in world-space accuracy and temporal smoothness. It reduces world-space pose error by over 30% compared with the strongest baseline and achieves the lowest acceleration error among all evaluated methods, while remaining competitive in per-frame pose accuracy. Moreover, on a single GPU HandFlow reconstructs a 150-frame sequence at 47 fps, about 12x faster than the fastest prior video-based method, with reconstruction itself accounting for only a small fraction of the end-to-end latency.
Mingxi Xu, Bowen Duan, Yi Gu +3
Jul 12, 2026cs.CV

OmniX: Any-view and Any-time 4D Reconstruction via Feed-forward Trajectory Fields

Previous feed-forward 4D reconstruction methods either predict per-frame static point clouds, ignoring foreground motion, or estimate point cloud trajectories while being limited to small camera motions. This restricts their ability to aggregate observations over time and reconstruct complete dynamic scenes under large viewpoint changes. To address this limitation, we propose OmniX, a feed-forward 4D reconstruction framework that predicts dense 3D point trajectories for every pixel from videos with large camera motion. OmniX decouples dynamic motion modeling from static geometry prediction and represents motion using a compact set of dynamic tokens. By leveraging the sparse and low-rank structure of 3D motion, these tokens generate trajectory fields for all pixels across all images while efficiently preserving global interactions. To facilitate training, we further build an automatic UE5-based 4D data engine and introduce a large-scale dataset containing 80K scenes and 1.28M multi-view videos with full geometric annotations. OmniX achieves state-of-the-art performance on dense 3D point trajectory prediction and 3D point tracking, while also demonstrating competitive results on video depth estimation and camera pose estimation.
Yanqin Jiang, Tengfei Wang, Zhengwei Wang +6
Jul 10, 2026cs.CV

4D Human-Scene Reconstruction from Low-Overlap Captures

Existing volumetric capture of dynamic human performance achieves high fidelity with dense camera arrays. However, in real-world scenarios, only a handful of low-overlap cameras are available, which degrades the output quality and leaves large areas unobserved. Recent 4D reconstruction methods have focused on low-overlap settings, yet they still produce noticeable artifacts in under-observed regions. Video diffusion models have emerged as another option, but they show geometrically inconsistent results for humans. To address these limitations, we propose StudioRecon, a pipeline that reconstructs 4D human scenes from sparse, low-overlap cameras by decoupling background and humans. We densify background supervision by synthesizing hundreds of camera-controlled novel views with a video diffusion model. We also robustly initialize deformable Gaussian humans with cross-view identity association and triangulated multi-view keypoint fitting. Finally, our recursive enhancement module with motion-adaptive consistency injection harmonizes the composed output, thereby further avoiding remaining artifacts. We achieve state-of-the-art novel view synthesis across four real-world datasets and demonstrate applications such as novel trajectory rendering and human replacement.
Minhyuk Hwang, Sangmin Kim, Seunguk Do +2
Jul 6, 2026cs.CV

DeGenseGS: Geometrically and Semantically Decoupled Surgical Scene Understanding in 4D Gaussian Splatting

Real-time, text-promptable 4D reconstruction is indispensable for autonomous surgical interaction. Severe misalignment between semantic meaning and physical anatomy still persists, largely because existing solutions integrate Vision-Language Models into deformable fields via a rigid coupling scheme that tightly binds semantic features to geometric warping. In this paper, we propose DeGenseGS, Geometrically and Semantically Decoupled Surgical Scene Understanding in 4D Gaussian Splatting, a novel framework that independently models semantic evolution and geometric deformation. Specifically, we propose a HexPlane-based spatiotemporal entanglement module that uses shared kinematic latents to synchronize semantic mutations with scene dynamics, while explicitly disentangling semantic updates from geometric deformation. To further ensure robustness against reconstruction artifacts, we devise a Rasterization-Native Semantic Extraction mechanism that infers semantics from topologically continuous feature maps. Additionally, we incorporate an angular-aligned optimization strategy that conforms to the native hyperspherical latent space, thereby preventing semantic distortion. Extensive evaluations on the CholecSeg8k and EndoVis18 datasets demonstrate that DeGenseGS achieves state-of-the-art performance. Our framework yields enhanced geometric completeness and robust semantic-anatomic alignment, enabling spatially continuous segmentation despite drastic tissue deformation and topological transitions.
Yimo Wang, Bin Kang, Shuojue Yang +1
Jul 2, 2026cs.CV

Personalized 4D Whole-Heart Mesh Reconstruction from Cine MRI via Multi-Scale Temporal Modeling and Differentiable Contour Rendering

Accurate 4D whole-heart mesh reconstruction from sparse cine MRI is critical for creating cardiac digital twins, but remains challenging due to limited 2D slice coverage and the complex coupling between cardiac shape and motion. Existing methods often rely on intermediate contour fitting and typically reconstruct static, single-phase, or partial cardiac geometries, limiting their ability to capture full-chamber dynamics. We propose a novel end-to-end framework for reconstructing temporally resolved whole-heart meshes from multi-view 2D cine MRI sequences by learning an image-to-mesh mapping. The framework incorporates a differentiable contour renderer inspired by the Beer-Lambert attenuation principle, enabling anatomy-aware supervision of 3D+t mesh deformation through contour-based projection losses. To improve temporal consistency across the cardiac cycle, we further introduce a multi-scale temporal modeling module that integrates global cycle-level dynamics with local inter-frame coherence to generate smooth and physiologically plausible mesh trajectories. The proposed method achieved a whole-heart mean absolute error of 1.68 ±\pm 0.31 mm and a motion jitter of 0.77 ±\pm 0.17 mm/frame3\mathrm{mm}/\mathrm{frame}^{3}, outperforming existing methods with lower reconstruction error and substantially improved motion smoothness. It also improved 2D contour alignment across multiple cine MRI views and supported downstream proof-of-concept electrophysiological simulation. The code will be released publicly upon acceptance of the manuscript for publication.
Xiaoyue Liu, Dongcheng Cang, Xiaohan Yuan +3
Jul 1, 2026cs.CV

World from Motion: Generative Dynamic Gaussian Reconstruction from Monocular Video

We present World from Motion, a method for generating freely renderable dynamic 3D Gaussian representations from monocular videos. Our approach conditions a video model on dense, pixel-aligned renderings that encode appearance, geometry, and 3D scene motion along both input and target camera trajectories to correct rendering artifacts and fill in missing regions from an initial reconstruction. To train this model, we construct a dataset of aligned multiview video pairs and dynamic 3DGS representations, with simulated artifacts characteristic of monocular reconstruction. At test time, we distill the model's generations, including newly observed regions and motions, back into a single consistent, high-quality dynamic 3DGS, improving both novel-view synthesis and the underlying 3D motion. Our method sets a new state of the art in 4D reconstruction and seamlessly generalizes to in-the-wild videos with large viewpoint changes and dynamic motions.
Liyuan Zhu, Shengyu Huang, Amrita Mazumdar +6
Jun 30, 2026cs.CV

Progressive Pose-Guided 4D Animal Reconstruction from Monocular Video

Reconstructing 4D animals from monocular videos is challenging due to large inter-species variation, complex articulations, and the lack of reliable templates. Existing approaches typically rely on either strict category-specific priors that restrict generalization, or unconstrained generative models that sacrifice input fidelity. To bridge this gap, we present a progressive test-time optimization framework built on 3D Gaussian Splatting for high-fidelity 4D animal reconstruction from a single video. Our key insight is that a coarse shape prior suffices when coupled with a progressive strategy that disentangles articulated pose from non-rigid deformation. Specifically, we employ a symmetry-aware temporal encoding that exploits bilateral cues while absorbing camera estimation drift and a part-conditioned deformation mechanism guided by learnable part anchors and a learnable skinning field. Extensive experiments demonstrate that our approach generalizes robustly across diverse species, achieving superior geometric accuracy, temporal consistency, and visual fidelity compared to existing baselines, even under severe prior mismatch.
Siyuan Li, Weiying Chen, Yilin Wang +3
Jun 29, 2026cs.CV

Streaming Gaussian Encoding for 4D Panoptic Occupancy Tracking

Camera-based 4D panoptic occupancy tracking (4D-POT) is a promising paradigm for holistic scene understanding from multi-view imagery, enabling joint reasoning about geometry, semantics, and object identities across time. Recent mask-based pipelines achieve strong performance by propagating instance queries across frames. However, their underlying volumetric representations are typically recomputed at each timestep, limiting geometric temporal consistency, particularly under occlusion and for static scene elements. To address this limitation, we propose a streaming Gaussian encoder that maintains a persistent volumetric scene representation for 4D-POT. Our method models the scene as a fixed-size set of latent Gaussian queries that are propagated via ego-motion compensation and refreshed under a confidence-guided budget constraint. Crucially, we shape Gaussian opacities through depth-based supervision to serve as proxy for visibility, enabling confidence to accumulate as a temporally aggregated measure of persistent scene support. Together with a warmup-based multi-frame training strategy, this yields representation-level temporal coherence beyond decoder-only tracking. Extensive experiments on Occ3D-extended nuScenes and Waymo establish a new state-of-the-art for camera-based 4D-POT, improving tracking consistency with negligible computational overhead while remaining fully compatible with existing mask-based pipelines. We provide code and models at https://sge.cs.uni-freiburg.de.
Maximilian Luz, Thomas Nürnberg, Yakov Miron +1
Jun 29, 2026cs.CV

FFAvatar: Feed-Forward 4D Head Avatar Reconstruction from Sparse Portrait Images

We present FFAvatar, a Transformer-based 3D Gaussian framework for fast construction of high-quality and animatable 4D head avatars from one or more reference portrait images. Unlike existing feed-forward approaches that require a fixed number of input views, FFAvatar supports incremental reconstruction, progressively refining the avatar representation as additional reference images become available. At the core of our method is an alternating attention mechanism that disentangles identity appearance from expression and viewpoint variations, enabling the reconstruction of a canonical 3D appearance that remains consistent across poses and facial expressions. To balance visual fidelity and computational efficiency, we introduce a sparse-to-dense learning paradigm. Coarse appearance features are first learned using sparse primitives anchored to the FLAME vertex level and are subsequently densified in the UV domain to capture fine-grained geometric and texture details. We further propose a plug-and-play motion refinement module that enables subject-specific dynamic personalization by modeling residual motion beyond parametric deformation. Extensive experiments demonstrate that FFAvatar efficiently produces high-fidelity and controllable 4D head avatars, achieving superior flexibility, driving efficiency, and identity-consistent rendering across diverse expressions and viewpoints.
Jianjiang Yao, Ke Xian, Renxiang Dai +1
Jun 27, 2026cs.CV

Ground4D: Consistency-Aware 4D Reconstruction from Monocular Video

Learning a 4D scene representation from a single monocular video that supports dynamic novel-view synthesis while maintaining faithful geometry over time remains challenging. Dynamic Gaussian Splatting achieves strong rendering performance through photometric optimization, yet does not explicitly enforce multi-view geometric consistency. In contrast, 3D foundation models recover coherent scene geometry and camera motion, but their point-based outputs are not designed for photorealistic rendering. We propose Ground4D, a geometry-grounded framework built on two stages. First, we perform geometry initialization via 3D foundation models, leveraging VGGT in a training-free manner to reconstruct multi-view-consistent 3D geometry and camera poses from monocular video. The recovered geometry provides a structured and reliable initialization for dynamic Gaussian representations. Second, we conduct geometry-consistency-aware refinement via dynamic Gaussian Splatting, optimizing the representation through differentiable rendering while maintaining multi-view geometric consistency across both observed and synthesized viewpoints. Furthermore, Ground4D inherently models the continuous 4D dynamics of the scene, naturally supporting rendering at arbitrary timestamps. By integrating foundation-level geometric priors into dynamic Gaussian optimization, Ground4D achieves stronger reconstruction fidelity and rendering performance, underscoring the role of geometry-grounded constraints in robust 4D scene modeling.
Qing Zhao, Weijian Deng, Pengxu Wei +1
Jun 22, 2026cs.CV

Lift4D: Harmonizing Single-View 3D Estimation for 4D Reconstruction In-the-Wild

Reconstructing dynamic non-rigid objects from monocular video requires integrating visual cues from direct observations with data-driven priors over geometry and appearance. Prior approaches either learn to directly predict 4D representations from visual input or initialize a 3D representation that is subsequently deformed and refined based on video evidence. However, the former are constrained by the scarcity of 4D training data, while the latter leverage priors only for the initial reconstruction and rely solely on video supervision thereafter; neither handles complex in-the-wild scenarios with large deformations and occlusions well. We present Lift4D, a test-time optimization framework that addresses both limitations. First, we adapt an existing single-view 3D reconstruction model to yield temporally consistent per-frame predictions via causal latent conditioning, providing a coherent initialization for a deformable 3D Gaussian Splatting representation. We then ``sculpt'' this representation to match the input video through an occlusion-aware optimization that faithfully recovers visible surface details while completing unobserved regions using a view-conditioned diffusion prior. We demonstrate that Lift4D clearly improves over prior 4D reconstruction methods, particularly on challenging in-the-wild sequences with severe occlusions and non-rigid motion.
Yehonathan Litman, Xiaoxuan Ma, Manan Shah +4
Jun 22, 2026cs.CV

Ocean4D: Generative Underwater 4D Reconstruction via Medium-Aware Video Diffusion

Underwater 4D reconstruction remains challenging due to the coupling between degraded light transport in participating media and dynamic water variations. Most existing Methods are developed under in-air assumptions and do not explicitly account for underwater absorption and backscatter. Additionally, near-static assumptions make these approaches sensitive to drifting particles and dynamic distractors , leading to unstable geometry and inconsistent cross-view results. To address these issues, we propose a generative framework for underwater 4D reconstruction, named Ocean4D, which is built on two complementary components. Specifically, 4D-GCC constructs 4D geometrically consistent conditioning with improved cross-frame coverage, while the Medium-Aware Block performs implicit medium-aware denoising in the latent diffusion process to stabilize underwater appearance under absorption and scattering. Given a monocular video and target cameras, our method generates videos along the target trajectories while preserving global structure and cross-view consistency. Extensive experiments on both dynamic and static underwater benchmarks demonstrate state-of-the-art performance on underwater reconstruction.
Yuqiang Huang, Yuxi Wang, Junyu Dong +1
Jun 17, 2026cs.CV

Hand-4DGS: Feed-Forward 3D Gaussian Splatting for 4D Hand Reconstruction from Egocentric Videos

Dynamic 3D hand reconstruction from egocentric videos is essential for next-generation computing platforms such as AR/VR and AI glasses. Despite its importance, most prior works focus either on multi-view 3D hand reconstruction or on 4D human body reconstruction. Egocentric 4D hand reconstruction remains challenging due to fast head motion, rapid hand dynamics, severe occlusions, and inherent ambiguity from single-view observations. To address these challenges, we introduce Hand-4DGS, the first feed-forward framework for reconstructing dynamic 4D hands directly from egocentric videos, enabling both fast (~60 FPS) inference and strong generalization. Our approach incorporates a mesh-guided representation for structural priors and temporal convolutions to model dynamic motion. We evaluate our framework on two challenging egocentric datasets, H2O and ARCTIC, and demonstrate significant improvements over baselines. Our method benefits from the generalization capability of feed-forward networks and effective 2D image supervision through Gaussian splatting, without requiring expensive 3D hand pose ground-truth annotations.
Jeongmin Bae, Seoha Kim, Marc Pollefeys +3
Jun 14, 2026cs.CV

High-Fidelity 4D Hand-Object Capture via Multi-View Spatiotemporal Tracking and Physics-Aware Gaussians

The growing demand for high-fidelity 4D hand-object interaction (HOI) data in embodied AI and spatial computing is currently bottlenecked by the reliance on pre-scanned object templates and physical markers. While recent methods have demonstrated promising results in reconstructing 4D hand-object interaction from videos, they are highly sensitive to initial estimates of hand and object poses. Yet, estimating these poses from images is challenging, in particular under severe occlusion which is inherent in hand-object interaction scenarios. We propose a novel system for the robust and accurate reconstruction of hands and objects from synchronized and calibrated multi-view videos without requiring any templates or markers. Our system consists of two main components with key innovations: (1) a multi-view feed-forward transformer model that aggregates cross-view geometry and temporal cues to provide a reliable, metric-consistent initialization for both poses and dense object geometry, and (2) a hand-object physics-aware Gaussian-based optimization framework to refine the initial estimates, integrating tetrahedral constraints, collision refinement, and appearance decomposition to produce physically plausible and visually accurate reconstruction. Validated on public benchmarks and an extensive internal dataset, our pipeline achieves highly robust, artifact-free reconstruction, providing an efficient foundation for automated 4D asset generation. Our project page are available at https://zyshen021.github.io/HOSTPG/.
Bo Peng, Xu Chen, Yi Gu +6
Jun 11, 2026cs.CV

Flex4DHuman: Flexible Multi-view Video Diffusion for 4D Human Reconstruction

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.
Jen-Hao Cheng, Yipeng Wang, Hao Zhang +2
Jun 10, 2026cs.CV

DynaTok: Token-Based 4D Reconstruction from Partial Point Clouds

We address 4D reconstruction from partial point cloud sequences, where depth-sensor observations are incomplete, unordered, and lack explicit temporal correspondences. This geometry-only setting is challenging due to missing observations and ambiguous dynamics. While recent progress has largely relied on image-based methods, existing point-based approaches typically focus on single objects, assume relatively complete inputs, or require explicit correspondences. To address these limitations, we propose DynaTok, a point-based framework for correspondence-free 4D reconstruction from partial point cloud sequences without images. DynaTok encodes frames into compact latent tokens, aggregates incomplete observations over time with a Transformer-based spatiotemporal encoder, and decouples geometry and motion through residual tokens in a unified model. A flow-matching decoder then reconstructs complete, temporally consistent 4D point-cloud sequences conditioned on the latent tokens. Experiments on object- and scene-level benchmarks demonstrate improved reconstruction quality and temporal coherence from partial point cloud observations. Project page: https://wrchen530.github.io/dynatok/.
Weirong Chen, Keisuke Tateno, Hidenobu Matsuki +3
Jun 3, 2026cs.CV

4D Reconstruction from Sparse Dynamic Cameras

Although dynamic 3D (i.e., 4D) reconstruction from a monocular dynamic camera has recently advanced, it remains fundamentally limited by depth ambiguity. In this paper, we focus on an alternative practical way, i.e., sparse dynamic camera setup, where a handful of independently moving cameras capture the same subjects. While keeping capture costs low, this setup introduces multi-view constraints and remains practical for real-world video production such as sports, concerts, and TV shows. Despite its potential, our experiments show that naive extensions of existing monocular or dense-fixed camera-based methods are insufficient since they fail to resolve the complex spatiotemporal inconsistencies across views and time. To fill this gap, we propose a simple yet effective 3D track initialization method designed to ensure spatiotemporal consistency by integrating inter-camera feature matching with intra-camera point tracking. Additionally, we incorporate a noise-robust depth-ordering regularization loss and a spatiotemporally diverse batch sampling strategy to enhance optimization stability and cross-view generalization. Furthermore, to address the lack of standardized benchmarks for this task, we introduce LetCamsGo, a new real-world video dataset with 5 sequences across 4 diverse environments, recorded by three independently moving cameras and one fixed camera. Comprehensive benchmarking on LetCamsGo demonstrated that our proposed framework improves 4D reconstruction quality in dynamic regions compared with baselines, paving the way for a low-cost 4D reconstruction paradigm in the wild.
Kazuki Ozeki, Shun Kenney, Yuto Shibata +6
May 29, 2026cs.CV

Learning Global Motion with Compact Gaussians for Feed-Forward 4D Reconstruction

Dynamic scene reconstruction from monocular video remains a fundamental challenge in computer vision. Existing feed-forward methods predict 3D Gaussians pixel-wise for each frame, suffering from duplicated Gaussians and view-dependent biases that hinder effective learning of scene motion. We present C4G, a feed-forward 4D reconstruction framework built upon a compact set of timestamp-conditioned learnable Gaussian query tokens. Each token aggregates corresponding features across the full temporal context and decodes a 3D Gaussian whose position is modulated by the target timestamp, enabling globally coherent motion modeling without per-scene optimization. To capture fine-grained details, we further introduce a video diffusion model-based rendering enhancement module. Since our framework effectively aggregates features into Gaussians, we extend this capability to feature lifting, producing a 4D feature field that supports point tracking and dynamic scene understanding. C4G achieves strong novel-view synthesis performance using significantly fewer Gaussians and without requiring camera poses, while exhibiting stronger motion modeling and robustness to large temporal gaps.
Mungyeom Kim, Minkyeong Jeon, Honggyu An +10
May 21, 2026cs.CV

4D-GSW: Kinematic-Aware Spatio-Temporal Consistent Watermarking for 4D Gaussian Splatting

While 4D Gaussian Splatting (4DGS) has revolutionized high-fidelity dynamic reconstruction, safeguarding the intellectual property of these assets remains an open challenge. Conventional steganographic techniques often neglect the underlying kinematic manifolds, triggering non-physical artifacts such as severe temporal flickering and "FVD collapse". To address this, we propose \textbf{4D-GSW}, a kinematic-aware watermarking framework designed to embed robust copyright information while preserving high spatio-temporal consistency. Unlike prior 4D steganography that primarily focuses on opacity-guided invisibility, our approach explicitly addresses the physical coherence of motion trajectories. We introduce a \textbf{Spatio-Temporal Curvature (STC)} metric to identify "Dynamic Instants," adaptively gating watermark gradient injection to shield critical motion manifolds from non-physical perturbations. To ensure global coherence across complex deformations, we formulate a joint \textbf{HMM-MRF energy minimization} model that synchronizes watermark phases within both temporal trajectories and spatial neighborhoods. Furthermore, an \textbf{anisotropic gradient routing} mechanism ensures that watermark embedding remains strictly decoupled from photometric reconstruction fidelity. Extensive experiments have demonstrated the superior performance of our method in robustly hiding watermarks while resisting various attacks and maintaining high rendering quality and spatiotemporal consistency.
Sifan Zhou, Hang Zhang, Yuhang Wang +1
May 21, 2026cs.CV

No Pose, No Problem in 4D: Feed-Forward Dynamic Gaussians from Unposed Multi-View Videos

Recent feed-forward 3D gaussian splatting methods have made dramatic progress on individual aspects of 3D scene reconstruction, but no existing method jointly addresses dynamic content, multi-view input, and unknown camera poses in a single feed-forward pass. Methods that handle dynamics either require accurate camera poses or accept only monocular input; pose-free multi-view methods address only static scenes; and per-scene optimization methods bridge some of these gaps but at minutes-to-hours cost per scene. We introduce NoPo4D, the first feed-forward system that addresses this empty quadrant. Building on a pretrained geometry backbone and recent 4D Gaussian frameworks, NoPo4D introduces a velocity decomposition that splits Gaussian motion into per-pixel image-plane shifts and depth changes, allowing direct supervision from pseudo ground-truth optical flow on the 2D component. This sidesteps both the differentiable rendering that couples prior posed methods to pose accuracy and the 3D motion ground truth that prior pose-free methods require. The system is rounded out by a bidirectional motion encoder for cross-view and cross-frame feature aggregation, and view-dependent opacity that mitigates cross-view and cross-timestep Gaussian misalignments. On four multi-view dynamic benchmarks, NoPo4D consistently outperforms prior feed-forward baselines, and with an optional post-optimization stage surpasses per-scene optimization methods, while running orders of magnitude faster.
Matteo Balice, Yanik Kunzi, Chenyangguang Zhang +3
May 21, 2026cs.CV

Echo4DIR: 4D Implicit Heart Reconstruction from 2D Echocardiography Videos

Reconstructing 4D (3D+t) cardiac geometry from sparse 2D echocardiography is highly desirable yet fundamentally challenged by geometric ambiguity and temporal discontinuity. To tackle these issues, we propose Echo4DIR, a novel test-time 4D implicit reconstruction framework. Specifically, we learn robust 3D shape priors from statistical shape models (SSMs) via a cardiac conditional SDF, constructing an Epipolar Mask Encoder module with epipolar cross attention to effectively fuse multi-view features. To bridge the synthetic-to-real domain gap, we introduce a self-supervised SDF-tailored differentiable rendering strategy for patient-specific 3D shape adaptation using uncalibrated clinical masks without requiring 3D ground truth. Crucially, the inherent continuity of implicit representation overcomes sparse observations, enabling anatomically reliable geometry at arbitrary resolutions. Furthermore, to empower our framework with physically continuous 4D extension, we introduce a Radial SDF Alignment strategy that strictly locks shape evolution to the predicted velocity field, fundamentally eliminating mesh drift. Extensive experiments on synthetic benchmarks and real clinical datasets demonstrate that Echo4DIR achieves state-of-the-art 4D cardiac mesh reconstruction, notably yielding an impressive clinical overlap of up to 98.35% Dice and 96.75% IoU.
Yanan Liu, Qinya Li, Hao Zhang +5
May 17, 2026cs.CV

LongDPM: Overlap-Aware 4D Reconstruction from Long Monocular Videos

Recovering a dynamic 3D scene from a long monocular video is crucial for dense geometry, camera motion, and temporal correspondence to remain consistent in a shared coordinate system. Existing methods face two key challenges: (1) feed-forward reconstruction models provide accurate local predictions but are limited to short clips, and (2) long-range trackers preserve correspondences without producing dense sequence-level reconstruction. This paper presents LongDPM, a novel overlap-aware framework for scalable long-range monocular dynamic reconstruction. First, LongDPM processes long videos in overlapping chunks, keeping inference memory bounded by the chunk length. Second, it connects chunk-local coordinate systems through confidence-weighted registration with static-aware overlap abstraction. Third, it associates dynamic identities across chunk boundaries and fuses matched trajectories to recover coherent long-range 3D motion. Experimental results demonstrate that LongDPM achieves superior long-range reconstruction and tracking performance, reducing dense tracking EPE over V-DPM on PointOdyssey, Kubric-F, and Kubric-G, while obtaining the best TUM-dynamics ATE for camera pose estimation.
Chenyi Xu, Yihao Wu, Liqi Yan +4
May 16, 2026cs.CV

RHINO: Reconstructing Human Interactions with Novel Objects from Monocular Videos

Reconstructing people, objects, and their interactions in 3D is a long-standing goal for intelligent systems. Often the input is RGB video from a moving camera, making the task ill-posed; depth is ambiguous, humans and objects occlude each other, and camera and object motion entangle to create apparent motion. Most prior work addresses humans or objects in isolation, ignoring their interplay, or assumes known 3D shapes or cameras, which is impractical for real-world applications. We develop RHINO (Reconstructing Human Interactions with Novel Objects), a three-step framework that recovers in 3D a human, novel (unseen) manipulated object, and static scene in a common world frame from a monocular RGB video. First, we leverage 3D-aware foundation models to obtain cues that stabilize Structure-from-Motion (SfM) even for low-texture regions; this yields a coarse shape and apparent motion of a manipulated object from foreground pixels, and a coarse scene shape and camera motion from background pixels. Second, we estimate a human in the camera frame via an off-the-shelf method, and subtract the camera motion from apparent motion to extract the object motion; this registers the human, object, and coarse scene shapes into a common world frame. Third, we refine shapes using a compositional neural field with per-component signed-distance fields. The latter further enables differentiable contact priors that attract surfaces while penalizing interpenetration, improving the physical plausibility of the final reconstruction. For evaluation, we capture a new dataset of handheld monocular videos synchronized with a volumetric 4D capture stage, providing ground-truth shape and camera motion. RHINO outperforms state-of-the-art baselines on novel-view synthesis and 4D reconstruction. Ablations show that each stage contributes substantially. Code and data are available at https://lxxue.github.io/RHINO.
Lixin Xue, Chengwei Zheng, Georgios Paschalidis +4
May 13, 2026cs.CV

CineMesh4D: Personalized 4D Whole Heart Reconstruction from Sparse Cine MRI

Accurate 3D+t whole-heart mesh reconstruction from cine MRI is a clinically crucial yet technically challenging task. The difficulty of this task arises from two coupled factors: inherently sparse sampling of 3D cardiac anatomy by 2D image slices and the tight coupling between cardiac shape and motion. Current cardiac image-to-mesh approaches typically reconstruct only a subset of cardiac chambers or a single phase of the cardiac cycle. In this work, we propose CineMesh4D, a novel end-to-end 4D (3D+t) pipeline that directly reconstructs patient-specific whole-heart mesh from multi-view 2D cine MRI via cross-domain mapping. Specifically, we introduce a differentiable rendering loss that enables supervision of 3D+t whole-heart mesh from multi-view sparse contours of cine MRI. Furthermore, we develop a dual-context temporal block that fuses global and local cardiac temporal information to capture high-dimensional sequential patterns. In quantitative and qualitative evaluations, CineMesh4D outperforms existing approaches in terms of reconstruction quality and motion consistency, providing a practical pathway for personalized real-time cardiac assessment. The code will be publicly released once the manuscript is accepted.
Xiaoyue Liu, Xiaohan Yuan, Mark Y Chan +2
May 12, 2026cs.CV

4DVGGT-D: 4D Visual Geometry Transformer with Improved Dynamic Depth Estimation

Reconstructing dynamic 4D scenes from monocular videos is a fundamental yet challenging task. While recent 3D foundation models provide strong geometric priors, their performance significantly degrades in dynamic environments. This degradation stems from a fundamental tension: the inherent coupling of camera ego-motion and object motion within global attention mechanisms. In this paper, we propose a novel, training-free progressive decoupling framework that disentangles dynamics from statics in a principled, coarse-to-fine manner. Our core insight is to resolve the tension by first stabilizing the camera pose, followed by geometric refinement. Specifically, our approach consists of three synergistic components: (1) a Dynamic-Mask-Guided Pose Decoupling module that isolates pose estimation from dynamic interference, yielding a stable motion-free reference frame; (2) a Topological Subspace Surgery mechanism that orthogonally decomposes the depth manifold, safely preserving dynamic objects while injecting refined, mask-aware geometry into static regions; and (3) an Information-Theoretic Confidence-Aware Fusion strategy that formulates depth integration as a heteroscedastic Bayesian inference problem, adaptively blending multi-pass predictions via inverse-variance weighting. Extensive experiments on standard 4D reconstruction benchmarks demonstrate that our method achieves consistent and substantial improvements across principal point-cloud metrics. Notably, our approach shows competitive performance in robust 4D scene reconstruction without requiring fine-tuning, suggesting the potential of mathematically grounded dynamic-static disentanglement.
Ying Zang, Xuanyi Liu, Yidong Han +9
May 6, 2026cs.CV

Syn4D: A Multiview Synthetic 4D Dataset

Dense 3D reconstruction and tracking of dynamic scenes from monocular video remains an important open challenge in computer vision. Progress in this area has been constrained by the scarcity of high-quality datasets with dense, complete, and accurate geometric annotations. To address this limitation, we introduce Syn4D, a multiview synthetic dataset of dynamic scenes that includes ground-truth camera motion, depth maps, dense tracking, and parametric human pose annotations. A key feature of Syn4D is the ability to unproject any pixel into 3D to any time and to any camera. We conduct extensive evaluations across multiple downstream tasks to demonstrate the utility and effectiveness of the proposed dataset, including 4D scene reconstruction, 3D point tracking, geometry-aware camera retargeting, and human pose estimation. The experimental results highlight Syn4D's potential to facilitate research in dynamic scene understanding and spatiotemporal modeling.
Zeren Jiang, Yushi Lan, Yihang Luo +8
May 6, 2026cs.CV

Ground4D: Spatially-Grounded Feedforward 4D Reconstruction for Unstructured Off-Road Scenes

Feedforward Gaussian Splatting has recently emerged as an efficient paradigm for 4D reconstruction in autonomous driving. However, in unstructured off-road scenes, its performance degrades due to high-frequency geometry, ego-motion jitter, and increased non-rigid dynamics. These factors introduce conflicting Gaussian observations across timestamps, leading to either over-smoothed renderings or structural artifacts. To address this issue, we propose Ground4D, a spatially-grounded 4D feedforward framework for pose-free off-road reconstruction. The key idea is to resolve temporal conflicts through spatially localized conditioning. Specifically, we introduce voxel-grounded temporal Gaussian aggregation, which partitions the canonical Gaussian space into spatial voxels and performs query-conditioned temporal attention within each voxel. Intra-voxel softmax normalization ensures that temporal selectivity and spatial occupancy become mutually reinforcing rather than conflicting. We furthermore introduce surface normal cues as auxiliary geometric guidance to regularize the geometry of Gaussian primitives. Extensive experiments on ORAD-3D and RELLIS-3D demonstrate that Ground4D consistently outperforms existing feedforward methods in reconstruction quality and generalizes zero-shot to unseen off-road domains. Project page and code:https://github.com/wsnbws/Ground4D.
Shuo Wang, Jilin Mei, Fuyang Liu +6
Apr 23, 2026cs.CV

Vista4D: Video Reshooting with 4D Point Clouds

We present Vista4D, a robust and flexible video reshooting framework that grounds the input video and target cameras in a 4D point cloud. Specifically, given an input video, our method re-synthesizes the scene with the same dynamics from a different camera trajectory and viewpoint. Existing video reshooting methods often struggle with depth estimation artifacts of real-world dynamic videos, while also failing to preserve content appearance and failing to maintain precise camera control for challenging new trajectories. We build a 4D-grounded point cloud representation with static pixel segmentation and 4D reconstruction to explicitly preserve seen content and provide rich camera signals, and we train with reconstructed multiview dynamic data for robustness against point cloud artifacts during real-world inference. Our results demonstrate improved 4D consistency, camera control, and visual quality compared to state-of-the-art baselines under a variety of videos and camera paths. Moreover, our method generalizes to real-world applications such as dynamic scene expansion and 4D scene recomposition. See our project page for results, code, and models: https://eyeline-labs.github.io/Vista4D
Kuan Heng Lin, Zhizheng Liu, Pablo Salamanca +9
Apr 21, 2026cs.CV

Face Anything: 4D Face Reconstruction from Any Image Sequence

Accurate reconstruction and tracking of dynamic human faces from image sequences is challenging because non-rigid deformations, expression changes, and viewpoint variations occur simultaneously, creating significant ambiguity in geometry and correspondence estimation. We present a unified method for high-fidelity 4D facial reconstruction based on canonical facial point prediction, a representation that assigns each pixel a normalized facial coordinate in a shared canonical space. This formulation transforms dense tracking and dynamic reconstruction into a canonical reconstruction problem, enabling temporally consistent geometry and reliable correspondences within a single feed-forward model. By jointly predicting depth and canonical coordinates, our method enables accurate depth estimation, temporally stable reconstruction, dense 3D geometry, and robust facial point tracking within a single architecture. We implement this formulation using a transformer-based model that jointly predicts depth and canonical facial coordinates, trained using multi-view geometry data that non-rigidly warps into the canonical space. Extensive experiments on image and video benchmarks demonstrate state-of-the-art performance across reconstruction and tracking tasks, achieving approximately 3×\times lower correspondence error and faster inference than prior dynamic reconstruction methods, while improving depth accuracy by 16%. These results highlight canonical facial point prediction as an effective foundation for unified feed-forward 4D facial reconstruction.
Umut Kocasari, Simon Giebenhain, Richard Shaw +1
Apr 21, 2026cs.CV

VecHeart: Holistic Four-Chamber Cardiac Anatomy Modeling via Hybrid VecSets

Accurate cardiac anatomy modeling requires the model to be able to handle intricate interrelations among structures. In this paper, we propose VecHeart, a unified framework for holistic reconstruction and generation of four-chamber cardiac structures. To overcome the limitations of current feed-forward implicit methods, specifically their restriction to single-object modeling and their neglect of inter-part correlations, we introduce Hybrid Part Transformer, which leverages part-specific learnable queries and interleaved attention to capture complex inter-chamber dependencies. Furthermore, we propose Anatomical Completion Masking and Modality Alignment strategies, enabling the model to infer complete four-chamber structures from partial, sparse, or noisy observations, even when certain anatomical parts are entirely missing. VecHeart also seamlessly extends to 3D+t dynamic mesh sequence generation, demonstrating exceptional versatility. Experiments show that our method achieves state-of-the-art performance, maintaining high-fidelity reconstruction across diverse challenging scenarios. Code is available at https://github.com/Scalsol/VecHeart.
Yihong Chen, Pascal Fua
Apr 9, 2026cs.CV

Stitch4D: Sparse Multi-Location 4D Urban Reconstruction via Spatio-Temporal Interpolation

Dynamic urban environments are often captured by cameras placed at spatially separated locations with little or no view overlap. However, most existing 4D reconstruction methods assume densely overlapping views and struggle under sparse multi-location observations, producing unstable reconstructions in unobserved intermediate regions. To address this practical yet underexplored setting, we propose Stitch4D, a unified 4D reconstruction framework that compensates for missing spatial coverage in sparsely observed urban environments. Stitch4D synthesizes intermediate bridge views between distant camera locations and jointly optimizes real and synthesized observations in a unified coordinate frame with inter-location consistency constraints. By recovering intermediate spatial coverage before optimization, Stitch4D mitigates geometric collapse and improves reconstruction stability in sparse regions. To evaluate this setting, we introduce Urban Sparse 4D (U-S4D), a controlled CARLA-based benchmark for free-viewpoint reconstruction under sparse multi-location configurations. Experiments on U-S4D show that Stitch4D consistently outperforms representative 4D reconstruction baselines in image-quality metrics. These results suggest that recovering intermediate spatial coverage is an effective strategy for stabilizing 4D reconstruction in sparse urban environments. The project page is provided in https://stitch4d-project-page.vercel.app/.
Hina Kogure, Kei Katsumata, Taiki Miyanishi +1
Sep 15, 2025cs.CV

End-to-End 4D Heart Mesh Recovery Across Full-Stack and Sparse Cardiac MRI

Reconstructing cardiac motion from CMR sequences is critical for diagnosis, prognosis, and intervention. Existing methods rely on complete CMR stacks to infer full heart motion, limiting their applicability during intervention when only sparse observations are available. We present TetHeart, the first end-to-end framework for unified 4D heart mesh recovery from both offline full-stack and intra-procedural sparse-slice observations. Our method leverages deformable tetrahedra to capture shape and motion in a coherent space shared across cardiac structures. Before a procedure, it initializes detailed, patient-specific heart meshes from high-quality full stacks, which can then be updated using whatever slices can be obtained in real-time, down to a single one during the procedure. TetHeart incorporates several key innovations: (i) an attentive slice-adaptive 2D-3D feature assembly mechanism that integrates information from arbitrary numbers of slices at any position; (ii) a distillation strategy to ensure accurate reconstruction under extreme sparsity; and (iii) a weakly supervised motion learning scheme requiring annotations only at keyframes, such as the end-diastolic and end-systolic phases. Trained and validated on three large public datasets and evaluated zero-shot on additional private interventional and public datasets without retraining, TetHeart achieves state-of-the-art accuracy and strong generalization in both pre- and intra-procedural settings. Code and dataset is available at https://github.com/Scalsol/TetHeart.
Yihong Chen, Jiancheng Yang, Deniz Sayin Mercadier +3
Date pendingcs.CV

Dream4D: Lifting Camera-Controlled I2V towards Spatiotemporally Consistent 4D Generation

The synthesis of spatiotemporally coherent 4D content presents fundamental challenges in computer vision, requiring simultaneous modeling of high-fidelity spatial representations and physically plausible temporal dynamics. Current approaches often struggle to maintain view consistency while handling complex scene dynamics, particularly in large-scale environments with multiple interacting elements. This work introduces Dream4D, a novel framework that bridges this gap through a synergy of controllable video generation and neural 4D reconstruction. Our approach seamlessly combines a two-stage architecture: it first predicts optimal camera trajectories from a single image using few-shot learning, then generates geometrically consistent multi-view sequences via a specialized pose-conditioned diffusion process, which are finally converted into a persistent 4D representation. This framework is the first to leverage both rich temporal priors from video diffusion models and geometric awareness of the reconstruction models, which significantly facilitates 4D generation and shows higher quality (e.g., mPSNR, mSSIM) over existing methods.
Xiaoyan Liu, Kangrui Li, Jiaxin Liu +2