# Gen4D: Synthesizing Humans and Scenes in the Wild

arXiv: https://arxiv.org/abs/2506.05397 · HTML: https://mlsanity.com/paper/2506.05397/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 29 of its 51 references that are in the map.
- First posted on arXiv 3 Jun 2025.

## Builds on (most cited first, 29 of 29)

- [Microsoft COCO: Common Objects in Context](https://mlsanity.com/paper/1405.0312/) (2014)
- [End-to-End Object Detection with Transformers](https://mlsanity.com/paper/2005.12872/) (2020)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [Human Motion Diffusion Model](https://mlsanity.com/paper/2209.14916/) (2022)
- [End-to-end Recovery of Human Shape and Pose](https://mlsanity.com/paper/1712.06584/) (2017)
- [Monocular 3D Human Pose Estimation In The Wild Using Improved CNN Supervision](https://mlsanity.com/paper/1611.09813/) (2016)
- [AI Choreographer: Music Conditioned 3D Dance Generation with AIST++](https://mlsanity.com/paper/2101.08779/) (2021)
- [MonST3R: A Simple Approach for Estimating Geometry in the Presence of Motion](https://mlsanity.com/paper/2410.03825/) (2024)
- [Learning from Synthetic Humans](https://mlsanity.com/paper/1701.01370/) (2017)
- [Human Motion Diffusion as a Generative Prior](https://mlsanity.com/paper/2303.01418/) (2023)
- [Pose2Mesh: Graph Convolutional Network for 3D Human Pose and Mesh Recovery from a 2D Human Pose](https://mlsanity.com/paper/2008.09047/) (2020)
- [BEDLAM: A Synthetic Dataset of Bodies Exhibiting Detailed Lifelike Animated Motion](https://mlsanity.com/paper/2306.16940/) (2023)
- [AGORA: Avatars in Geography Optimized for Regression Analysis](https://mlsanity.com/paper/2104.14643/) (2021)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians](https://mlsanity.com/paper/2312.02134/) (2023)
- [GauHuman: Articulated Gaussian Splatting from Monocular Human Videos](https://mlsanity.com/paper/2312.02973/) (2023)
- [SMPLer-X: Scaling Up Expressive Human Pose and Shape Estimation](https://mlsanity.com/paper/2309.17448/) (2023)
- [TokenPose: Learning Keypoint Tokens for Human Pose Estimation](https://mlsanity.com/paper/2104.03516/) (2021)
- [TokenHMR: Advancing Human Mesh Recovery with a Tokenized Pose Representation](https://mlsanity.com/paper/2404.16752/) (2024)
- [Easi3R: Estimating Disentangled Motion from DUSt3R Without Training](https://mlsanity.com/paper/2503.24391/) (2025)
- [Seamless Human Motion Composition with Blended Positional Encodings](https://mlsanity.com/paper/2402.15509/) (2024)
- [Playing for 3D Human Recovery](https://mlsanity.com/paper/2110.07588/) (2021)
- [3DPeople: Modeling the Geometry of Dressed Humans](https://mlsanity.com/paper/1904.04571/) (2019)
- [HSPACE: Synthetic Parametric Humans Animated in Complex Environments](https://mlsanity.com/paper/2112.12867/) (2021)
- [SportsPose -- A Dynamic 3D sports pose dataset](https://mlsanity.com/paper/2304.01865/) (2023)
- [AthletePose3D: A Benchmark Dataset for 3D Human Pose Estimation and Kinematic Validation in Athletic Movements](https://mlsanity.com/paper/2503.07499/) (2025)
- [Mitigating Motion Blur for Robust 3D Baseball Player Pose Modeling for Pitch Analysis](https://mlsanity.com/paper/2309.01010/) (2023)
- [Distribution and Depth-Aware Transformers for 3D Human Mesh Recovery](https://mlsanity.com/paper/2403.09063/) (2024)

## Built on by (most cited first, 3 of 3)

- [Avatar4D: Synthesizing Domain-Specific 4D Humans for Real-World Pose Estimation](https://mlsanity.com/paper/2512.16199/) (2025)
- [CoGS: Compositional Dynamic Human-Object Scenes Gaussian Splatting from Monocular Video](https://mlsanity.com/paper/2606.28820/) (2026)
- [Poplar: A Scalable Pipeline for Human-Centric Image Dataset Synthesis](https://mlsanity.com/paper/2608.00440/) (2026)

## Abstract (arXiv)

Lack of input data for in-the-wild activities often results in low performance across various computer vision tasks. This challenge is particularly pronounced in uncommon human-centric domains like sports, where real-world data collection is complex and impractical. While synthetic datasets offer a promising alternative, existing approaches typically suffer from limited diversity in human appearance, motion, and scene composition due to their reliance on rigid asset libraries and hand-crafted rendering pipelines. To address this, we introduce Gen4D, a fully automated pipeline for generating diverse and photorealistic 4D human animations. Gen4D integrates expert-driven motion encoding, prompt-guided avatar generation using diffusion-based Gaussian splatting, and human-aware background synthesis to produce highly varied and lifelike human sequences. Based on Gen4D, we present SportPAL, a large-scale synthetic dataset spanning three sports: baseball, icehockey, and soccer. Together, Gen4D and SportPAL provide a scalable foundation for constructing synthetic datasets tailored to in-the-wild human-centric vision tasks, with no need for manual 3D modeling or scene design.
