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

Lift4D is a test-time optimization framework that reconstructs a complete, deformable 4D Gaussian Splatting representation of a dynamic object from a single in-the-wild monocular video. It bridges two prior families — direct per-frame 3D regression (data-limited) and video-supervised deformation refinement (no prior beyond initialization) — by (a) adapting a pretrained image-to-3D DiT to emit temporally consistent per-frame Gaussian splats via causal latent propagation and (b) “sculpting” a deformable 3DGS canonical representation against the input video using occlusion-aware optimization driven by a view-conditioned diffusion prior. Targets the regime where large deformations and severe occlusions break feed-forward 4D reconstructors.

  • A pretrained single-view image-to-3D DiT can be turned into a temporally consistent per-frame 3D predictor by causal latent conditioning: each frame’s 3D latent is initialized by mixing fresh noise with the previously denoised latent before decoding to independent Gaussian splat sets [§Method].
  • The per-frame Gaussian splat sets are consolidated into a single 4D representation of canonical Gaussians animated by two sets of sparse deformation nodes — one fit to per-frame geometry via a reconstruction loss, the second a fine appearance-deformation set optimized jointly with vertex color [§Method].
  • Appearance is supervised by an occlusion-inpainted novel-view diffusion prior: the 4D scene is rendered from random novel views, noised, and denoised by a video diffusion model conditioned on input frames whose occlusions have been inpainted using the per-frame 3D outputs; this aggregates visible details across frames and hallucinates unobserved regions [§Method].
  • Lift4D outperforms prior 4D reconstruction baselines on both synthetic and in-the-wild footage, with reported gains on temporally coherent geometry, sharpness, and motion accuracy under heavy occlusion [Results].

Lift4D is structured as two stages glued by an explicit 4D representation. Stage 1 — causal-latent per-frame 3D prediction: a pretrained image-to-3D diffusion transformer is run on each video frame, but the denoising trajectory of frame t is initialized by mixing the denoised latent of frame t-1 with fresh noise. This causal latent propagation regularizes per-frame outputs to a temporally consistent manifold without retraining the DiT on 4D data, sidestepping the 4D-data scarcity bottleneck. Each frame yields an independent set of 3D Gaussian splats. Stage 2 — deformable 4DGS sculpting: the per-frame splat sets are consolidated into one canonical 3DGS plus two sparse deformation-node sets. Geometry deformation nodes are fit to the per-frame predicted splats through a reconstruction loss ℒ_rec. Appearance is refined separately by an ℒ_app term that (i) renders the 4D reconstruction from random novel views, noises it, and (ii) denoises through a view-conditioned video diffusion prior conditioned on per-frame occlusion-inpainted frames where occluded pixels are filled from the per-frame 3D outputs. This is novel-view sample distillation plus a rendering loss on visible pixels, jointly optimizing per-vertex color and the fine appearance deformation nodes.

The project page reports Lift4D outperforms prior 4D reconstruction baselines on both synthetic benchmarks and in-the-wild footage, with particular emphasis on challenging sequences containing severe occlusions and large non-rigid motion. Quantitative tables are in the arxiv preprint (2606.23688); the page itself defers numerical detail to interactive 4D viewers per scene.

Lift4D is the first filed paper in the 4D Scene Generation cluster to combine the reconstruction-then-clean-up pattern (already seen at scene granularity in NeoVerse: Enhancing 4D World Model with in-the-wild Monocular Videos) with an explicit deformable 3DGS canonical model + diffusion-driven occlusion inpainting at object granularity — a different design point from Shape-for-Motion: Precise and Consistent Video Editing with 3D Proxy (canonical mesh + SVD ControlNet, edit-oriented) and from feed-forward 4DGS regressors. It tackles the failure mode none of the existing scene-level methods directly address: heavy occlusion in monocular input, where both feed-forward predictors and video-loss-only refinement degrade. The two-stage decomposition (causal-latent for geometry initialization, novel-view diffusion prior for appearance completion) lines up with the cluster’s broader pattern of using video/3D diffusion models as priors rather than primary generators.