ant-research/4DAnyone
[SIGGRAPH Asia 2026] 4DAnyone: Create Anyone in 4D from a Casual Monocular Video
4DAnyone – Turning a Single Monocular Video into a Full‑View 4D Capture
What it does – 4DAnyone is a research‑grade neural model that takes an ordinary, single‑camera video of a person and synthesises dozens of synchronized, view‑consistent videos from new camera angles. The generated multi‑view footage can then be fed to a 4‑D Gaussian Splatting (4DGS) pipeline to obtain a dynamic 3‑D reconstruction (a “4‑D” capture) of the subject.
Key capabilities
- Multi‑view generation – From one input clip it can produce 6, 24, 48 or any multiple of views that are evenly spaced around the subject, with configurable pitch layers and yaw spans.
- Consumer‑GPU friendly – Peak GPU memory is kept under 24 GB (fits a RTX 4090) and a 121‑frame clip is generated in ~27 s on a single RTX 4090.
- Two model variants –
- 4DAnyone‑Base – the original denoising schedule (high quality, slower).
- 4DAnyone‑Turbo – a distilled four‑step denoiser that is enabled by default; it is ~5.6× faster with comparable quality.
- Plug‑and‑play inference – Models and example data are downloaded automatically on first run; a few command‑line flags let you control view count, camera layout, GPU usage and whether to use the Turbo model.
- Downstream 4DGS support – The repo includes a short guide for feeding the generated videos into nerfstudio’s 3‑D Gaussian Splatting pipeline.
Installation
# Clone the repo and its submodule (GVHMR for motion recovery)
git clone https://github.com/ant-research/4DAnyone.git
cd 4DAnyone
git submodule update --init third_party/GVHMR
# Create a fresh conda environment (Python 3.11) and install deps
conda create -n 4danyone python=3.11 -y
conda activate 4danyone
pip install -r requirements.txt
Optional speed‑ups: install FlashAttention‑3 or SageAttention; the code will auto‑detect the best backend.
Running inference (example for a 24‑view full orbit):
python inference.py \
--video_path data/source/pexels/2785536-uhd_2160_3840_25fps.mp4 \
--views_per_layer 24 # 24 cameras evenly spaced around 360°
Other common layouts are demonstrated in the README (6‑view, 48‑view three‑layer, 24‑view frontal arc). The main arguments are:
views_per_layer– must be divisible by 4 or 6.layer_pitches– list of pitch angles (degrees) for each horizontal ring.start_yaw/yaw_span– control horizontal coverage.gpu_ids– select GPUs for parallel stages.enable_turbo– toggle the Turbo model (on by default).
Output layout
data/
├─ gvhmr/results/<clip>/ # motion‑recovery intermediate results
└─ fdanyone/<clip>/
├─ metadata.json # settings, timings, resource usage
├─ cameras.json # final camera rig description
├─ skeletons/00.mp4 … <N‑1>.mp4
└─ videos/
├─ sparse/… # default 24‑view proposals (low‑density)
└─ dense/… # full set of generated target views
The videos can be directly consumed by the nerfstudio guide (docs/nerfstudio.md) to build a 3‑D Gaussian Splatting model; future work aims to add an end‑to‑end 4DGS pipeline.
Hardware requirements – A single RTX 4090 (or any GPU with ≥24 GB VRAM) is sufficient for the default 24‑view generation. Multi‑GPU setups can be used for parallel pose/VAE stages.
Roadmap highlights
- ✅ Peak memory < 32 GB (now < 24 GB).
- ✅ 5.58× speedup with Turbo model.
- ✅ 1.42× end‑to‑end speedup for the full 24‑view pipeline.
- ✅ Upcoming support for direct 4DGS reconstruction.
Citation – If you use the code or the ideas, please cite the arXiv paper:
@article{jin2026fdanyone,
title={4DAnyone: Create Anyone in 4D from a Casual Monocular Video},
author={Jin, Yudong and Xie, Tao and Zhang, Qihang and Shen, Zehong and Xu, Zhen and Shen, Yujun and Bao, Hujun and Zhou, Xiaowei and Xu, Yinghao},
journal={arXiv preprint arXiv:2608.20335},
year={2026},
url={https://arxiv.org/abs/2608.20335}
}
TL;DR – 4DAnyone is a research implementation that turns a casual single‑camera video of a person into a dense set of synthetic camera views, enabling 4‑D reconstruction with consumer‑grade GPUs. It ships ready‑to‑run inference scripts, automatic model downloading, and a clear guide for downstream 3‑DGS rendering.
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