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

4DAnyone reconstructs 4D humans (3D + time) from a single uncalibrated monocular video by generating dense multiview-consistent target videos with a camera-controlled DiT and lifting them into 4D Gaussian Splatting. The core diagnosis is that when the number of target views exceeds a single DiT forward pass, splitting into groups exposes two coupled bottlenecks: reference-context grows as O(N) and disjoint target groups cannot exchange information. Reference Context Packing (RCP) compresses reference views into a fixed-length mixed-resolution context (O(1)) and Target Context Routing (TCR) rotates target groupings across denoising steps so information propagates across the full view set. Trained on a purpose-built game-engine multiview dataset (MVGameHuman) combined with light-stage and in-the-wild data. Ships with open code, weights, and project page.

  • Scaling camera-controlled video diffusion to the tens of views required for 4DGS is a bounded-attention-context problem, not a modelling one: single-DiT passes cannot fit the required target views, and naive grouping causes both weakened reference guidance (O(N) growth) and global structural drift across groups [Abstract].
  • Reference Context Packing compresses a growing set of previously generated reference views into a fixed-length, mixed-resolution context, yielding O(1) reference-context complexity independent of the number of already-generated groups [Abstract].
  • Target Context Routing rotates target-view groupings during denoising — sharing context across groups at high-noise steps for global structure and stabilizing details at low-noise steps within local groups [Abstract].
  • The two designs are complementary, not substitutable: RCP addresses the reference-side bottleneck and TCR addresses the target-side bottleneck, and both are needed for full multiview consistency [Abstract].
  • 4DAnyone outperforms prior methods on DNA-Rendering and DyMVHumans in both novel-view video quality and downstream 4DGS reconstruction, and generalises robustly to in-the-wild casual monocular video [Abstract].

Given a monocular video of a person, 4DAnyone generates a large set of multiview-consistent target-view videos with a camera-controlled DiT, then lifts them into a 4D Gaussian Splatting representation for free-viewpoint rendering across time. Because the number of target views needed for reconstruction-grade 4DGS exceeds one DiT forward pass, generation runs in groups. RCP maintains a fixed-length mixed-resolution reference context — previously generated views are packed rather than concatenated at native resolution — so appearance guidance from all prior groups is preserved without O(N) attention cost. TCR alternates which target views are grouped together across denoising steps: at high noise levels, groupings mix so that global structure is negotiated across the full view set; at low noise, groupings stabilize so that within-group detail is not disrupted.

Training data is a mixture of MVGameHuman (built with an in-house game engine, presumably synthetic multiview human sequences), light-stage captures, and in-the-wild monocular video. Evaluation is on DNA-Rendering and DyMVHumans, covering both novel-view video quality and downstream 4DGS reconstruction quality.

Headline: outperforms prior methods on DNA-Rendering and DyMVHumans across novel-view video quality and downstream 4DGS reconstruction; robust in-the-wild generalization from casual monocular capture [Abstract]. Specific metric deltas are not disclosed in the abstract on file at ingest time.