4DAnyone:用一段普通竖屏视频,重建任何人的 4D 模型
4DAnyone: Reconstruct Anyone in 4D from a Casual Portrait Video
一段普通视频,变成可以从任意角度查看的 4D 人体
拿一段竖屏手机视频——街拍、跳舞、日常走路——把里面的人重建成一个可以在三维空间里自由查看、还保留时间轴的 4D 模型。
这是 4DAnyone 做的事。蚂蚁研究院(Ant Research)的成果,被 SIGGRAPH Asia 2026 接收,2026 年 8 月 10 日开源,Apache 2.0。
⭐ 1,051,arXiv 论文 2608.20335。
技术路径:单目视频 → 多视角视频 → 4DGS 重建
4DAnyone 的核心是一个两步管线:
输入:单目竖屏视频(一个摄像头,一个人)
↓
Step 1: 运动恢复(GVHMR,可复用缓存)
↓
Step 2: 多视角视频生成
—— 并行化姿态编码 + VAE 处理(跨 GPU)
—— 生成目标视角的视频帧
↓
输出:N 个视角的多视角视频 + 相机参数
↓
下游:4D Gaussian Splatting 重建(nerfstudio)
关键点:4D = 3D 空间 + 时间维度。普通 3DGS 是静态的;4DGS 保留了人物的运动,重建的结果是可以播放的、在三维空间里自由查看的动态人体,而不只是一个静止的扫描。
灵活的相机配置
4DAnyone 支持自定义目标视角数、仰俯角层数和偏航角范围,内置四种典型配置:
6 视角全轨道
360° 均匀分布的 6 个视角,适合快速测试:
python inference.py \
--video_path "data/source/your_video.mp4" \
--views_per_layer 6
24 视角全轨道
更密集的 360° 覆盖,推荐用于 4DGS 重建:
python inference.py \
--video_path "data/source/your_video.mp4" \
--views_per_layer 24
48 视角三层仰俯
分布在三个仰俯角环上,适合自由视点渲染:
python inference.py \
--video_path "data/source/your_video.mp4" \
--views_per_layer 16 --layer_pitches '[-10,15,35]'
24 视角前向弧(两层)
正面 180° 范围内的密集双层覆盖:
python inference.py \
--video_path "data/source/your_video.mp4" \
--views_per_layer 12 --layer_pitches '[0,30]' --start_yaw -90 --yaw_span 180
主要参数:
| 参数 | 含义 |
|---|---|
views_per_layer | 每个仰俯层的均匀视角数(须能被 4 或 6 整除) |
layer_pitches | 每层的仰俯角(正值 = 摄像机在人上方) |
start_yaw | 第一个视角的水平角(0° = 正面) |
yaw_span | 每层覆盖的水平角度范围 |
gpu_ids | 用于并行化的 GPU,默认用全部可见 GPU |
输出结构
data/
├── gvhmr/results/<clip>/ # 运动恢复结果(可跨任务复用)
└── fdanyone/<clip>/
├── metadata.json # 运行设置、时间、资源消耗
├── cameras.json # 最终 N 视角相机参数
├── skeletons/ # 骨骼视频
└── videos/
├── sparse/ # 默认 24 视角 RCP 稀疏提案
└── dense/ # 生成的目标视角视频
性能与硬件要求
截至 2026-08-28 的最新优化:
- 峰值显存:25.4 GiB(通过姿态预计算和显存高效算子降低)
- 端到端加速:比原始版本快 1.42×(通过跨 GPU 并行化姿态编码和 VAE 处理)
已在 H20-3E、H200、RTX 5880 Ada、RTX A6000 等 GPU 上测量。可选安装 FlashAttention-3 或 SageAttention 进一步提速(按 FA3 > SageAttention > PyTorch SDPA 顺序自动选择)。
输入视频要求:
- 分辨率:720p 或更高(推荐 1080p)
- 比例:9:16 竖屏
- 内容:一个人,全身或半身
- 帧数:至少 121 帧
- 摄像机运动:轻微
Roadmap
| 状态 | 目标 |
|---|---|
| ✅ 已完成 | 峰值显存降至 32 GiB 以下(现已 25.4 GiB) |
| ✅ 已完成 | 1.42× 端到端加速 |
| ✅ 已完成 | nerfstudio 3DGS 重建支持 |
| 🔲 计划中 | Sol-Engine 集成(预计再提速 2×) |
| 🔲 计划中 | 模型蒸馏用于少步推理(预计提速 5×) |
| 🔲 计划中 | 开源 4DGS 重建支持 |
安装与运行
git clone https://github.com/ant-research/4DAnyone.git
cd 4DAnyone
git submodule update --init third_party/GVHMR
conda create -n 4danyone python=3.11 -y
conda activate 4danyone
pip install -r requirements.txt
# 首次运行会自动下载模型,也可手动下载
python scripts/download_smplx.py
python scripts/download_model.py
python scripts/download_example.py
为什么值得关注
现有生成任意人物 4D 模型的方案通常需要多摄像机同步拍摄,或者高质量结构光扫描设备。4DAnyone 把这个门槛降到一段普通手机视频——约束条件是竖屏、一个人、轻微摄像机运动。
从研究角度,这是 video world model 和 4D Gaussian Splatting 两个方向的交汇:用生成模型补全单目视频中缺失的视角信息,然后用 4DGS 把这些多视角视频变成可渲染的 4D 表示。SIGGRAPH Asia 是计算机图形学顶会,被接收说明技术已经通过严格同行评审。
从应用角度,能想到的场景包括:虚拟试衣(从一段走秀视频直接建模)、影视特效(从普通拍摄素材恢复 4D 角色)、游戏(从玩家视频生成可动角色)、VR/AR(实时场景重建)。
GitHub: ant-research/4DAnyone ⭐1051
论文: arXiv:2608.20335 · SIGGRAPH Asia 2026
项目页: 4danyone.github.io
许可: Apache 2.0
4DAnyone: Reconstruct Anyone in 4D from a Casual Portrait Video
Take a portrait-mode phone video — street footage, a dance clip, someone walking — and reconstruct the person as a 4D model: freely viewable in 3D space, with the time axis preserved.
That’s what 4DAnyone does. It’s a result from Ant Research (Ant Group), accepted at SIGGRAPH Asia 2026, open-sourced on August 10, 2026, under Apache 2.0.
⭐1,051 · arXiv 2608.20335
Pipeline: Monocular Video → Multi-View Videos → 4DGS Reconstruction
4DAnyone is a two-stage pipeline:
Input: monocular portrait video (one camera, one person)
↓
Stage 1: Motion recovery via GVHMR (cached and reusable)
↓
Stage 2: Multi-view video generation
— Parallel pose encoding + VAE across GPUs
— Generate target-view video frames
↓
Output: N-view multi-view videos + camera parameters
↓
Downstream: 4D Gaussian Splatting reconstruction (nerfstudio)
The key insight: 4D = 3D space + time. Standard 3DGS produces a static scan. 4DGS preserves the person’s motion — the output is a dynamic human model you can play back and view from any angle, not just a frozen mesh.
Flexible Camera Configurations
4DAnyone supports configurable target-view counts, pitch layers, and yaw coverage. Four common setups:
6-View Full Orbit — compact 360° for quick tests
24-View Full Orbit — dense 360°, recommended for 4DGS reconstruction
48-View, 3 Pitch Layers — distributes views across three elevation rings for free-viewpoint rendering
24-View Frontal Arc (2 layers) — dense coverage of the frontal 180°
Key arguments:
| Argument | Meaning |
|---|---|
views_per_layer | Evenly spaced views per pitch layer (must be divisible by 4 or 6) |
layer_pitches | Pitch angles in degrees; positive = camera above subject |
start_yaw | Horizontal angle of first view (0° = front) |
yaw_span | Horizontal range covered per layer |
gpu_ids | GPUs for parallel processing (defaults to all visible) |
Performance
As of August 28, 2026:
- Peak GPU memory: 25.4 GiB (via pose precomputation and memory-efficient operators)
- End-to-end speedup: 1.42× over the original (via parallel pose encoding and VAE processing across GPUs)
Measured on H20-3E, H200, RTX 5880 Ada, and RTX A6000. Optionally install FlashAttention-3 or SageAttention for further acceleration (auto-selected in order: FA3 → SageAttention → PyTorch SDPA).
Input requirements: 720p+ (1080p recommended), 9:16 portrait, one person (full or upper body), 121+ frames, mild camera motion.
Roadmap
| Status | Target |
|---|---|
| ✅ Done | Peak GPU memory below 32 GiB (now 25.4 GiB) |
| ✅ Done | 1.42× end-to-end speedup |
| ✅ Done | 3DGS reconstruction with nerfstudio |
| 🔲 Planned | Sol-Engine integration (expected 2× additional speedup) |
| 🔲 Planned | Distillation for few-step inference (expected 5× speedup) |
| 🔲 Planned | Open-source 4DGS reconstruction support |
Install
git clone https://github.com/ant-research/4DAnyone.git
cd 4DAnyone
git submodule update --init third_party/GVHMR
conda create -n 4danyone python=3.11 -y
conda activate 4danyone
pip install -r requirements.txt
# Models download automatically on first run, or manually:
python scripts/download_smplx.py
python scripts/download_model.py
python scripts/download_example.py
Why It Matters
Existing approaches to building 4D human models typically require multi-camera synchronized rigs or high-quality structured-light scanning. 4DAnyone drops the hardware requirement to a casual phone video — constrained to portrait orientation, one person, and mild camera motion.
Technically, this is the intersection of video world models and 4D Gaussian Splatting: use a generative model to fill in missing viewpoints from a monocular video, then use 4DGS to turn those multi-view videos into a renderable 4D representation. SIGGRAPH Asia is the top venue in computer graphics; acceptance signals rigorous peer review.
Application directions: virtual try-on (build from a runway walk), VFX (recover 4D characters from standard footage), games (generate playable characters from player video), VR/AR (real-time scene reconstruction).
GitHub: ant-research/4DAnyone ⭐1051
Paper: arXiv:2608.20335 · SIGGRAPH Asia 2026
Project page: 4danyone.github.io
License: Apache 2.0
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