Abstract:We present Depth Anything V4 (DAV4), a framework for dynamic 4D scene reconstruction from monocular video. Our key contribution is the application of Riemannian Flow Matching (RFM) to 4D Gaussian Splatting parameters, defining probability paths directly on non-Euclidean manifolds (scale, rotation, opacity), ensuring all intermediate states are valid. Through controlled experiments, we isolate RFM's contribution from test-time optimization (TTO) and pre-training. A deterministic MLP baseline with the same data, architecture, and TTO achieves F-score 0.762; RFM achieves 0.806 - the +0.044 gain is RFM's isolated contribution. We provide corrected computational cost analysis: pre-training is 360 GPU-hours, amortizing for large-scale deployment (over 10,000 scenes). Uncertainty is quantified via Negative Gaussian Log-Likelihood and Expected Calibration Error. DAV4 outperforms prior Depth Anything models and per-scene 4D-GS on dynamic reconstruction and novel-view synthesis, while using no human-annotated depth labels as training losses.
Abstract:Real-time object detectors achieve remarkable accuracy under controlled conditions, yet degrade sharply on non-ideal inputs: fisheye distortion, game-renderedcharacters, aerial viewpoints, and 360°panoramas. We present YOLOv14, a detection framework with four adaptive mechanisms designed for specific types of inputvariation:(1) Deformable Area-Attention with windowed computation and shiftedwindows for geometric distortion;(2) Multi-level Game2Real Alignment with progressive adversarial training for domain shift;(3) View-Aware Contrastive Learning with adaptive temperature for viewpoint invariance; and (4) Scene-Adaptive Augmentation with dynamic loss balancing for scene diversity. Together, YOLOv14 achieves 49.1 mAP on COCO val2017 at 2.91 ms (T4 GPU), and delivers substantial gains on fisheye (+4.1 mAP), panorama (+6.6 mAP), drone (+6.4 mAP), andour synthesized game-character benchmark (+26.1 mAP). We release code and models to facilitate reproducible research.