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Vidu4D: Single Generated Video to High-Fidelity 4D Reconstruction with Dynamic Gaussian Surfels
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Vidu4D reconstructs 4D content from a single generated video using Dynamic Gaussian Surfels with time-varying bone-based warping, warped-state normal regularization, and dual-branch rotation/scale refinement, plus a neural-SDF field initialization.
Problem
Reconstructing high-fidelity, spatially and temporally coherent 4D (sequential 3D) representations from a single generated video, which suffers from non-rigidity, frame distortion, and unknown camera trajectories that break SfM.
Approach
Warps static Gaussian surfels over time with a bone-based dual-quaternion skinning field, regularizes normals in the warped state using a continuous warping field conditioned on coordinate and time, adds a refinement branch for rotation and scaling to reduce flicker, and initializes the warping field from a neural SDF trained with cycle-consistent forward/backward warping.
Key results
- On the 30-video average, DGS reaches 27.30 PSNR, 0.9152 SSIM, 0.0877 LPIPS for novel-view synthesis, versus 24.75 PSNR for SCGS with learned poses.
- On the Cat, Cheetah, and Dragon clips, DGS reaches 24.63, 25.68, and 28.58 PSNR, the best of all compared methods.
- Ablation: removing field initialization drops Cat PSNR from 24.63 to 20.15; removing refinement drops it to 24.19.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use DGS instead of SCGS w. Poses | DGS · Average over 30 videos | PSNR: 24.75 -> 27.30 | Helped |
| Use DGS instead of SCGS w. Poses | DGS · Average over 30 videos | SSIM: 0.8680 ± 0.0440 -> 0.9152 ± 0.0602 | Helped |
| Use DGS instead of SCGS w. Poses | DGS · Average over 30 videos | LPIPS: 0.1201 ± 0.0359 -> 0.0877± 0.0564 | Helped |
| Add field initialization (ablation) | DGS · Cat | PSNR: 20.15 -> 24.63 | Helped |
| Add field initialization (ablation) | DGS · Cheetah | PSNR: 20.96 -> 25.68 | Helped |
| Add field initialization (ablation) | DGS · Dragon | PSNR: 25.33 -> 28.58 | Helped |
| Add rotation and scaling refinements (ablation) | DGS · Cat | PSNR: 24.19 -> 24.63 | Helped |
| Add rotation and scaling refinements (ablation) | DGS · Cheetah | PSNR: 24.10 -> 25.68 | Helped |
| Add rotation and scaling refinements (ablation) | DGS · Dragon | PSNR: 27.71 -> 28.58 | Helped |
| Add warped-state normal regularization (ablation) | DGS · 4D reconstruction | surface structural integrity | Helped |
| Add rotation and scaling refinements (ablation) | DGS · 4D reconstruction | fine-grained appearance detail | Helped |
| Add rotation and scaling refinements (ablation) | DGS · 4D reconstruction | texture flickering | Helped |
Limitations
- Reliance on the quality of the input generated video
- Scalability challenges for large scenes
- Computational cost, which limits real-time applications
Experimental setup
Datasets: generated videos from Vidu (text-to-video)
Benchmarks: generated videos (Cat, Cheetah, Dragon; 30-video average)
Metrics: PSNR SSIM LPIPS
Baselines: BANMo D-NeRF Deformable-GS SCGS
Builds on: 3D Gaussian splatting 2D Gaussian surfels BANMo NeuS dual quaternion blend skinning
Closest papers by meaning
- Instant4D: 4D Gaussian Splatting in Minutes (NeurIPS 2025 · similarity 0.89)
- Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting (ICLR 2024 · similarity 0.89)
- World from Motion: Generative Dynamic Gaussian Reconstruction from Monocular Video (NeurIPS 2026 · similarity 0.88)
- DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation (NeurIPS 2024 · similarity 0.87)
- EG4D: Explicit Generation of 4D Object without Score Distillation (ICLR 2025 · similarity 0.87)
- Orientation-anchored Hyper-Gaussian for 4D Reconstruction from Casual Videos (NeurIPS 2025 · similarity 0.87)
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