Can You Turn a Moving Person Into 3D Video? — What 4D Gaussian Splatting Actually Needs

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4D Gaussian Splatting (4DGS) is supposed to let you record a moving person along with the space around them. I looked into whether my own RTX 3090 can run it. My usual setup is an Ubuntu PC with an RTX 3090 and an RTX 3060 in it, which I use for local LLM and image generation work.

In an earlier article I covered photogrammetry: building a 3D model of a stationary object from photos taken on a phone. But that is strictly about things that hold still. Recording a person in motion — someone playing an instrument, dancing, a child at play — into a 3D space you can look around afterwards from any angle was fundamentally impossible with photogrammetry. If the subject moves during the shoot, the model falls apart.

In 2026 the technology to get past that wall has finally come close to practical. 4D Gaussian Splatting (4DGS) adds a time axis to 3D Gaussian Splatting, letting you reconstruct a moving scene as free-viewpoint video.

This article is a record of looking into whether 4DGS is feasible on the hardware I have. I have not shot or processed anything yet. What I did was work out what it takes and where the walls are, from what is publicly documented.

How far can turning a moving person into 3D video actually be pushed on a personal setup?

The previous article in this series:

目次

3DGS (static) against 4DGS (dynamic)

3D Gaussian Splatting was presented at SIGGRAPH in 2023 and spread rapidly from 2024. It builds photorealistic 3D representations of static scenes from photos or video. 4DGS adds the time axis, so it can handle a 3D scene with movement in it.

Item3DGS (static)4DGS (dynamic)
Input20–50 photos, or videoSynchronised multi-view video (one camera also possible)
OutputA static 3D scene3D video with a time axis
SubjectsBuildings, rooms, still lifePeople moving, live action, moving objects
Processing (30 seconds of footage)10–30 minutes1 hour to half a day
GPURTX 3060 or better (12GB VRAM, the working memory on the GPU)RTX 3090 recommended (24GB VRAM)
PlaybackWeb browser, VR headsetDedicated viewer, WebXR

In 3DGS, photos taken from different angles at different moments are all treated as different views of the same static scene. The assumption is that the subject does not move as time passes.

In 4DGS, each frame represents “the 3D scene at a given instant." You reconstruct a 3D scene from the frames at time t, another from the frames at t+1, and that sequence is the moving 3D footage.

The maths of 3D Gaussian Splatting, intuitively

To follow 4DGS you first need how 3DGS works underneath. There are formulas, but I will say what each one is doing.

Representing space with Gaussian distributions

Conventional 3D models represent things as a collection of triangles (a mesh). 3DGS takes a completely different approach: it places countless “blurry balls of light" in 3D space and represents the scene as their superposition.

A single 3D Gaussian carries these parameters.

ParameterSymbolWhat it means intuitively
Positionμ (mu)Where the centre of the ball is (x, y, z)
Covariance matrixΣ (sigma)Its size and orientation (which way and how far it is stretched into an ellipsoid)
Opacityα (alpha)How solid it is (transparent through to fully opaque)
ColourSH coefficientsColour that changes with viewing angle (expressed with spherical harmonics)

The influence of a given Gaussian at an arbitrary point x in 3D space is computed as:

G(x) = exp( -1/2 · (x - μ)ᵀ · Σ⁻¹ · (x - μ) )
The point: the closer a point is to the centre (μ), the closer G(x) gets to 1; the further away, the closer to 0. In short, a ball of light that is bright at the centre and fades towards the edge. Scatter hundreds of thousands to millions of these through space and you can represent a complicated scene. Think of one ball as roughly one brick in a wall, or one leaf on a tree.

Rendering: how the colour seen from the camera is computed

Rendering in 3DGS composites the Gaussians along the camera’s line of sight, front to back. The colour C of each pixel is:

C = Σᵢ cᵢ · αᵢ · Tᵢ    where Tᵢ = Π(j<i) (1 - αⱼ)
The point: colours are layered starting from the nearest Gaussian. If the near one is opaque (large α), the ones behind it barely show. If it is semi-transparent, what is behind shows through. This is the same principle as looking through several sheets of coloured cellophane. Tᵢ is the transmittance, meaning how much light everything in front of this Gaussian is already blocking; the denser the front, the smaller Tᵢ and the weaker the contribution from behind.

This computation parallelises well, so a GPU handles it quickly. That is precisely why 3DGS can render in real time (30fps and above).

Extending to 4DGS: adding the time axis

In 3DGS each Gaussian’s parameters (μ, Σ, α, colour) are fixed. 4DGS makes them functions of time t.

μ(t) = μ₀ + Δμ(t)    ← position changes over time
Σ(t) = Σ₀ + ΔΣ(t)    ← shape changes over time
α(t) = α₀ + Δα(t)    ← opacity changes over time
The point: motion is expressed by each Gaussian shifting a little, changing shape, or appearing and disappearing from moment to moment. Represent a person waving in 4DGS and the Gaussians around the hand shift position over time, while the ones in the torso barely move. Learning that per-ball motion with a neural network is what 4DGS actually is.

Several ways of expressing that time variation have been proposed.

MethodHow time is representedAdvantageDisadvantage
Deformable 3DGSA deformation MLP predicts each Gaussian’s displacementSmooth motion, memory efficientWeak on sudden movement
4D Gaussian (CVPR 2024)A 4D Gaussian distribution (3D space + 1D time)Theoretically elegant, high qualityComputationally expensive
Per-frame optimisationTrain an independent 3DGS for each frameSimple to implementNo consistency between frames

The mainstream today is the Deformable 3DGS family.

A caution: 4DGS is far more expensive to compute than 3DGS, taking five to ten times as long or more. It also needs a lot of VRAM. From the published requirements and reported figures, an RTX 3060 (12GB) tops out at 1080p and short clips, and even an RTX 3090 (24GB) struggles above 4K.

One phone and a cloud service — still only a dream

This was the route I had most hope for when I started looking. Upload a phone video, let a cloud service turn it into 4DGS. If that worked at no extra cost, there would be no better way in.

What I found: the announcement of that service (4DGS.jp) was made under PR TIMES’ “April Dream” programme — a 1 April initiative in which companies publish dreams they hope to realise one day. In other words, it is not available. I very nearly took it for a shipping product.

What was actually announced

The concept is that walking around a subject with a phone would be enough: the cloud converts the footage to 4DGS automatically, in tens of seconds, handling camera pose estimation (SfM) and 4DGS training in one pass. Up to an hour of material per run is mentioned. No date is given.

The viewer, however, is real

The same company released a free 4DGS viewer in October 2025. That one is not a concept. It runs in the browser on WebGL/WebGPU, on Windows, Mac, Linux and mobile.

You still have to generate the data yourself — but the means to show it already exists.

Note: with no easy cloud entry point, trying 4DGS today means processing it yourself. That is where the realistic part of this begins.

Intermediate: several phones and your own processing

Why more than one camera

With one phone you have to walk around the subject while filming, which causes two problems.

  1. The operator appears in shot. Walking around the subject means the operator is moving too, and any other camera may catch them
  2. You never have all directions at the same instant. At t=0 you have the front, at t=5 seconds the side, at t=10 the back. The same moment is never recorded from multiple angles

Fix several phones in place and film simultaneously, and you get multiple viewpoints of the same instant. That improves 4DGS quality substantially.

What you need

ItemQuantityRough costNotes
Phones3–6Ones you have, or used1080p/30fps or better. Mixed models are fine
Tripods (cheap phone ones)3–6$3–7 eachThe flexible clip type from a discount store is enough
PC1One you have (RTX 3090 recommended)24GB of VRAM gives you room
ffmpegFreeFrame extraction and audio sync
COLMAPFreeCamera calibration
A 4DGS implementationFree (published on GitHub)Training and rendering

Discount-store phone tripods with a clip are perfectly adequate. Three of them come to something like $10–20.

Synchronising: clap your hands

Professional production uses timecode sync, which phones cannot do. The practical substitute is clapping at the start of the take.

  1. Start recording on every phone
  2. Clap sharply in front of the subject
  3. Shoot the take
  4. Stop recording

Afterwards, analyse each video’s audio waveform in ffmpeg, find the peak of the clap, and align on that. This gets you frame-level accuracy (1/30 second, about 33ms).

# Detecting the clap position with ffmpeg
ffmpeg -i camera1.mp4 -af "silencedetect=noise=-30dB:d=0.1" -f null -

The workflow

  1. Shoot: mount the phones on tripods and position them, start all recordings, clap, subject performs, stop recording
  2. Extract frames: pull frames from each video with ffmpeg (5fps is a good target; 30fps is far too heavy to process)
  3. Audio sync: align frame timings on the clap
  4. COLMAP: estimate each camera’s position and intrinsics
  5. 4DGS training: train the model on the synchronised frames
  6. Check in a viewer: play the trained model in a dedicated or web viewer

Example camera layouts

Three cameras:

Camera layout: front plus 15 degrees each side
15° 15° Subject Camera L Camera C Camera R
Three bodies in a narrow fan. The tighter the spread, the more the views overlap and the more stable the reconstruction appears to be.

Front plus 60 degrees each side, in a fan around the subject. That covers about 120 degrees of the front. The back cannot be captured, so this assumes the subject is mostly facing the cameras.

Six cameras:

CAMERA LAYOUT
Six cameras (full 360°)
Camera 1
Front
Camera 2
60° right
Camera 3
120° right rear
Camera 4
Rear
Camera 5
120° left rear
Camera 6
60° left
Subject

Six cameras at even 60-degree spacing around the subject. That covers the full 360 degrees, so there are far fewer holes whichever way you look. The obstacle is finding six phones; borrowing from family and friends is the realistic answer.

The serious tier: three mirrorless bodies

The cost, stated plainly first: bodies that shoot 5K or better run about $1,300 each, so three come to roughly $4,000. Unless cameras are already your trade, that is not a sum to spend on 4DGS alone. Treat this tier as an option for people who happen to own several bodies.

Three mirrorless bodies that shoot 5K or better come up as the highest-quality route within an individual’s reach. The input carries far more information than a phone’s 1080p.

What 5.7K buys you

  • Detail: patterns in clothing, skin texture, the wood grain on an instrument. Things that collapse at 1080p
  • Depth at distance: you can stand back from the subject and keep enough resolution. With a phone you have to get close, and lens distortion becomes a problem
  • Room to crop: shoot 5.7K and you can still resize to 1080p or 2K later with information to spare, choosing resolution against processing time

Timecode sync (frame accurate)

Some bodies carry TC IN/OUT timecode ports. With BNC adapters you can synchronise timecode across three bodies and align the footage to the frame (1/24 second, about 42ms). That is an order of magnitude better than clap sync on phones.

The advantage of timecode is that drift does not accumulate over a long take. With audio sync on phones, small differences in frame rate can widen the gap as the recording goes on. Beyond about five minutes, timecode sync is effectively mandatory.

Camera placement: front plus 15 degrees each side

With three mirrorless bodies, a narrow fan of front plus 15 degrees each side looks like the sensible layout.

CAMERA LAYOUT
Three bodies (a narrow 30° fan)
Subject
15° between each camera
Camera L
15° left
Camera C
Front
Camera R
15° right

This is the exact opposite of aiming for 360 degrees with six phones. Concentrating three cameras at close angles reproduces “the parallax you get moving your head a little in the front row." For recording a concert or a dance, this layout produces immersive 6DoF footage (video where you can move back and forth, side to side, up and down, and change where you are looking).

Mixing focal lengths

Putting different lenses on the three bodies (25mm, 35mm, 50mm, say) is not a problem. COLMAP calibrates each camera’s intrinsics (focal length, distortion coefficients) individually. That said, wildly different fields of view reduce the overlap and hurt quality, so keeping the focal lengths close is more stable.

Resize before processing

Training 4DGS on full 5.7K makes the processing time balloon: even 30 seconds of footage looks like eight hours or more. In practice I would strongly recommend resizing to 1080p–2K with ffmpeg first.

# Resizing to 2K with ffmpeg
ffmpeg -i input_5.7k.mp4 -vf scale=2048:-1 -c:v libx264 -crf 18 output_2k.mp4

The point of shooting 5.7K is recording the maximum amount of information. You can resize down whenever you like; you cannot make low-resolution footage detailed after the fact.

Research note: from published examples and user reports, a high-resolution source downsized to 2K is said to be visibly better than 4DGS derived from phone 1080p. The edges of the subject stay sharper, and the separation between subject and background comes out more cleanly. The information in the source tells, even after resizing.

How long does it take?

The first thing anyone wants to know about 4DGS is the processing time. Here are estimates by resolution and by clip length, all assuming an RTX 3090 (24GB VRAM).

By resolution (30-second clip, 5fps extraction, RTX 3090)

Input resolutionCOLMAP4DGS trainingTotalVRAM
1080p10–20 min20–40 minabout 1 hour8–12GB
2K20–40 min40–80 minabout 2 hours12–16GB
4K40–90 min1–3 hoursabout 4 hours16–24GB
5.7K1–2 hours3–6 hours+about 8 hours24GB+ (right at the edge)

By clip length (1080p, 5fps extraction, RTX 3090)

LengthFramesCOLMAP4DGS trainingTotalOutput size
5 seconds253–5 min5–10 minabout 15 mintens of MB
30 seconds15010–20 min30–60 minabout 1 hour100–300MB
1 minute30020–40 min1–2 hoursabout 2.5 hours300–600MB
5 minutes1,5001–2 hours5–10 hoursabout half a day1–3GB
10 minutes3,0003–5 hours12–24 hoursabout a day3–6GB
[kimono_bar title="VRAM by resolution (30-second clip, RTX 3090)" unit="GB" color="#e53935″ highlight="4″ max="28″] 1080p|10 2K|14 4K|20 5.7K|24 [/kimono_bar] [kimono_bar title="Total processing time by resolution (30-second clip, RTX 3090)" unit="hours" color="#1976d2″ highlight="1″ max="10″] 1080p|1 2K|2 4K|4 5.7K|8 [/kimono_bar]

How VRAM and time relate

4DGS processing time and VRAM usage scale roughly with input resolution and clip length. Organising the published figures, the relationship reads approximately as:

VRAM ≈ baseline(8GB) x (resolution/1080p)² x camera-count correction
Time  ≈ baseline(1h) x (resolution/1080p)² x (length/30s) x camera count
The point: double the resolution and both VRAM and time go up about fourfold (it is a square law). 1080p to 4K is roughly double the resolution, so about four times the time, hence four hours. 5.7K is about 2.8x, so nearly eight times, hence eight hours. “Try 1080p first, move up to 2K once it works" is the most rational way to avoid wasting time.

How to read these tables

Start with a five-second clip. If the estimates hold, you have a result in about 15 minutes, which lets you iterate quickly on settings and camera placement.

A caveat on the timings: these estimates are extrapolated from the 4DGS paper (CVPR 2024, about 8 minutes for a 5-second clip on an NVIDIA A6000). The RTX 3090 differs from the A6000 in VRAM (24GB against 48GB) and compute, so real times will differ, and scene complexity (how much motion, how fine the texture) and resolution move them a great deal. Measured figures on the RTX 3090 will be added once I have the environment built.

Around an hour for 30 seconds is what you should brace for. If one attempt takes an hour, changing parameters and redoing it five times is five hours. It is more efficient to tune on a short clip first and then commit.

Anything over five minutes assumes leaving it overnight. Start training before bed, check in the morning.

Training 4DGS at full 5.7K appears, from reported figures, to use up essentially all 24GB even on an RTX 3090. There is a real risk of running out of memory, so resizing to 1080p–2K is the practical route.

Cloud service against doing it yourself

ItemLetting a cloud do itYour own machine (RTX 3090)
Processing time20–30 minutes1 hour to half a day
CostService fee (check current terms)Electricity only (about 0.35kW on an RTX 3090)
Maximum resolutionHigh resolution discouragedWhatever your VRAM allows (24GB gets you to 4K)
Where the data goesUploaded to the cloudStays entirely local
CustomisationNone (fixed service settings)Parameters adjustable (learning rate, iterations, etc.)
ReproducibilityDepends on the service’s versionCode and model stay in your hands

The biggest advantage of doing it yourself is that the data never leaves. For footage of children, or performers whose consent is involved, if uploading gives you pause then local processing is the only option.

Conversely, if you want a result quickly and have no GPU, a cloud service is the sensible choice.

Where do you watch it? Playback platforms compared

Making a 4DGS is pointless without somewhere to play it. Here are the main platforms as of April 2026.

PlatformDevice3DGS4DGSCostNotes
Free web viewerBrowserYesBestFreeStreaming playback of 4DGS generated on the service
BDViewerQuest 3BestLimitedFreeHigh-quality 3DGS playback. 4DGS support is experimental
ScaniverseQuest 3/3SBestNoFreeDeveloped by Niantic. Focused on viewing 3DGS
WebXR (Gracia AI)Quest / Pico / Vision ProBestBestEnquireSupports various headsets over WebXR. Strongly business-oriented
Your own Unity buildPCVR / QuestBestBestFree (your development time)Maximum freedom, requires development skills

From what I found, the current pattern is to try it easily in the browser first, and build something in Unity if you want to see it in VR. Native 4DGS viewers for the Quest 3 were not mature as of April 2026, and BDViewer’s 4DGS support is at an experimental stage.

Gracia AI’s WebXR is mainly for business use, but technically its strength is supporting Quest, Pico and Vision Pro through a web browser. If platforms like that open up to individuals, device-agnostic 4DGS playback may become ordinary.

Cost against quality

Here is how the additional cost and the resulting quality line up.

ApproachAdditional costQuality (out of 10)Notes
3 phones + cheap tripods + RTX 3090 (owned)about $106Tripods only. The best value by far
6 phones + tripods + RTX 3090about $207360° coverage, fewer holes
3x mirrorless + RTX 3090about $4,0008Roughly $1,300 a body, three bodies. $0 if you already own three
Professional studio (20+ cameras)$3,300+10Broadcast and film quality
Quality
2
4
6
8
10
3 phones + tripods
6 phones + tripods
3x mirrorless (about $4,000 new)
Pro studio (20+ rigs)
$0
$7
$20
$70
$700
$3,300
Additional cost (USD)
左上に寄るほど、少ない出費で高いQualityが得られます。すでに持っている機材の費用は含みません。
How to read that table
3 phones + tripodsThe best balance available. A 6/10 means “you can see a moving subject in 3D and change the angle, but holes and distortion are noticeable." For personal records that is genuinely usable
3x mirrorlessSits right next to the professional studio on the chart. Bodies that shoot 5K or better run about $1,300 each, so three come to roughly $4,000 — and the quality still stops at 8 against the studio’s 10. Poor value for the money. Owning three already moves it to the far left, but not many people own three mirrorless bodies
Professional studioA different league. Twenty-plus cameras in a dedicated space with controlled lighting and background. Aimed at commercial work; not something an individual needs to chase

Technical limits

4DGS is not magic. It is worth knowing the main constraints as they stand in 2026.

There is a ceiling on how fast things can move

Frames with heavy motion blur cannot be handled correctly during training. At a shutter speed of 1/60 second, a subject that moves a lot within that window produces a blurred frame, and feature-point estimation degrades.

  • Playing an instrument, singing: good. Little torso movement, and hand motion is relatively predictable
  • Slow dance forms (classical Japanese dance, tai chi): good. Smooth motion, unlikely to break down
  • Energetic dance (breaking, hip-hop): marginal. Fast limbs produce ghosting
  • Sport (basketball, badminton): marginal to impossible. Ball and racket speeds exceed the shutter

The countermeasure is a faster shutter (1/250 or better), which means it gets darker and you need lighting.

Hair, transparent objects and reflective surfaces are hard

This weakness is inherited from 3DGS. Fine structures like hair, transparent things like glass and water, and reflective metal are all difficult for Gaussian Splatting to represent. It is not specific to 4DGS, but with a moving subject you add hair in motion, which makes it harder still than in a static scene.

Papers improving hair (GaussianHair and others) appeared in 2026, but the implementations are not yet at a stage where they are widely usable.

It is sensitive to changing light

Flashing stage spotlights, or sunlight shifting through a window, will substantially degrade quality. Gaussian Splatting learns “the colour of each Gaussian," and when the lighting changes that colour, consistency breaks down.

Even, stable lighting is the ideal.

Camera count and blind spots

With few cameras, the angles you did not record are literally holes. Three cameras covering 120 degrees at the front leaves 240 degrees behind with no information. The algorithm fills in to a degree, but quality at unseen angles clearly drops.

Scale in VR

There are reports that people appear the wrong size when 4DGS output is viewed in a VR headset. Without accurate camera calibration a subject can look like a giant or a doll. Building this into VR content in Unity or similar means matching against real-world scale.

What is 4DGS actually for?

Beyond being technically interesting, where does it help? Five uses that are visible today.

1. Recording a child growing up, spatially

Photos and video only ever let you look back from the angle you were standing at. With 4DGS you can revisit a child walking from any angle you like. Five or ten years later, stepping back into “that space" in a headset is qualitatively different from a flat video.

Three phones and cheap tripods is enough to start, so the cost barrier is low. If uploading footage of your children to a cloud service bothers you, local processing is the reassuring choice.

2. Checking form in dance and sport

You can see your own movement from the side and behind, not only head-on. For dance practice it closes the gap between “me in the mirror" and “me as others see me." In coaching, showing an athlete a view from over their shoulder communicates things that ordinary video analysis struggles with.

3. Property viewings with people in them

Static 3D tours built with Matterport or Polycam are increasingly common, but they cannot show a space with people living in it. 4DGS can turn a living room with a family relaxing in it into a virtual tour. For property viewing, conveying “what it feels like with someone actually living here" counts for a lot.

4. Recording live events

Record a gig, a school show or an event in 4DGS and you can revisit it not only from the seat you were in but from on stage, or from directly beside the performer. Consideration for performers’ image and publicity rights is essential here. Converting someone to 4DGS and publishing it without permission is more sensitive than ordinary filming, because 3D data includes the geometry of their face. Always get consent in advance.

5. Reference material for avatars

Motion data of a person generated in 4DGS can serve as reference for avatar animation in social VR. Using 4DGS data directly as an avatar is hard today (it needs converting to a mesh), but as a movement reference it is useful. If real-time streaming of 4DGS data matures, “the real you, in a VR space" comes into view.

In summary: is it feasible?

From what I found, the answer is that it looks feasible — though the assumptions change at each tier.

  • One phone and a cloud service: experience 4DGS at no extra cost. Start here
  • Three to six phones and your own processing: $10–20 of tripods raises the quality a step. With an RTX 3090 it stays entirely local
  • Three mirrorless bodies with timecode sync: 5K or more of information and frame-accurate sync, approaching professional quality. About $4,000 if bought new, so this one is for people who already own them

Being able to climb this in stages is what is good about 4DGS. There is a zero-cost entry point, so you can confirm it works at all before adding hardware.

Starting with a five-second clip looks like the right move; if the estimates hold you get a result in about 15 minutes. When that works, stretch to 30 seconds. When 30 seconds is stable, go to a minute, then five. Try to process a full five-minute take from the start and a failure costs you half a day. Tune on short clips: that appears to be the golden rule of 4DGS.

Just as 3D scanning of static objects became an ordinary phone app, recording moving people in 3D looks set to become something anyone can do within a few years.

What I took away from looking into it

The surprise was that the heaviest part — the processing — is already covered by what I have. The 24GB on an RTX 3090 works out as enough through the intermediate tier.

What is missing is only the camera side: a few phones, and something to hold them still. That is a matter of a few thousand yen.

Going this route, it looks like I can do it with the equipment I already own. That is where the research lands. What remains is to actually shoot something — and when I do, I will write that up too.

Sources

Hardware mentioned

[kimono_product id="16559″]
NVIDIA GeForce RTX 3060 12GBCheck price on Amazon ›
3D scanning series
  1. Building a 3D model from phone photos (photogrammetry)
  2. Turning a moving person into 3D video (4D Gaussian Splatting) (you are here)