4D Human-Scene Reconstruction from Low-Overlap Captures
arXiv · HuggingFace · ▲53
Abstract (verbatim)
Existing volumetric capture of dynamic human performance achieves high fidelity with dense camera arrays. However, in real-world scenarios, only a handful of low-overlap cameras are available, which degrades the output quality and leaves large areas unobserved. Recent 4D reconstruction methods have focused on low-overlap settings, yet they still produce noticeable artifacts in under-observed regions. Video diffusion models have emerged as another option, but they show geometrically inconsistent results for humans. To address these limitations, we propose StudioRecon, a pipeline that reconstructs 4D human scenes from sparse, low-overlap cameras by decoupling background and humans. We densify background supervision by synthesizing hundreds of camera-controlled novel views with a video diffusion model. We also robustly initialize deformable Gaussian humans with cross-view identity association and triangulated multi-view keypoint fitting. Finally, our recursive enhancement module with motion-adaptive consistency injection harmonizes the composed output, thereby further avoiding remaining artifacts. We achieve state-of-the-art novel view synthesis across four real-world datasets and demonstrate applications such as novel trajectory rendering and human replacement.
Background
Background Analysis
1. Technical Context and Real-World Needs
High-fidelity 4D human scene reconstruction is critical for entertainment (e.g., virtual production), sports broadcasting, and metaverse applications. Professional systems achieve high-quality dynamic capture using dense camera arrays, but they require dozens to hundreds of cameras in controlled environments. However, real-world scenarios (e.g., gyms, homes) often have only a few uncalibrated, low-overlap cameras, with frequent occlusions and multi-person interactions. This "in-the-wild studio" setting demands technology that can generate coherent, artifact-free reconstructions under limited camera conditions while supporting practical tasks like novel view synthesis, trajectory rendering, or human replacement.
2. Limitations of Previous Methods
Existing approaches face two core issues:
- Entanglement of Background and Human Representations: Traditional joint reconstruction methods (e.g., 4D Gaussian Splatting) suffer from artifacts in unobserved regions due to intertwined errors between backgrounds and humans.
- Geometric Consistency and Coverage Gaps: While video diffusion models can synthesize plausible backgrounds, they fail to ensure consistent human motion in multi-person scenes; methods relying on parametric models (e.g., SMPL) struggle with initialization in sparse views due to occlusions and parallax.
3. Proposed Solution
The paper introduces StudioRecon, a decoupled reconstruction framework that addresses these problems by separating background and human reconstruction:
- Background Reconstruction: A camera-controlled video diffusion model synthesizes hundreds of novel views from sparse inputs, providing dense supervision to prevent degradation in unobserved regions.
- Human Reconstruction: Leveraging geometric priors from parametric models (e.g., SMPL), it robustly initializes dynamic humans via cross-view identity association and multi-view keypoint triangulation.
- Temporal Coherence Enhancement: A single-step diffusion model with motion-adaptive consistency injection eliminates static artifacts and ensures frame-by-frame coherence, addressing flickering in traditional methods.
4. Key Differences from Prior Work
- Decoupled Strategy: Unlike previous joint optimizations, this work exploits complementary strengths of diffusion models (backgrounds) and parametric models (humans) to avoid representation entanglement.
- Multi-View Human Estimation: Spatial and pose affinity-based keypoint triangulation improves robustness in sparse views.
- Temporal Consistency: It is the first to combine single-step diffusion with motion-adaptive injection for long-term coherent rendering in dynamic scenes.
This method achieves SOTA performance on real-world datasets (EgoHumans, Harmony4D) and supports applications like novel trajectory rendering and human replacement, filling the technical gap in high-fidelity 4D reconstruction under low-overlap constraints.



















