Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeHuman Multi-View Synthesis from a Single-View Model:Transferred Body and Face Representations
Generating multi-view human images from a single view is a complex and significant challenge. Although recent advancements in multi-view object generation have shown impressive results with diffusion models, novel view synthesis for humans remains constrained by the limited availability of 3D human datasets. Consequently, many existing models struggle to produce realistic human body shapes or capture fine-grained facial details accurately. To address these issues, we propose an innovative framework that leverages transferred body and facial representations for multi-view human synthesis. Specifically, we use a single-view model pretrained on a large-scale human dataset to develop a multi-view body representation, aiming to extend the 2D knowledge of the single-view model to a multi-view diffusion model. Additionally, to enhance the model's detail restoration capability, we integrate transferred multimodal facial features into our trained human diffusion model. Experimental evaluations on benchmark datasets demonstrate that our approach outperforms the current state-of-the-art methods, achieving superior performance in multi-view human synthesis.
Human Gaussian Splatting: Real-time Rendering of Animatable Avatars
This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has developed neural body representations that achieve impressive visual quality. However, these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose an animatable human model based on 3D Gaussian Splatting, that has recently emerged as a very efficient alternative to neural radiance fields. The body is represented by a set of gaussian primitives in a canonical space which is deformed with a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (HuGS) model in an end-to-end fashion from multi-view observations, and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method achieves 1.5 dB PSNR improvement over the state-of-the-art on THuman4 dataset while being able to render in real-time (80 fps for 512x512 resolution).
Synthesizing Diverse Human Motions in 3D Indoor Scenes
We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.
Versatile Multimodal Controls for Whole-Body Talking Human Animation
Human animation from a single reference image shall be flexible to synthesize whole-body motion for either a headshot or whole-body portrait, where the motions are readily controlled by audio signal and text prompts. This is hard for most existing methods as they only support producing pre-specified head or half-body motion aligned with audio inputs. In this paper, we propose a versatile human animation method, i.e., VersaAnimator, which generates whole-body talking human from arbitrary portrait images, not only driven by audio signal but also flexibly controlled by text prompts. Specifically, we design a text-controlled, audio-driven motion generator that produces whole-body motion representations in 3D synchronized with audio inputs while following textual motion descriptions. To promote natural smooth motion, we propose a code-pose translation module to link VAE codebooks with 2D DWposes extracted from template videos. Moreover, we introduce a multi-modal video diffusion that generates photorealistic human animation from a reference image according to both audio inputs and whole-body motion representations. Extensive experiments show that VersaAnimator outperforms existing methods in visual quality, identity preservation, and audio-lip synchronization.
MotionGPT-2: A General-Purpose Motion-Language Model for Motion Generation and Understanding
Generating lifelike human motions from descriptive texts has experienced remarkable research focus in the recent years, propelled by the emerging requirements of digital humans.Despite impressive advances, existing approaches are often constrained by limited control modalities, task specificity, and focus solely on body motion representations.In this paper, we present MotionGPT-2, a unified Large Motion-Language Model (LMLM) that addresses these limitations. MotionGPT-2 accommodates multiple motion-relevant tasks and supporting multimodal control conditions through pre-trained Large Language Models (LLMs). It quantizes multimodal inputs-such as text and single-frame poses-into discrete, LLM-interpretable tokens, seamlessly integrating them into the LLM's vocabulary. These tokens are then organized into unified prompts, guiding the LLM to generate motion outputs through a pretraining-then-finetuning paradigm. We also show that the proposed MotionGPT-2 is highly adaptable to the challenging 3D holistic motion generation task, enabled by the innovative motion discretization framework, Part-Aware VQVAE, which ensures fine-grained representations of body and hand movements. Extensive experiments and visualizations validate the effectiveness of our method, demonstrating the adaptability of MotionGPT-2 across motion generation, motion captioning, and generalized motion completion tasks.
Body Part-Based Representation Learning for Occluded Person Re-Identification
Occluded person re-identification (ReID) is a person retrieval task which aims at matching occluded person images with holistic ones. For addressing occluded ReID, part-based methods have been shown beneficial as they offer fine-grained information and are well suited to represent partially visible human bodies. However, training a part-based model is a challenging task for two reasons. Firstly, individual body part appearance is not as discriminative as global appearance (two distinct IDs might have the same local appearance), this means standard ReID training objectives using identity labels are not adapted to local feature learning. Secondly, ReID datasets are not provided with human topographical annotations. In this work, we propose BPBreID, a body part-based ReID model for solving the above issues. We first design two modules for predicting body part attention maps and producing body part-based features of the ReID target. We then propose GiLt, a novel training scheme for learning part-based representations that is robust to occlusions and non-discriminative local appearance. Extensive experiments on popular holistic and occluded datasets show the effectiveness of our proposed method, which outperforms state-of-the-art methods by 0.7% mAP and 5.6% rank-1 accuracy on the challenging Occluded-Duke dataset. Our code is available at https://github.com/VlSomers/bpbreid.
Hierarchical Spatio-Temporal Representation Learning for Gait Recognition
Gait recognition is a biometric technique that identifies individuals by their unique walking styles, which is suitable for unconstrained environments and has a wide range of applications. While current methods focus on exploiting body part-based representations, they often neglect the hierarchical dependencies between local motion patterns. In this paper, we propose a hierarchical spatio-temporal representation learning (HSTL) framework for extracting gait features from coarse to fine. Our framework starts with a hierarchical clustering analysis to recover multi-level body structures from the whole body to local details. Next, an adaptive region-based motion extractor (ARME) is designed to learn region-independent motion features. The proposed HSTL then stacks multiple ARMEs in a top-down manner, with each ARME corresponding to a specific partition level of the hierarchy. An adaptive spatio-temporal pooling (ASTP) module is used to capture gait features at different levels of detail to perform hierarchical feature mapping. Finally, a frame-level temporal aggregation (FTA) module is employed to reduce redundant information in gait sequences through multi-scale temporal downsampling. Extensive experiments on CASIA-B, OUMVLP, GREW, and Gait3D datasets demonstrate that our method outperforms the state-of-the-art while maintaining a reasonable balance between model accuracy and complexity.
Learning 3D Human Shape and Pose from Dense Body Parts
Reconstructing 3D human shape and pose from monocular images is challenging despite the promising results achieved by the most recent learning-based methods. The commonly occurred misalignment comes from the facts that the mapping from images to the model space is highly non-linear and the rotation-based pose representation of body models is prone to result in the drift of joint positions. In this work, we investigate learning 3D human shape and pose from dense correspondences of body parts and propose a Decompose-and-aggregate Network (DaNet) to address these issues. DaNet adopts the dense correspondence maps, which densely build a bridge between 2D pixels and 3D vertices, as intermediate representations to facilitate the learning of 2D-to-3D mapping. The prediction modules of DaNet are decomposed into one global stream and multiple local streams to enable global and fine-grained perceptions for the shape and pose predictions, respectively. Messages from local streams are further aggregated to enhance the robust prediction of the rotation-based poses, where a position-aided rotation feature refinement strategy is proposed to exploit spatial relationships between body joints. Moreover, a Part-based Dropout (PartDrop) strategy is introduced to drop out dense information from intermediate representations during training, encouraging the network to focus on more complementary body parts as well as neighboring position features. The efficacy of the proposed method is validated on both indoor and real-world datasets including Human3.6M, UP3D, COCO, and 3DPW, showing that our method could significantly improve the reconstruction performance in comparison with previous state-of-the-art methods. Our code is publicly available at https://hongwenzhang.github.io/dense2mesh .
Champ: Controllable and Consistent Human Image Animation with 3D Parametric Guidance
In this study, we introduce a methodology for human image animation by leveraging a 3D human parametric model within a latent diffusion framework to enhance shape alignment and motion guidance in curernt human generative techniques. The methodology utilizes the SMPL(Skinned Multi-Person Linear) model as the 3D human parametric model to establish a unified representation of body shape and pose. This facilitates the accurate capture of intricate human geometry and motion characteristics from source videos. Specifically, we incorporate rendered depth images, normal maps, and semantic maps obtained from SMPL sequences, alongside skeleton-based motion guidance, to enrich the conditions to the latent diffusion model with comprehensive 3D shape and detailed pose attributes. A multi-layer motion fusion module, integrating self-attention mechanisms, is employed to fuse the shape and motion latent representations in the spatial domain. By representing the 3D human parametric model as the motion guidance, we can perform parametric shape alignment of the human body between the reference image and the source video motion. Experimental evaluations conducted on benchmark datasets demonstrate the methodology's superior ability to generate high-quality human animations that accurately capture both pose and shape variations. Furthermore, our approach also exhibits superior generalization capabilities on the proposed wild dataset. Project page: https://fudan-generative-vision.github.io/champ.
LayGA: Layered Gaussian Avatars for Animatable Clothing Transfer
Animatable clothing transfer, aiming at dressing and animating garments across characters, is a challenging problem. Most human avatar works entangle the representations of the human body and clothing together, which leads to difficulties for virtual try-on across identities. What's worse, the entangled representations usually fail to exactly track the sliding motion of garments. To overcome these limitations, we present Layered Gaussian Avatars (LayGA), a new representation that formulates body and clothing as two separate layers for photorealistic animatable clothing transfer from multi-view videos. Our representation is built upon the Gaussian map-based avatar for its excellent representation power of garment details. However, the Gaussian map produces unstructured 3D Gaussians distributed around the actual surface. The absence of a smooth explicit surface raises challenges in accurate garment tracking and collision handling between body and garments. Therefore, we propose two-stage training involving single-layer reconstruction and multi-layer fitting. In the single-layer reconstruction stage, we propose a series of geometric constraints to reconstruct smooth surfaces and simultaneously obtain the segmentation between body and clothing. Next, in the multi-layer fitting stage, we train two separate models to represent body and clothing and utilize the reconstructed clothing geometries as 3D supervision for more accurate garment tracking. Furthermore, we propose geometry and rendering layers for both high-quality geometric reconstruction and high-fidelity rendering. Overall, the proposed LayGA realizes photorealistic animations and virtual try-on, and outperforms other baseline methods. Our project page is https://jsnln.github.io/layga/index.html.
BPJDet: Extended Object Representation for Generic Body-Part Joint Detection
Detection of human body and its parts (e.g., head or hands) has been intensively studied. However, most of these CNNs-based detectors are trained independently, making it difficult to associate detected parts with body. In this paper, we focus on the joint detection of human body and its corresponding parts. Specifically, we propose a novel extended object representation integrating center-offsets of body parts, and construct a dense one-stage generic Body-Part Joint Detector (BPJDet). In this way, body-part associations are neatly embedded in a unified object representation containing both semantic and geometric contents. Therefore, we can perform multi-loss optimizations to tackle multi-tasks synergistically. BPJDet does not suffer from error-prone post matching, and keeps a better trade-off between speed and accuracy. Furthermore, BPJDet can be generalized to detect any one or more body parts. To verify the superiority of BPJDet, we conduct experiments on three body-part datasets (CityPersons, CrowdHuman and BodyHands) and one body-parts dataset COCOHumanParts. While keeping high detection accuracy, BPJDet achieves state-of-the-art association performance on all datasets comparing with its counterparts. Besides, we show benefits of advanced body-part association capability by improving performance of two representative downstream applications: accurate crowd head detection and hand contact estimation. Code is released in https://github.com/hnuzhy/BPJDet.
Body-Part Joint Detection and Association via Extended Object Representation
The detection of human body and its related parts (e.g., face, head or hands) have been intensively studied and greatly improved since the breakthrough of deep CNNs. However, most of these detectors are trained independently, making it a challenging task to associate detected body parts with people. This paper focuses on the problem of joint detection of human body and its corresponding parts. Specifically, we propose a novel extended object representation that integrates the center location offsets of body or its parts, and construct a dense single-stage anchor-based Body-Part Joint Detector (BPJDet). Body-part associations in BPJDet are embedded into the unified representation which contains both the semantic and geometric information. Therefore, BPJDet does not suffer from error-prone association post-matching, and has a better accuracy-speed trade-off. Furthermore, BPJDet can be seamlessly generalized to jointly detect any body part. To verify the effectiveness and superiority of our method, we conduct extensive experiments on the CityPersons, CrowdHuman and BodyHands datasets. The proposed BPJDet detector achieves state-of-the-art association performance on these three benchmarks while maintains high accuracy of detection. Code is in https://github.com/hnuzhy/BPJDet.
Detailed 3D Human Body Reconstruction from Multi-view Images Combining Voxel Super-Resolution and Learned Implicit Representation
The task of reconstructing detailed 3D human body models from images is interesting but challenging in computer vision due to the high freedom of human bodies. In order to tackle the problem, we propose a coarse-to-fine method to reconstruct a detailed 3D human body from multi-view images combining voxel super-resolution based on learning the implicit representation. Firstly, the coarse 3D models are estimated by learning an implicit representation based on multi-scale features which are extracted by multi-stage hourglass networks from the multi-view images. Then, taking the low resolution voxel grids which are generated by the coarse 3D models as input, the voxel super-resolution based on an implicit representation is learned through a multi-stage 3D convolutional neural network. Finally, the refined detailed 3D human body models can be produced by the voxel super-resolution which can preserve the details and reduce the false reconstruction of the coarse 3D models. Benefiting from the implicit representation, the training process in our method is memory efficient and the detailed 3D human body produced by our method from multi-view images is the continuous decision boundary with high-resolution geometry. In addition, the coarse-to-fine method based on voxel super-resolution can remove false reconstructions and preserve the appearance details in the final reconstruction, simultaneously. In the experiments, our method quantitatively and qualitatively achieves the competitive 3D human body reconstructions from images with various poses and shapes on both the real and synthetic datasets.
Expressive Whole-Body 3D Gaussian Avatar
Facial expression and hand motions are necessary to express our emotions and interact with the world. Nevertheless, most of the 3D human avatars modeled from a casually captured video only support body motions without facial expressions and hand motions.In this work, we present ExAvatar, an expressive whole-body 3D human avatar learned from a short monocular video. We design ExAvatar as a combination of the whole-body parametric mesh model (SMPL-X) and 3D Gaussian Splatting (3DGS). The main challenges are 1) a limited diversity of facial expressions and poses in the video and 2) the absence of 3D observations, such as 3D scans and RGBD images. The limited diversity in the video makes animations with novel facial expressions and poses non-trivial. In addition, the absence of 3D observations could cause significant ambiguity in human parts that are not observed in the video, which can result in noticeable artifacts under novel motions. To address them, we introduce our hybrid representation of the mesh and 3D Gaussians. Our hybrid representation treats each 3D Gaussian as a vertex on the surface with pre-defined connectivity information (i.e., triangle faces) between them following the mesh topology of SMPL-X. It makes our ExAvatar animatable with novel facial expressions by driven by the facial expression space of SMPL-X. In addition, by using connectivity-based regularizers, we significantly reduce artifacts in novel facial expressions and poses.
CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects
Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation. Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts. To address these challenges, we propose a novel coordinated diffusion noise optimization framework. Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization. Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity. To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry. This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion. We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.
Modeling and Driving Human Body Soundfields through Acoustic Primitives
While rendering and animation of photorealistic 3D human body models have matured and reached an impressive quality over the past years, modeling the spatial audio associated with such full body models has been largely ignored so far. In this work, we present a framework that allows for high-quality spatial audio generation, capable of rendering the full 3D soundfield generated by a human body, including speech, footsteps, hand-body interactions, and others. Given a basic audio-visual representation of the body in form of 3D body pose and audio from a head-mounted microphone, we demonstrate that we can render the full acoustic scene at any point in 3D space efficiently and accurately. To enable near-field and realtime rendering of sound, we borrow the idea of volumetric primitives from graphical neural rendering and transfer them into the acoustic domain. Our acoustic primitives result in an order of magnitude smaller soundfield representations and overcome deficiencies in near-field rendering compared to previous approaches.
Revisiting Self-Supervised Visual Representation Learning
Unsupervised visual representation learning remains a largely unsolved problem in computer vision research. Among a big body of recently proposed approaches for unsupervised learning of visual representations, a class of self-supervised techniques achieves superior performance on many challenging benchmarks. A large number of the pretext tasks for self-supervised learning have been studied, but other important aspects, such as the choice of convolutional neural networks (CNN), has not received equal attention. Therefore, we revisit numerous previously proposed self-supervised models, conduct a thorough large scale study and, as a result, uncover multiple crucial insights. We challenge a number of common practices in selfsupervised visual representation learning and observe that standard recipes for CNN design do not always translate to self-supervised representation learning. As part of our study, we drastically boost the performance of previously proposed techniques and outperform previously published state-of-the-art results by a large margin.
TalkinNeRF: Animatable Neural Fields for Full-Body Talking Humans
We introduce a novel framework that learns a dynamic neural radiance field (NeRF) for full-body talking humans from monocular videos. Prior work represents only the body pose or the face. However, humans communicate with their full body, combining body pose, hand gestures, as well as facial expressions. In this work, we propose TalkinNeRF, a unified NeRF-based network that represents the holistic 4D human motion. Given a monocular video of a subject, we learn corresponding modules for the body, face, and hands, that are combined together to generate the final result. To capture complex finger articulation, we learn an additional deformation field for the hands. Our multi-identity representation enables simultaneous training for multiple subjects, as well as robust animation under completely unseen poses. It can also generalize to novel identities, given only a short video as input. We demonstrate state-of-the-art performance for animating full-body talking humans, with fine-grained hand articulation and facial expressions.
Configurable EBEN: Extreme Bandwidth Extension Network to enhance body-conducted speech capture
This paper presents a configurable version of Extreme Bandwidth Extension Network (EBEN), a Generative Adversarial Network (GAN) designed to improve audio captured with body-conduction microphones. We show that although these microphones significantly reduce environmental noise, this insensitivity to ambient noise happens at the expense of the bandwidth of the speech signal acquired by the wearer of the devices. The obtained captured signals therefore require the use of signal enhancement techniques to recover the full-bandwidth speech. EBEN leverages a configurable multiband decomposition of the raw captured signal. This decomposition allows the data time domain dimensions to be reduced and the full band signal to be better controlled. The multiband representation of the captured signal is processed through a U-Net-like model, which combines feature and adversarial losses to generate an enhanced speech signal. We also benefit from this original representation in the proposed configurable discriminators architecture. The configurable EBEN approach can achieve state-of-the-art enhancement results on synthetic data with a lightweight generator that allows real-time processing.
DyGait: Exploiting Dynamic Representations for High-performance Gait Recognition
Gait recognition is a biometric technology that recognizes the identity of humans through their walking patterns. Compared with other biometric technologies, gait recognition is more difficult to disguise and can be applied to the condition of long-distance without the cooperation of subjects. Thus, it has unique potential and wide application for crime prevention and social security. At present, most gait recognition methods directly extract features from the video frames to establish representations. However, these architectures learn representations from different features equally but do not pay enough attention to dynamic features, which refers to a representation of dynamic parts of silhouettes over time (e.g. legs). Since dynamic parts of the human body are more informative than other parts (e.g. bags) during walking, in this paper, we propose a novel and high-performance framework named DyGait. This is the first framework on gait recognition that is designed to focus on the extraction of dynamic features. Specifically, to take full advantage of the dynamic information, we propose a Dynamic Augmentation Module (DAM), which can automatically establish spatial-temporal feature representations of the dynamic parts of the human body. The experimental results show that our DyGait network outperforms other state-of-the-art gait recognition methods. It achieves an average Rank-1 accuracy of 71.4% on the GREW dataset, 66.3% on the Gait3D dataset, 98.4% on the CASIA-B dataset and 98.3% on the OU-MVLP dataset.
Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture Warping
By equipping the most recent 3D Gaussian Splatting representation with head 3D morphable models (3DMM), existing methods manage to create head avatars with high fidelity. However, most existing methods only reconstruct a head without the body, substantially limiting their application scenarios. We found that naively applying Gaussians to model the clothed chest and shoulders tends to result in blurry reconstruction and noisy floaters under novel poses. This is because of the fundamental limitation of Gaussians and point clouds -- each Gaussian or point can only have a single directional radiance without spatial variance, therefore an unnecessarily large number of them is required to represent complicated spatially varying texture, even for simple geometry. In contrast, we propose to model the body part with a neural texture that consists of coarse and pose-dependent fine colors. To properly render the body texture for each view and pose without accurate geometry nor UV mapping, we optimize another sparse set of Gaussians as anchors that constrain the neural warping field that maps image plane coordinates to the texture space. We demonstrate that Gaussian Head & Shoulders can fit the high-frequency details on the clothed upper body with high fidelity and potentially improve the accuracy and fidelity of the head region. We evaluate our method with casual phone-captured and internet videos and show our method archives superior reconstruction quality and robustness in both self and cross reenactment tasks. To fully utilize the efficient rendering speed of Gaussian splatting, we additionally propose an accelerated inference method of our trained model without Multi-Layer Perceptron (MLP) queries and reach a stable rendering speed of around 130 FPS for any subjects.
Estimating Body and Hand Motion in an Ego-sensed World
We present EgoAllo, a system for human motion estimation from a head-mounted device. Using only egocentric SLAM poses and images, EgoAllo guides sampling from a conditional diffusion model to estimate 3D body pose, height, and hand parameters that capture the wearer's actions in the allocentric coordinate frame of the scene. To achieve this, our key insight is in representation: we propose spatial and temporal invariance criteria for improving model performance, from which we derive a head motion conditioning parameterization that improves estimation by up to 18%. We also show how the bodies estimated by our system can improve the hands: the resulting kinematic and temporal constraints result in over 40% lower hand estimation errors compared to noisy monocular estimates. Project page: https://egoallo.github.io/
EBEN: Extreme bandwidth extension network applied to speech signals captured with noise-resilient body-conduction microphones
In this paper, we present Extreme Bandwidth Extension Network (EBEN), a Generative Adversarial network (GAN) that enhances audio measured with body-conduction microphones. This type of capture equipment suppresses ambient noise at the expense of speech bandwidth, thereby requiring signal enhancement techniques to recover the wideband speech signal. EBEN leverages a multiband decomposition of the raw captured speech to decrease the data time-domain dimensions, and give better control over the full-band signal. This multiband representation is fed to a U-Net-like model, which adopts a combination of feature and adversarial losses to recover an enhanced audio signal. We also benefit from this original representation in the proposed discriminator architecture. Our approach can achieve state-of-the-art results with a lightweight generator and real-time compatible operation.
Best Practices for 2-Body Pose Forecasting
The task of collaborative human pose forecasting stands for predicting the future poses of multiple interacting people, given those in previous frames. Predicting two people in interaction, instead of each separately, promises better performance, due to their body-body motion correlations. But the task has remained so far primarily unexplored. In this paper, we review the progress in human pose forecasting and provide an in-depth assessment of the single-person practices that perform best for 2-body collaborative motion forecasting. Our study confirms the positive impact of frequency input representations, space-time separable and fully-learnable interaction adjacencies for the encoding GCN and FC decoding. Other single-person practices do not transfer to 2-body, so the proposed best ones do not include hierarchical body modeling or attention-based interaction encoding. We further contribute a novel initialization procedure for the 2-body spatial interaction parameters of the encoder, which benefits performance and stability. Altogether, our proposed 2-body pose forecasting best practices yield a performance improvement of 21.9% over the state-of-the-art on the most recent ExPI dataset, whereby the novel initialization accounts for 3.5%. See our project page at https://www.pinlab.org/bestpractices2body
EgoTwin: Dreaming Body and View in First Person
While exocentric video synthesis has achieved great progress, egocentric video generation remains largely underexplored, which requires modeling first-person view content along with camera motion patterns induced by the wearer's body movements. To bridge this gap, we introduce a novel task of joint egocentric video and human motion generation, characterized by two key challenges: 1) Viewpoint Alignment: the camera trajectory in the generated video must accurately align with the head trajectory derived from human motion; 2) Causal Interplay: the synthesized human motion must causally align with the observed visual dynamics across adjacent video frames. To address these challenges, we propose EgoTwin, a joint video-motion generation framework built on the diffusion transformer architecture. Specifically, EgoTwin introduces a head-centric motion representation that anchors the human motion to the head joint and incorporates a cybernetics-inspired interaction mechanism that explicitly captures the causal interplay between video and motion within attention operations. For comprehensive evaluation, we curate a large-scale real-world dataset of synchronized text-video-motion triplets and design novel metrics to assess video-motion consistency. Extensive experiments demonstrate the effectiveness of the EgoTwin framework.
PBADet: A One-Stage Anchor-Free Approach for Part-Body Association
The detection of human parts (e.g., hands, face) and their correct association with individuals is an essential task, e.g., for ubiquitous human-machine interfaces and action recognition. Traditional methods often employ multi-stage processes, rely on cumbersome anchor-based systems, or do not scale well to larger part sets. This paper presents PBADet, a novel one-stage, anchor-free approach for part-body association detection. Building upon the anchor-free object representation across multi-scale feature maps, we introduce a singular part-to-body center offset that effectively encapsulates the relationship between parts and their parent bodies. Our design is inherently versatile and capable of managing multiple parts-to-body associations without compromising on detection accuracy or robustness. Comprehensive experiments on various datasets underscore the efficacy of our approach, which not only outperforms existing state-of-the-art techniques but also offers a more streamlined and efficient solution to the part-body association challenge.
Learning Disentangled Avatars with Hybrid 3D Representations
Tremendous efforts have been made to learn animatable and photorealistic human avatars. Towards this end, both explicit and implicit 3D representations are heavily studied for a holistic modeling and capture of the whole human (e.g., body, clothing, face and hair), but neither representation is an optimal choice in terms of representation efficacy since different parts of the human avatar have different modeling desiderata. For example, meshes are generally not suitable for modeling clothing and hair. Motivated by this, we present Disentangled Avatars~(DELTA), which models humans with hybrid explicit-implicit 3D representations. DELTA takes a monocular RGB video as input, and produces a human avatar with separate body and clothing/hair layers. Specifically, we demonstrate two important applications for DELTA. For the first one, we consider the disentanglement of the human body and clothing and in the second, we disentangle the face and hair. To do so, DELTA represents the body or face with an explicit mesh-based parametric 3D model and the clothing or hair with an implicit neural radiance field. To make this possible, we design an end-to-end differentiable renderer that integrates meshes into volumetric rendering, enabling DELTA to learn directly from monocular videos without any 3D supervision. Finally, we show that how these two applications can be easily combined to model full-body avatars, such that the hair, face, body and clothing can be fully disentangled yet jointly rendered. Such a disentanglement enables hair and clothing transfer to arbitrary body shapes. We empirically validate the effectiveness of DELTA's disentanglement by demonstrating its promising performance on disentangled reconstruction, virtual clothing try-on and hairstyle transfer. To facilitate future research, we also release an open-sourced pipeline for the study of hybrid human avatar modeling.
Grounding Bodily Awareness in Visual Representations for Efficient Policy Learning
Learning effective visual representations for robotic manipulation remains a fundamental challenge due to the complex body dynamics involved in action execution. In this paper, we study how visual representations that carry body-relevant cues can enable efficient policy learning for downstream robotic manipulation tasks. We present Inter-token Contrast (ICon), a contrastive learning method applied to the token-level representations of Vision Transformers (ViTs). ICon enforces a separation in the feature space between agent-specific and environment-specific tokens, resulting in agent-centric visual representations that embed body-specific inductive biases. This framework can be seamlessly integrated into end-to-end policy learning by incorporating the contrastive loss as an auxiliary objective. Our experiments show that ICon not only improves policy performance across various manipulation tasks but also facilitates policy transfer across different robots. The project website: https://github.com/HenryWJL/icon
HoloGAN: Unsupervised learning of 3D representations from natural images
We propose a novel generative adversarial network (GAN) for the task of unsupervised learning of 3D representations from natural images. Most generative models rely on 2D kernels to generate images and make few assumptions about the 3D world. These models therefore tend to create blurry images or artefacts in tasks that require a strong 3D understanding, such as novel-view synthesis. HoloGAN instead learns a 3D representation of the world, and to render this representation in a realistic manner. Unlike other GANs, HoloGAN provides explicit control over the pose of generated objects through rigid-body transformations of the learnt 3D features. Our experiments show that using explicit 3D features enables HoloGAN to disentangle 3D pose and identity, which is further decomposed into shape and appearance, while still being able to generate images with similar or higher visual quality than other generative models. HoloGAN can be trained end-to-end from unlabelled 2D images only. Particularly, we do not require pose labels, 3D shapes, or multiple views of the same objects. This shows that HoloGAN is the first generative model that learns 3D representations from natural images in an entirely unsupervised manner.
GST: Precise 3D Human Body from a Single Image with Gaussian Splatting Transformers
Reconstructing realistic 3D human models from monocular images has significant applications in creative industries, human-computer interfaces, and healthcare. We base our work on 3D Gaussian Splatting (3DGS), a scene representation composed of a mixture of Gaussians. Predicting such mixtures for a human from a single input image is challenging, as it is a non-uniform density (with a many-to-one relationship with input pixels) with strict physical constraints. At the same time, it needs to be flexible to accommodate a variety of clothes and poses. Our key observation is that the vertices of standardized human meshes (such as SMPL) can provide an adequate density and approximate initial position for Gaussians. We can then train a transformer model to jointly predict comparatively small adjustments to these positions, as well as the other Gaussians' attributes and the SMPL parameters. We show empirically that this combination (using only multi-view supervision) can achieve fast inference of 3D human models from a single image without test-time optimization, expensive diffusion models, or 3D points supervision. We also show that it can improve 3D pose estimation by better fitting human models that account for clothes and other variations. The code is available on the project website https://abdullahamdi.com/gst/ .
3D-Aware Neural Body Fitting for Occlusion Robust 3D Human Pose Estimation
Regression-based methods for 3D human pose estimation directly predict the 3D pose parameters from a 2D image using deep networks. While achieving state-of-the-art performance on standard benchmarks, their performance degrades under occlusion. In contrast, optimization-based methods fit a parametric body model to 2D features in an iterative manner. The localized reconstruction loss can potentially make them robust to occlusion, but they suffer from the 2D-3D ambiguity. Motivated by the recent success of generative models in rigid object pose estimation, we propose 3D-aware Neural Body Fitting (3DNBF) - an approximate analysis-by-synthesis approach to 3D human pose estimation with SOTA performance and occlusion robustness. In particular, we propose a generative model of deep features based on a volumetric human representation with Gaussian ellipsoidal kernels emitting 3D pose-dependent feature vectors. The neural features are trained with contrastive learning to become 3D-aware and hence to overcome the 2D-3D ambiguity. Experiments show that 3DNBF outperforms other approaches on both occluded and standard benchmarks. Code is available at https://github.com/edz-o/3DNBF
AvatarReX: Real-time Expressive Full-body Avatars
We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and rendering. To this end, we propose a compositional avatar representation, where the body, hands and the face are separately modeled in a way that the structural prior from parametric mesh templates is properly utilized without compromising representation flexibility. Furthermore, we disentangle the geometry and appearance for each part. With these technical designs, we propose a dedicated deferred rendering pipeline, which can be executed in real-time framerate to synthesize high-quality free-view images. The disentanglement of geometry and appearance also allows us to design a two-pass training strategy that combines volume rendering and surface rendering for network training. In this way, patch-level supervision can be applied to force the network to learn sharp appearance details on the basis of geometry estimation. Overall, our method enables automatic construction of expressive full-body avatars with real-time rendering capability, and can generate photo-realistic images with dynamic details for novel body motions and facial expressions.
PLIP: Language-Image Pre-training for Person Representation Learning
Language-image pre-training is an effective technique for learning powerful representations in general domains. However, when directly turning to person representation learning, these general pre-training methods suffer from unsatisfactory performance. The reason is that they neglect critical person-related characteristics, i.e., fine-grained attributes and identities. To address this issue, we propose a novel language-image pre-training framework for person representation learning, termed PLIP. Specifically, we elaborately design three pretext tasks: 1) Text-guided Image Colorization, aims to establish the correspondence between the person-related image regions and the fine-grained color-part textual phrases. 2) Image-guided Attributes Prediction, aims to mine fine-grained attribute information of the person body in the image; and 3) Identity-based Vision-Language Contrast, aims to correlate the cross-modal representations at the identity level rather than the instance level. Moreover, to implement our pre-train framework, we construct a large-scale person dataset with image-text pairs named SYNTH-PEDES by automatically generating textual annotations. We pre-train PLIP on SYNTH-PEDES and evaluate our models by spanning downstream person-centric tasks. PLIP not only significantly improves existing methods on all these tasks, but also shows great ability in the zero-shot and domain generalization settings. The code, dataset and weights will be released at~https://github.com/Zplusdragon/PLIP
Neural Body Fitting: Unifying Deep Learning and Model-Based Human Pose and Shape Estimation
Direct prediction of 3D body pose and shape remains a challenge even for highly parameterized deep learning models. Mapping from the 2D image space to the prediction space is difficult: perspective ambiguities make the loss function noisy and training data is scarce. In this paper, we propose a novel approach (Neural Body Fitting (NBF)). It integrates a statistical body model within a CNN, leveraging reliable bottom-up semantic body part segmentation and robust top-down body model constraints. NBF is fully differentiable and can be trained using 2D and 3D annotations. In detailed experiments, we analyze how the components of our model affect performance, especially the use of part segmentations as an explicit intermediate representation, and present a robust, efficiently trainable framework for 3D human pose estimation from 2D images with competitive results on standard benchmarks. Code will be made available at http://github.com/mohomran/neural_body_fitting
Disentangled Clothed Avatar Generation with Layered Representation
Clothed avatar generation has wide applications in virtual and augmented reality, filmmaking, and more. Previous methods have achieved success in generating diverse digital avatars, however, generating avatars with disentangled components (\eg, body, hair, and clothes) has long been a challenge. In this paper, we propose LayerAvatar, the first feed-forward diffusion-based method for generating component-disentangled clothed avatars. To achieve this, we first propose a layered UV feature plane representation, where components are distributed in different layers of the Gaussian-based UV feature plane with corresponding semantic labels. This representation supports high-resolution and real-time rendering, as well as expressive animation including controllable gestures and facial expressions. Based on the well-designed representation, we train a single-stage diffusion model and introduce constrain terms to address the severe occlusion problem of the innermost human body layer. Extensive experiments demonstrate the impressive performances of our method in generating disentangled clothed avatars, and we further explore its applications in component transfer. The project page is available at: https://olivia23333.github.io/LayerAvatar/
Learning Continuous Mesh Representation with Spherical Implicit Surface
As the most common representation for 3D shapes, mesh is often stored discretely with arrays of vertices and faces. However, 3D shapes in the real world are presented continuously. In this paper, we propose to learn a continuous representation for meshes with fixed topology, a common and practical setting in many faces-, hand-, and body-related applications. First, we split the template into multiple closed manifold genus-0 meshes so that each genus-0 mesh can be parameterized onto the unit sphere. Then we learn spherical implicit surface (SIS), which takes a spherical coordinate and a global feature or a set of local features around the coordinate as inputs, predicting the vertex corresponding to the coordinate as an output. Since the spherical coordinates are continuous, SIS can depict a mesh in an arbitrary resolution. SIS representation builds a bridge between discrete and continuous representation in 3D shapes. Specifically, we train SIS networks in a self-supervised manner for two tasks: a reconstruction task and a super-resolution task. Experiments show that our SIS representation is comparable with state-of-the-art methods that are specifically designed for meshes with a fixed resolution and significantly outperforms methods that work in arbitrary resolutions.
TriHuman : A Real-time and Controllable Tri-plane Representation for Detailed Human Geometry and Appearance Synthesis
Creating controllable, photorealistic, and geometrically detailed digital doubles of real humans solely from video data is a key challenge in Computer Graphics and Vision, especially when real-time performance is required. Recent methods attach a neural radiance field (NeRF) to an articulated structure, e.g., a body model or a skeleton, to map points into a pose canonical space while conditioning the NeRF on the skeletal pose. These approaches typically parameterize the neural field with a multi-layer perceptron (MLP) leading to a slow runtime. To address this drawback, we propose TriHuman a novel human-tailored, deformable, and efficient tri-plane representation, which achieves real-time performance, state-of-the-art pose-controllable geometry synthesis as well as photorealistic rendering quality. At the core, we non-rigidly warp global ray samples into our undeformed tri-plane texture space, which effectively addresses the problem of global points being mapped to the same tri-plane locations. We then show how such a tri-plane feature representation can be conditioned on the skeletal motion to account for dynamic appearance and geometry changes. Our results demonstrate a clear step towards higher quality in terms of geometry and appearance modeling of humans as well as runtime performance.
Real-time Monocular Full-body Capture in World Space via Sequential Proxy-to-Motion Learning
Learning-based approaches to monocular motion capture have recently shown promising results by learning to regress in a data-driven manner. However, due to the challenges in data collection and network designs, it remains challenging for existing solutions to achieve real-time full-body capture while being accurate in world space. In this work, we contribute a sequential proxy-to-motion learning scheme together with a proxy dataset of 2D skeleton sequences and 3D rotational motions in world space. Such proxy data enables us to build a learning-based network with accurate full-body supervision while also mitigating the generalization issues. For more accurate and physically plausible predictions, a contact-aware neural motion descent module is proposed in our network so that it can be aware of foot-ground contact and motion misalignment with the proxy observations. Additionally, we share the body-hand context information in our network for more compatible wrist poses recovery with the full-body model. With the proposed learning-based solution, we demonstrate the first real-time monocular full-body capture system with plausible foot-ground contact in world space. More video results can be found at our project page: https://liuyebin.com/proxycap.
GCDance: Genre-Controlled 3D Full Body Dance Generation Driven By Music
Generating high-quality full-body dance sequences from music is a challenging task as it requires strict adherence to genre-specific choreography. Moreover, the generated sequences must be both physically realistic and precisely synchronized with the beats and rhythm of the music. To overcome these challenges, we propose GCDance, a classifier-free diffusion framework for generating genre-specific dance motions conditioned on both music and textual prompts. Specifically, our approach extracts music features by combining high-level pre-trained music foundation model features with hand-crafted features for multi-granularity feature fusion. To achieve genre controllability, we leverage CLIP to efficiently embed genre-based textual prompt representations at each time step within our dance generation pipeline. Our GCDance framework can generate diverse dance styles from the same piece of music while ensuring coherence with the rhythm and melody of the music. Extensive experimental results obtained on the FineDance dataset demonstrate that GCDance significantly outperforms the existing state-of-the-art approaches, which also achieve competitive results on the AIST++ dataset. Our ablation and inference time analysis demonstrate that GCDance provides an effective solution for high-quality music-driven dance generation.
BodyShapeGPT: SMPL Body Shape Manipulation with LLMs
Generative AI models provide a wide range of tools capable of performing complex tasks in a fraction of the time it would take a human. Among these, Large Language Models (LLMs) stand out for their ability to generate diverse texts, from literary narratives to specialized responses in different fields of knowledge. This paper explores the use of fine-tuned LLMs to identify physical descriptions of people, and subsequently create accurate representations of avatars using the SMPL-X model by inferring shape parameters. We demonstrate that LLMs can be trained to understand and manipulate the shape space of SMPL, allowing the control of 3D human shapes through natural language. This approach promises to improve human-machine interaction and opens new avenues for customization and simulation in virtual environments.
Masked Video and Body-worn IMU Autoencoder for Egocentric Action Recognition
Compared with visual signals, Inertial Measurement Units (IMUs) placed on human limbs can capture accurate motion signals while being robust to lighting variation and occlusion. While these characteristics are intuitively valuable to help egocentric action recognition, the potential of IMUs remains under-explored. In this work, we present a novel method for action recognition that integrates motion data from body-worn IMUs with egocentric video. Due to the scarcity of labeled multimodal data, we design an MAE-based self-supervised pretraining method, obtaining strong multi-modal representations via modeling the natural correlation between visual and motion signals. To model the complex relation of multiple IMU devices placed across the body, we exploit the collaborative dynamics in multiple IMU devices and propose to embed the relative motion features of human joints into a graph structure. Experiments show our method can achieve state-of-the-art performance on multiple public datasets. The effectiveness of our MAE-based pretraining and graph-based IMU modeling are further validated by experiments in more challenging scenarios, including partially missing IMU devices and video quality corruption, promoting more flexible usages in the real world.
Emotional Speech-driven 3D Body Animation via Disentangled Latent Diffusion
Existing methods for synthesizing 3D human gestures from speech have shown promising results, but they do not explicitly model the impact of emotions on the generated gestures. Instead, these methods directly output animations from speech without control over the expressed emotion. To address this limitation, we present AMUSE, an emotional speech-driven body animation model based on latent diffusion. Our observation is that content (i.e., gestures related to speech rhythm and word utterances), emotion, and personal style are separable. To account for this, AMUSE maps the driving audio to three disentangled latent vectors: one for content, one for emotion, and one for personal style. A latent diffusion model, trained to generate gesture motion sequences, is then conditioned on these latent vectors. Once trained, AMUSE synthesizes 3D human gestures directly from speech with control over the expressed emotions and style by combining the content from the driving speech with the emotion and style of another speech sequence. Randomly sampling the noise of the diffusion model further generates variations of the gesture with the same emotional expressivity. Qualitative, quantitative, and perceptual evaluations demonstrate that AMUSE outputs realistic gesture sequences. Compared to the state of the art, the generated gestures are better synchronized with the speech content and better represent the emotion expressed by the input speech. Our project website is amuse.is.tue.mpg.de.
EgoControl: Controllable Egocentric Video Generation via 3D Full-Body Poses
Egocentric video generation with fine-grained control through body motion is a key requirement towards embodied AI agents that can simulate, predict, and plan actions. In this work, we propose EgoControl, a pose-controllable video diffusion model trained on egocentric data. We train a video prediction model to condition future frame generation on explicit 3D body pose sequences. To achieve precise motion control, we introduce a novel pose representation that captures both global camera dynamics and articulated body movements, and integrate it through a dedicated control mechanism within the diffusion process. Given a short sequence of observed frames and a sequence of target poses, EgoControl generates temporally coherent and visually realistic future frames that align with the provided pose control. Experimental results demonstrate that EgoControl produces high-quality, pose-consistent egocentric videos, paving the way toward controllable embodied video simulation and understanding.
Learning Clothing and Pose Invariant 3D Shape Representation for Long-Term Person Re-Identification
Long-Term Person Re-Identification (LT-ReID) has become increasingly crucial in computer vision and biometrics. In this work, we aim to extend LT-ReID beyond pedestrian recognition to include a wider range of real-world human activities while still accounting for cloth-changing scenarios over large time gaps. This setting poses additional challenges due to the geometric misalignment and appearance ambiguity caused by the diversity of human pose and clothing. To address these challenges, we propose a new approach 3DInvarReID for (i) disentangling identity from non-identity components (pose, clothing shape, and texture) of 3D clothed humans, and (ii) reconstructing accurate 3D clothed body shapes and learning discriminative features of naked body shapes for person ReID in a joint manner. To better evaluate our study of LT-ReID, we collect a real-world dataset called CCDA, which contains a wide variety of human activities and clothing changes. Experimentally, we show the superior performance of our approach for person ReID.
Towards Cross Domain Generalization of Hamiltonian Representation via Meta Learning
Recent advances in deep learning for physics have focused on discovering shared representations of target systems by incorporating physics priors or inductive biases into neural networks. While effective, these methods are limited to the system domain, where the type of system remains consistent and thus cannot ensure the adaptation to new, or unseen physical systems governed by different laws. For instance, a neural network trained on a mass-spring system cannot guarantee accurate predictions for the behavior of a two-body system or any other system with different physical laws. In this work, we take a significant leap forward by targeting cross domain generalization within the field of Hamiltonian dynamics. We model our system with a graph neural network and employ a meta learning algorithm to enable the model to gain experience over a distribution of tasks and make it adapt to new physics. Our approach aims to learn a unified Hamiltonian representation that is generalizable across multiple system domains, thereby overcoming the limitations of system-specific models. Our results demonstrate that the meta-trained model not only adapts effectively to new systems but also captures a generalized Hamiltonian representation that is consistent across different physical domains. Overall, through the use of meta learning, we offer a framework that achieves cross domain generalization, providing a step towards a unified model for understanding a wide array of dynamical systems via deep learning.
CheXWorld: Exploring Image World Modeling for Radiograph Representation Learning
Humans can develop internal world models that encode common sense knowledge, telling them how the world works and predicting the consequences of their actions. This concept has emerged as a promising direction for establishing general-purpose machine-learning models in recent preliminary works, e.g., for visual representation learning. In this paper, we present CheXWorld, the first effort towards a self-supervised world model for radiographic images. Specifically, our work develops a unified framework that simultaneously models three aspects of medical knowledge essential for qualified radiologists, including 1) local anatomical structures describing the fine-grained characteristics of local tissues (e.g., architectures, shapes, and textures); 2) global anatomical layouts describing the global organization of the human body (e.g., layouts of organs and skeletons); and 3) domain variations that encourage CheXWorld to model the transitions across different appearance domains of radiographs (e.g., varying clarity, contrast, and exposure caused by collecting radiographs from different hospitals, devices, or patients). Empirically, we design tailored qualitative and quantitative analyses, revealing that CheXWorld successfully captures these three dimensions of medical knowledge. Furthermore, transfer learning experiments across eight medical image classification and segmentation benchmarks showcase that CheXWorld significantly outperforms existing SSL methods and large-scale medical foundation models. Code & pre-trained models are available at https://github.com/LeapLabTHU/CheXWorld.
Co-Evolution of Pose and Mesh for 3D Human Body Estimation from Video
Despite significant progress in single image-based 3D human mesh recovery, accurately and smoothly recovering 3D human motion from a video remains challenging. Existing video-based methods generally recover human mesh by estimating the complex pose and shape parameters from coupled image features, whose high complexity and low representation ability often result in inconsistent pose motion and limited shape patterns. To alleviate this issue, we introduce 3D pose as the intermediary and propose a Pose and Mesh Co-Evolution network (PMCE) that decouples this task into two parts: 1) video-based 3D human pose estimation and 2) mesh vertices regression from the estimated 3D pose and temporal image feature. Specifically, we propose a two-stream encoder that estimates mid-frame 3D pose and extracts a temporal image feature from the input image sequence. In addition, we design a co-evolution decoder that performs pose and mesh interactions with the image-guided Adaptive Layer Normalization (AdaLN) to make pose and mesh fit the human body shape. Extensive experiments demonstrate that the proposed PMCE outperforms previous state-of-the-art methods in terms of both per-frame accuracy and temporal consistency on three benchmark datasets: 3DPW, Human3.6M, and MPI-INF-3DHP. Our code is available at https://github.com/kasvii/PMCE.
Chunk Twice, Embed Once: A Systematic Study of Segmentation and Representation Trade-offs in Chemistry-Aware Retrieval-Augmented Generation
Retrieval-Augmented Generation (RAG) systems are increasingly vital for navigating the ever-expanding body of scientific literature, particularly in high-stakes domains such as chemistry. Despite the promise of RAG, foundational design choices -- such as how documents are segmented and represented -- remain underexplored in domain-specific contexts. This study presents the first large-scale, systematic evaluation of chunking strategies and embedding models tailored to chemistry-focused RAG systems. We investigate 25 chunking configurations across five method families and evaluate 48 embedding models on three chemistry-specific benchmarks, including the newly introduced QuestChemRetrieval dataset. Our results reveal that recursive token-based chunking (specifically R100-0) consistently outperforms other approaches, offering strong performance with minimal resource overhead. We also find that retrieval-optimized embeddings -- such as Nomic and Intfloat E5 variants -- substantially outperform domain-specialized models like SciBERT. By releasing our datasets, evaluation framework, and empirical benchmarks, we provide actionable guidelines for building effective and efficient chemistry-aware RAG systems.
Traits Run Deep: Enhancing Personality Assessment via Psychology-Guided LLM Representations and Multimodal Apparent Behaviors
Accurate and reliable personality assessment plays a vital role in many fields, such as emotional intelligence, mental health diagnostics, and personalized education. Unlike fleeting emotions, personality traits are stable, often subconsciously leaked through language, facial expressions, and body behaviors, with asynchronous patterns across modalities. It was hard to model personality semantics with traditional superficial features and seemed impossible to achieve effective cross-modal understanding. To address these challenges, we propose a novel personality assessment framework called \textbf{Traits Run Deep}. It employs \textbf{psychology-informed prompts} to elicit high-level personality-relevant semantic representations. Besides, it devises a \textbf{Text-Centric Trait Fusion Network} that anchors rich text semantics to align and integrate asynchronous signals from other modalities. To be specific, such fusion module includes a Chunk-Wise Projector to decrease dimensionality, a Cross-Modal Connector and a Text Feature Enhancer for effective modality fusion and an ensemble regression head to improve generalization in data-scarce situations. To our knowledge, we are the first to apply personality-specific prompts to guide large language models (LLMs) in extracting personality-aware semantics for improved representation quality. Furthermore, extracting and fusing audio-visual apparent behavior features further improves the accuracy. Experimental results on the AVI validation set have demonstrated the effectiveness of the proposed components, i.e., approximately a 45\% reduction in mean squared error (MSE). Final evaluations on the test set of the AVI Challenge 2025 confirm our method's superiority, ranking first in the Personality Assessment track. The source code will be made available at https://github.com/MSA-LMC/TraitsRunDeep.
3DPortraitGAN: Learning One-Quarter Headshot 3D GANs from a Single-View Portrait Dataset with Diverse Body Poses
3D-aware face generators are typically trained on 2D real-life face image datasets that primarily consist of near-frontal face data, and as such, they are unable to construct one-quarter headshot 3D portraits with complete head, neck, and shoulder geometry. Two reasons account for this issue: First, existing facial recognition methods struggle with extracting facial data captured from large camera angles or back views. Second, it is challenging to learn a distribution of 3D portraits covering the one-quarter headshot region from single-view data due to significant geometric deformation caused by diverse body poses. To this end, we first create the dataset 360{\deg}-Portrait-HQ (360{\deg}PHQ for short) which consists of high-quality single-view real portraits annotated with a variety of camera parameters (the yaw angles span the entire 360{\deg} range) and body poses. We then propose 3DPortraitGAN, the first 3D-aware one-quarter headshot portrait generator that learns a canonical 3D avatar distribution from the 360{\deg}PHQ dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles with a canonical one-quarter headshot 3D representation. Our experiments show that the proposed framework can accurately predict portrait body poses and generate view-consistent, realistic portrait images with complete geometry from all camera angles.
One Shot, One Talk: Whole-body Talking Avatar from a Single Image
Building realistic and animatable avatars still requires minutes of multi-view or monocular self-rotating videos, and most methods lack precise control over gestures and expressions. To push this boundary, we address the challenge of constructing a whole-body talking avatar from a single image. We propose a novel pipeline that tackles two critical issues: 1) complex dynamic modeling and 2) generalization to novel gestures and expressions. To achieve seamless generalization, we leverage recent pose-guided image-to-video diffusion models to generate imperfect video frames as pseudo-labels. To overcome the dynamic modeling challenge posed by inconsistent and noisy pseudo-videos, we introduce a tightly coupled 3DGS-mesh hybrid avatar representation and apply several key regularizations to mitigate inconsistencies caused by imperfect labels. Extensive experiments on diverse subjects demonstrate that our method enables the creation of a photorealistic, precisely animatable, and expressive whole-body talking avatar from just a single image.
ATLAS: Decoupling Skeletal and Shape Parameters for Expressive Parametric Human Modeling
Parametric body models offer expressive 3D representation of humans across a wide range of poses, shapes, and facial expressions, typically derived by learning a basis over registered 3D meshes. However, existing human mesh modeling approaches struggle to capture detailed variations across diverse body poses and shapes, largely due to limited training data diversity and restrictive modeling assumptions. Moreover, the common paradigm first optimizes the external body surface using a linear basis, then regresses internal skeletal joints from surface vertices. This approach introduces problematic dependencies between internal skeleton and outer soft tissue, limiting direct control over body height and bone lengths. To address these issues, we present ATLAS, a high-fidelity body model learned from 600k high-resolution scans captured using 240 synchronized cameras. Unlike previous methods, we explicitly decouple the shape and skeleton bases by grounding our mesh representation in the human skeleton. This decoupling enables enhanced shape expressivity, fine-grained customization of body attributes, and keypoint fitting independent of external soft-tissue characteristics. ATLAS outperforms existing methods by fitting unseen subjects in diverse poses more accurately, and quantitative evaluations show that our non-linear pose correctives more effectively capture complex poses compared to linear models.
PICA: Physics-Integrated Clothed Avatar
We introduce PICA, a novel representation for high-fidelity animatable clothed human avatars with physics-accurate dynamics, even for loose clothing. Previous neural rendering-based representations of animatable clothed humans typically employ a single model to represent both the clothing and the underlying body. While efficient, these approaches often fail to accurately represent complex garment dynamics, leading to incorrect deformations and noticeable rendering artifacts, especially for sliding or loose garments. Furthermore, previous works represent garment dynamics as pose-dependent deformations and facilitate novel pose animations in a data-driven manner. This often results in outcomes that do not faithfully represent the mechanics of motion and are prone to generating artifacts in out-of-distribution poses. To address these issues, we adopt two individual 3D Gaussian Splatting (3DGS) models with different deformation characteristics, modeling the human body and clothing separately. This distinction allows for better handling of their respective motion characteristics. With this representation, we integrate a graph neural network (GNN)-based clothed body physics simulation module to ensure an accurate representation of clothing dynamics. Our method, through its carefully designed features, achieves high-fidelity rendering of clothed human bodies in complex and novel driving poses, significantly outperforming previous methods under the same settings.
EgoPoser: Robust Real-Time Egocentric Pose Estimation from Sparse and Intermittent Observations Everywhere
Full-body egocentric pose estimation from head and hand poses alone has become an active area of research to power articulate avatar representations on headset-based platforms. However, existing methods over-rely on the indoor motion-capture spaces in which datasets were recorded, while simultaneously assuming continuous joint motion capture and uniform body dimensions. We propose EgoPoser to overcome these limitations with four main contributions. 1) EgoPoser robustly models body pose from intermittent hand position and orientation tracking only when inside a headset's field of view. 2) We rethink input representations for headset-based ego-pose estimation and introduce a novel global motion decomposition method that predicts full-body pose independent of global positions. 3) We enhance pose estimation by capturing longer motion time series through an efficient SlowFast module design that maintains computational efficiency. 4) EgoPoser generalizes across various body shapes for different users. We experimentally evaluate our method and show that it outperforms state-of-the-art methods both qualitatively and quantitatively while maintaining a high inference speed of over 600fps. EgoPoser establishes a robust baseline for future work where full-body pose estimation no longer needs to rely on outside-in capture and can scale to large-scale and unseen environments.
High-Dimensional Continuous Control Using Generalized Advantage Estimation
Policy gradient methods are an appealing approach in reinforcement learning because they directly optimize the cumulative reward and can straightforwardly be used with nonlinear function approximators such as neural networks. The two main challenges are the large number of samples typically required, and the difficulty of obtaining stable and steady improvement despite the nonstationarity of the incoming data. We address the first challenge by using value functions to substantially reduce the variance of policy gradient estimates at the cost of some bias, with an exponentially-weighted estimator of the advantage function that is analogous to TD(lambda). We address the second challenge by using trust region optimization procedure for both the policy and the value function, which are represented by neural networks. Our approach yields strong empirical results on highly challenging 3D locomotion tasks, learning running gaits for bipedal and quadrupedal simulated robots, and learning a policy for getting the biped to stand up from starting out lying on the ground. In contrast to a body of prior work that uses hand-crafted policy representations, our neural network policies map directly from raw kinematics to joint torques. Our algorithm is fully model-free, and the amount of simulated experience required for the learning tasks on 3D bipeds corresponds to 1-2 weeks of real time.
X-UniMotion: Animating Human Images with Expressive, Unified and Identity-Agnostic Motion Latents
We present X-UniMotion, a unified and expressive implicit latent representation for whole-body human motion, encompassing facial expressions, body poses, and hand gestures. Unlike prior motion transfer methods that rely on explicit skeletal poses and heuristic cross-identity adjustments, our approach encodes multi-granular motion directly from a single image into a compact set of four disentangled latent tokens -- one for facial expression, one for body pose, and one for each hand. These motion latents are both highly expressive and identity-agnostic, enabling high-fidelity, detailed cross-identity motion transfer across subjects with diverse identities, poses, and spatial configurations. To achieve this, we introduce a self-supervised, end-to-end framework that jointly learns the motion encoder and latent representation alongside a DiT-based video generative model, trained on large-scale, diverse human motion datasets. Motion-identity disentanglement is enforced via 2D spatial and color augmentations, as well as synthetic 3D renderings of cross-identity subject pairs under shared poses. Furthermore, we guide motion token learning with auxiliary decoders that promote fine-grained, semantically aligned, and depth-aware motion embeddings. Extensive experiments show that X-UniMotion outperforms state-of-the-art methods, producing highly expressive animations with superior motion fidelity and identity preservation.
HumanRF: High-Fidelity Neural Radiance Fields for Humans in Motion
Representing human performance at high-fidelity is an essential building block in diverse applications, such as film production, computer games or videoconferencing. To close the gap to production-level quality, we introduce HumanRF, a 4D dynamic neural scene representation that captures full-body appearance in motion from multi-view video input, and enables playback from novel, unseen viewpoints. Our novel representation acts as a dynamic video encoding that captures fine details at high compression rates by factorizing space-time into a temporal matrix-vector decomposition. This allows us to obtain temporally coherent reconstructions of human actors for long sequences, while representing high-resolution details even in the context of challenging motion. While most research focuses on synthesizing at resolutions of 4MP or lower, we address the challenge of operating at 12MP. To this end, we introduce ActorsHQ, a novel multi-view dataset that provides 12MP footage from 160 cameras for 16 sequences with high-fidelity, per-frame mesh reconstructions. We demonstrate challenges that emerge from using such high-resolution data and show that our newly introduced HumanRF effectively leverages this data, making a significant step towards production-level quality novel view synthesis.
KinMo: Kinematic-aware Human Motion Understanding and Generation
Controlling human motion based on text presents an important challenge in computer vision. Traditional approaches often rely on holistic action descriptions for motion synthesis, which struggle to capture subtle movements of local body parts. This limitation restricts the ability to isolate and manipulate specific movements. To address this, we propose a novel motion representation that decomposes motion into distinct body joint group movements and interactions from a kinematic perspective. We design an automatic dataset collection pipeline that enhances the existing text-motion benchmark by incorporating fine-grained local joint-group motion and interaction descriptions. To bridge the gap between text and motion domains, we introduce a hierarchical motion semantics approach that progressively fuses joint-level interaction information into the global action-level semantics for modality alignment. With this hierarchy, we introduce a coarse-to-fine motion synthesis procedure for various generation and editing downstream applications. Our quantitative and qualitative experiments demonstrate that the proposed formulation enhances text-motion retrieval by improving joint-spatial understanding, and enables more precise joint-motion generation and control. Project Page: {\smallhttps://andypinxinliu.github.io/KinMo/}
MonoHuman: Animatable Human Neural Field from Monocular Video
Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frame-independent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods.
Putting People in their Place: Monocular Regression of 3D People in Depth
Given an image with multiple people, our goal is to directly regress the pose and shape of all the people as well as their relative depth. Inferring the depth of a person in an image, however, is fundamentally ambiguous without knowing their height. This is particularly problematic when the scene contains people of very different sizes, e.g. from infants to adults. To solve this, we need several things. First, we develop a novel method to infer the poses and depth of multiple people in a single image. While previous work that estimates multiple people does so by reasoning in the image plane, our method, called BEV, adds an additional imaginary Bird's-Eye-View representation to explicitly reason about depth. BEV reasons simultaneously about body centers in the image and in depth and, by combing these, estimates 3D body position. Unlike prior work, BEV is a single-shot method that is end-to-end differentiable. Second, height varies with age, making it impossible to resolve depth without also estimating the age of people in the image. To do so, we exploit a 3D body model space that lets BEV infer shapes from infants to adults. Third, to train BEV, we need a new dataset. Specifically, we create a "Relative Human" (RH) dataset that includes age labels and relative depth relationships between the people in the images. Extensive experiments on RH and AGORA demonstrate the effectiveness of the model and training scheme. BEV outperforms existing methods on depth reasoning, child shape estimation, and robustness to occlusion. The code and dataset are released for research purposes.
Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields
We present an approach to efficiently detect the 2D pose of multiple people in an image. The approach uses a nonparametric representation, which we refer to as Part Affinity Fields (PAFs), to learn to associate body parts with individuals in the image. The architecture encodes global context, allowing a greedy bottom-up parsing step that maintains high accuracy while achieving realtime performance, irrespective of the number of people in the image. The architecture is designed to jointly learn part locations and their association via two branches of the same sequential prediction process. Our method placed first in the inaugural COCO 2016 keypoints challenge, and significantly exceeds the previous state-of-the-art result on the MPII Multi-Person benchmark, both in performance and efficiency.
OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields
Realtime multi-person 2D pose estimation is a key component in enabling machines to have an understanding of people in images and videos. In this work, we present a realtime approach to detect the 2D pose of multiple people in an image. The proposed method uses a nonparametric representation, which we refer to as Part Affinity Fields (PAFs), to learn to associate body parts with individuals in the image. This bottom-up system achieves high accuracy and realtime performance, regardless of the number of people in the image. In previous work, PAFs and body part location estimation were refined simultaneously across training stages. We demonstrate that a PAF-only refinement rather than both PAF and body part location refinement results in a substantial increase in both runtime performance and accuracy. We also present the first combined body and foot keypoint detector, based on an internal annotated foot dataset that we have publicly released. We show that the combined detector not only reduces the inference time compared to running them sequentially, but also maintains the accuracy of each component individually. This work has culminated in the release of OpenPose, the first open-source realtime system for multi-person 2D pose detection, including body, foot, hand, and facial keypoints.
Dream3DAvatar: Text-Controlled 3D Avatar Reconstruction from a Single Image
With the rapid advancement of 3D representation techniques and generative models, substantial progress has been made in reconstructing full-body 3D avatars from a single image. However, this task remains fundamentally ill-posedness due to the limited information available from monocular input, making it difficult to control the geometry and texture of occluded regions during generation. To address these challenges, we redesign the reconstruction pipeline and propose Dream3DAvatar, an efficient and text-controllable two-stage framework for 3D avatar generation. In the first stage, we develop a lightweight, adapter-enhanced multi-view generation model. Specifically, we introduce the Pose-Adapter to inject SMPL-X renderings and skeletal information into SDXL, enforcing geometric and pose consistency across views. To preserve facial identity, we incorporate ID-Adapter-G, which injects high-resolution facial features into the generation process. Additionally, we leverage BLIP2 to generate high-quality textual descriptions of the multi-view images, enhancing text-driven controllability in occluded regions. In the second stage, we design a feedforward Transformer model equipped with a multi-view feature fusion module to reconstruct high-fidelity 3D Gaussian Splat representations (3DGS) from the generated images. Furthermore, we introduce ID-Adapter-R, which utilizes a gating mechanism to effectively fuse facial features into the reconstruction process, improving high-frequency detail recovery. Extensive experiments demonstrate that our method can generate realistic, animation-ready 3D avatars without any post-processing and consistently outperforms existing baselines across multiple evaluation metrics.
Learning by Watching: A Review of Video-based Learning Approaches for Robot Manipulation
Robot learning of manipulation skills is hindered by the scarcity of diverse, unbiased datasets. While curated datasets can help, challenges remain in generalizability and real-world transfer. Meanwhile, large-scale "in-the-wild" video datasets have driven progress in computer vision through self-supervised techniques. Translating this to robotics, recent works have explored learning manipulation skills by passively watching abundant videos sourced online. Showing promising results, such video-based learning paradigms provide scalable supervision while reducing dataset bias. This survey reviews foundations such as video feature representation learning techniques, object affordance understanding, 3D hand/body modeling, and large-scale robot resources, as well as emerging techniques for acquiring robot manipulation skills from uncontrolled video demonstrations. We discuss how learning only from observing large-scale human videos can enhance generalization and sample efficiency for robotic manipulation. The survey summarizes video-based learning approaches, analyses their benefits over standard datasets, survey metrics, and benchmarks, and discusses open challenges and future directions in this nascent domain at the intersection of computer vision, natural language processing, and robot learning.
Leveraging Spatio-Temporal Dependency for Skeleton-Based Action Recognition
Skeleton-based action recognition has attracted considerable attention due to its compact representation of the human body's skeletal sructure. Many recent methods have achieved remarkable performance using graph convolutional networks (GCNs) and convolutional neural networks (CNNs), which extract spatial and temporal features, respectively. Although spatial and temporal dependencies in the human skeleton have been explored separately, spatio-temporal dependency is rarely considered. In this paper, we propose the Spatio-Temporal Curve Network (STC-Net) to effectively leverage the spatio-temporal dependency of the human skeleton. Our proposed network consists of two novel elements: 1) The Spatio-Temporal Curve (STC) module; and 2) Dilated Kernels for Graph Convolution (DK-GC). The STC module dynamically adjusts the receptive field by identifying meaningful node connections between every adjacent frame and generating spatio-temporal curves based on the identified node connections, providing an adaptive spatio-temporal coverage. In addition, we propose DK-GC to consider long-range dependencies, which results in a large receptive field without any additional parameters by applying an extended kernel to the given adjacency matrices of the graph. Our STC-Net combines these two modules and achieves state-of-the-art performance on four skeleton-based action recognition benchmarks.
EVA3D: Compositional 3D Human Generation from 2D Image Collections
Inverse graphics aims to recover 3D models from 2D observations. Utilizing differentiable rendering, recent 3D-aware generative models have shown impressive results of rigid object generation using 2D images. However, it remains challenging to generate articulated objects, like human bodies, due to their complexity and diversity in poses and appearances. In this work, we propose, EVA3D, an unconditional 3D human generative model learned from 2D image collections only. EVA3D can sample 3D humans with detailed geometry and render high-quality images (up to 512x256) without bells and whistles (e.g. super resolution). At the core of EVA3D is a compositional human NeRF representation, which divides the human body into local parts. Each part is represented by an individual volume. This compositional representation enables 1) inherent human priors, 2) adaptive allocation of network parameters, 3) efficient training and rendering. Moreover, to accommodate for the characteristics of sparse 2D human image collections (e.g. imbalanced pose distribution), we propose a pose-guided sampling strategy for better GAN learning. Extensive experiments validate that EVA3D achieves state-of-the-art 3D human generation performance regarding both geometry and texture quality. Notably, EVA3D demonstrates great potential and scalability to "inverse-graphics" diverse human bodies with a clean framework.
Linking Theories and Methods in Cognitive Sciences via Joint Embedding of the Scientific Literature: The Example of Cognitive Control
Traditionally, theory and practice of Cognitive Control are linked via literature reviews by human domain experts. This approach, however, is inadequate to track the ever-growing literature. It may also be biased, and yield redundancies and confusion. Here we present an alternative approach. We performed automated text analyses on a large body of scientific texts to create a joint representation of tasks and constructs. More specifically, 385,705 scientific abstracts were first mapped into an embedding space using a transformers-based language model. Document embeddings were then used to identify a task-construct graph embedding that grounds constructs on tasks and supports nuanced meaning of the constructs by taking advantage of constrained random walks in the graph. This joint task-construct graph embedding, can be queried to generate task batteries targeting specific constructs, may reveal knowledge gaps in the literature, and inspire new tasks and novel hypotheses.
X-Dancer: Expressive Music to Human Dance Video Generation
We present X-Dancer, a novel zero-shot music-driven image animation pipeline that creates diverse and long-range lifelike human dance videos from a single static image. As its core, we introduce a unified transformer-diffusion framework, featuring an autoregressive transformer model that synthesize extended and music-synchronized token sequences for 2D body, head and hands poses, which then guide a diffusion model to produce coherent and realistic dance video frames. Unlike traditional methods that primarily generate human motion in 3D, X-Dancer addresses data limitations and enhances scalability by modeling a wide spectrum of 2D dance motions, capturing their nuanced alignment with musical beats through readily available monocular videos. To achieve this, we first build a spatially compositional token representation from 2D human pose labels associated with keypoint confidences, encoding both large articulated body movements (e.g., upper and lower body) and fine-grained motions (e.g., head and hands). We then design a music-to-motion transformer model that autoregressively generates music-aligned dance pose token sequences, incorporating global attention to both musical style and prior motion context. Finally we leverage a diffusion backbone to animate the reference image with these synthesized pose tokens through AdaIN, forming a fully differentiable end-to-end framework. Experimental results demonstrate that X-Dancer is able to produce both diverse and characterized dance videos, substantially outperforming state-of-the-art methods in term of diversity, expressiveness and realism. Code and model will be available for research purposes.
ECON: Explicit Clothed humans Optimized via Normal integration
The combination of deep learning, artist-curated scans, and Implicit Functions (IF), is enabling the creation of detailed, clothed, 3D humans from images. However, existing methods are far from perfect. IF-based methods recover free-form geometry, but produce disembodied limbs or degenerate shapes for novel poses or clothes. To increase robustness for these cases, existing work uses an explicit parametric body model to constrain surface reconstruction, but this limits the recovery of free-form surfaces such as loose clothing that deviates from the body. What we want is a method that combines the best properties of implicit representation and explicit body regularization. To this end, we make two key observations: (1) current networks are better at inferring detailed 2D maps than full-3D surfaces, and (2) a parametric model can be seen as a "canvas" for stitching together detailed surface patches. Based on these, our method, ECON, has three main steps: (1) It infers detailed 2D normal maps for the front and back side of a clothed person. (2) From these, it recovers 2.5D front and back surfaces, called d-BiNI, that are equally detailed, yet incomplete, and registers these w.r.t. each other with the help of a SMPL-X body mesh recovered from the image. (3) It "inpaints" the missing geometry between d-BiNI surfaces. If the face and hands are noisy, they can optionally be replaced with the ones of SMPL-X. As a result, ECON infers high-fidelity 3D humans even in loose clothes and challenging poses. This goes beyond previous methods, according to the quantitative evaluation on the CAPE and Renderpeople datasets. Perceptual studies also show that ECON's perceived realism is better by a large margin. Code and models are available for research purposes at econ.is.tue.mpg.de
DeCo: Decoupled Human-Centered Diffusion Video Editing with Motion Consistency
Diffusion models usher a new era of video editing, flexibly manipulating the video contents with text prompts. Despite the widespread application demand in editing human-centered videos, these models face significant challenges in handling complex objects like humans. In this paper, we introduce DeCo, a novel video editing framework specifically designed to treat humans and the background as separate editable targets, ensuring global spatial-temporal consistency by maintaining the coherence of each individual component. Specifically, we propose a decoupled dynamic human representation that utilizes a parametric human body prior to generate tailored humans while preserving the consistent motions as the original video. In addition, we consider the background as a layered atlas to apply text-guided image editing approaches on it. To further enhance the geometry and texture of humans during the optimization, we extend the calculation of score distillation sampling into normal space and image space. Moreover, we tackle inconsistent lighting between the edited targets by leveraging a lighting-aware video harmonizer, a problem previously overlooked in decompose-edit-combine approaches. Extensive qualitative and numerical experiments demonstrate that DeCo outperforms prior video editing methods in human-centered videos, especially in longer videos.
Coarse Attribute Prediction with Task Agnostic Distillation for Real World Clothes Changing ReID
This work focuses on Clothes Changing Re-IDentification (CC-ReID) for the real world. Existing works perform well with high-quality (HQ) images, but struggle with low-quality (LQ) where we can have artifacts like pixelation, out-of-focus blur, and motion blur. These artifacts introduce noise to not only external biometric attributes (e.g. pose, body shape, etc.) but also corrupt the model's internal feature representation. Models usually cluster LQ image features together, making it difficult to distinguish between them, leading to incorrect matches. We propose a novel framework Robustness against Low-Quality (RLQ) to improve CC-ReID model on real-world data. RLQ relies on Coarse Attributes Prediction (CAP) and Task Agnostic Distillation (TAD) operating in alternate steps in a novel training mechanism. CAP enriches the model with external fine-grained attributes via coarse predictions, thereby reducing the effect of noisy inputs. On the other hand, TAD enhances the model's internal feature representation by bridging the gap between HQ and LQ features, via an external dataset through task-agnostic self-supervision and distillation. RLQ outperforms the existing approaches by 1.6%-2.9% Top-1 on real-world datasets like LaST, and DeepChange, while showing consistent improvement of 5.3%-6% Top-1 on PRCC with competitive performance on LTCC. *The code will be made public soon.*
3D Human Mesh Estimation from Virtual Markers
Inspired by the success of volumetric 3D pose estimation, some recent human mesh estimators propose to estimate 3D skeletons as intermediate representations, from which, the dense 3D meshes are regressed by exploiting the mesh topology. However, body shape information is lost in extracting skeletons, leading to mediocre performance. The advanced motion capture systems solve the problem by placing dense physical markers on the body surface, which allows to extract realistic meshes from their non-rigid motions. However, they cannot be applied to wild images without markers. In this work, we present an intermediate representation, named virtual markers, which learns 64 landmark keypoints on the body surface based on the large-scale mocap data in a generative style, mimicking the effects of physical markers. The virtual markers can be accurately detected from wild images and can reconstruct the intact meshes with realistic shapes by simple interpolation. Our approach outperforms the state-of-the-art methods on three datasets. In particular, it surpasses the existing methods by a notable margin on the SURREAL dataset, which has diverse body shapes. Code is available at https://github.com/ShirleyMaxx/VirtualMarker.
Generative Action Description Prompts for Skeleton-based Action Recognition
Skeleton-based action recognition has recently received considerable attention. Current approaches to skeleton-based action recognition are typically formulated as one-hot classification tasks and do not fully exploit the semantic relations between actions. For example, "make victory sign" and "thumb up" are two actions of hand gestures, whose major difference lies in the movement of hands. This information is agnostic from the categorical one-hot encoding of action classes but could be unveiled from the action description. Therefore, utilizing action description in training could potentially benefit representation learning. In this work, we propose a Generative Action-description Prompts (GAP) approach for skeleton-based action recognition. More specifically, we employ a pre-trained large-scale language model as the knowledge engine to automatically generate text descriptions for body parts movements of actions, and propose a multi-modal training scheme by utilizing the text encoder to generate feature vectors for different body parts and supervise the skeleton encoder for action representation learning. Experiments show that our proposed GAP method achieves noticeable improvements over various baseline models without extra computation cost at inference. GAP achieves new state-of-the-arts on popular skeleton-based action recognition benchmarks, including NTU RGB+D, NTU RGB+D 120 and NW-UCLA. The source code is available at https://github.com/MartinXM/GAP.
FLAG: Flow-based 3D Avatar Generation from Sparse Observations
To represent people in mixed reality applications for collaboration and communication, we need to generate realistic and faithful avatar poses. However, the signal streams that can be applied for this task from head-mounted devices (HMDs) are typically limited to head pose and hand pose estimates. While these signals are valuable, they are an incomplete representation of the human body, making it challenging to generate a faithful full-body avatar. We address this challenge by developing a flow-based generative model of the 3D human body from sparse observations, wherein we learn not only a conditional distribution of 3D human pose, but also a probabilistic mapping from observations to the latent space from which we can generate a plausible pose along with uncertainty estimates for the joints. We show that our approach is not only a strong predictive model, but can also act as an efficient pose prior in different optimization settings where a good initial latent code plays a major role.
SiCloPe: Silhouette-Based Clothed People
We introduce a new silhouette-based representation for modeling clothed human bodies using deep generative models. Our method can reconstruct a complete and textured 3D model of a person wearing clothes from a single input picture. Inspired by the visual hull algorithm, our implicit representation uses 2D silhouettes and 3D joints of a body pose to describe the immense shape complexity and variations of clothed people. Given a segmented 2D silhouette of a person and its inferred 3D joints from the input picture, we first synthesize consistent silhouettes from novel view points around the subject. The synthesized silhouettes which are the most consistent with the input segmentation are fed into a deep visual hull algorithm for robust 3D shape prediction. We then infer the texture of the subject's back view using the frontal image and segmentation mask as input to a conditional generative adversarial network. Our experiments demonstrate that our silhouette-based model is an effective representation and the appearance of the back view can be predicted reliably using an image-to-image translation network. While classic methods based on parametric models often fail for single-view images of subjects with challenging clothing, our approach can still produce successful results, which are comparable to those obtained from multi-view input.
TeCH: Text-guided Reconstruction of Lifelike Clothed Humans
Despite recent research advancements in reconstructing clothed humans from a single image, accurately restoring the "unseen regions" with high-level details remains an unsolved challenge that lacks attention. Existing methods often generate overly smooth back-side surfaces with a blurry texture. But how to effectively capture all visual attributes of an individual from a single image, which are sufficient to reconstruct unseen areas (e.g., the back view)? Motivated by the power of foundation models, TeCH reconstructs the 3D human by leveraging 1) descriptive text prompts (e.g., garments, colors, hairstyles) which are automatically generated via a garment parsing model and Visual Question Answering (VQA), 2) a personalized fine-tuned Text-to-Image diffusion model (T2I) which learns the "indescribable" appearance. To represent high-resolution 3D clothed humans at an affordable cost, we propose a hybrid 3D representation based on DMTet, which consists of an explicit body shape grid and an implicit distance field. Guided by the descriptive prompts + personalized T2I diffusion model, the geometry and texture of the 3D humans are optimized through multi-view Score Distillation Sampling (SDS) and reconstruction losses based on the original observation. TeCH produces high-fidelity 3D clothed humans with consistent & delicate texture, and detailed full-body geometry. Quantitative and qualitative experiments demonstrate that TeCH outperforms the state-of-the-art methods in terms of reconstruction accuracy and rendering quality. The code will be publicly available for research purposes at https://huangyangyi.github.io/tech
Textual Decomposition Then Sub-motion-space Scattering for Open-Vocabulary Motion Generation
Text-to-motion generation is a crucial task in computer vision, which generates the target 3D motion by the given text. The existing annotated datasets are limited in scale, resulting in most existing methods overfitting to the small datasets and unable to generalize to the motions of the open domain. Some methods attempt to solve the open-vocabulary motion generation problem by aligning to the CLIP space or using the Pretrain-then-Finetuning paradigm. However, the current annotated dataset's limited scale only allows them to achieve mapping from sub-text-space to sub-motion-space, instead of mapping between full-text-space and full-motion-space (full mapping), which is the key to attaining open-vocabulary motion generation. To this end, this paper proposes to leverage the atomic motion (simple body part motions over a short time period) as an intermediate representation, and leverage two orderly coupled steps, i.e., Textual Decomposition and Sub-motion-space Scattering, to address the full mapping problem. For Textual Decomposition, we design a fine-grained description conversion algorithm, and combine it with the generalization ability of a large language model to convert any given motion text into atomic texts. Sub-motion-space Scattering learns the compositional process from atomic motions to the target motions, to make the learned sub-motion-space scattered to form the full-motion-space. For a given motion of the open domain, it transforms the extrapolation into interpolation and thereby significantly improves generalization. Our network, DSO-Net, combines textual decomposition and sub-motion-space scattering to solve the open-vocabulary motion generation. Extensive experiments demonstrate that our DSO-Net achieves significant improvements over the state-of-the-art methods on open-vocabulary motion generation. Code is available at https://vankouf.github.io/DSONet/.
ReLoo: Reconstructing Humans Dressed in Loose Garments from Monocular Video in the Wild
While previous years have seen great progress in the 3D reconstruction of humans from monocular videos, few of the state-of-the-art methods are able to handle loose garments that exhibit large non-rigid surface deformations during articulation. This limits the application of such methods to humans that are dressed in standard pants or T-shirts. Our method, ReLoo, overcomes this limitation and reconstructs high-quality 3D models of humans dressed in loose garments from monocular in-the-wild videos. To tackle this problem, we first establish a layered neural human representation that decomposes clothed humans into a neural inner body and outer clothing. On top of the layered neural representation, we further introduce a non-hierarchical virtual bone deformation module for the clothing layer that can freely move, which allows the accurate recovery of non-rigidly deforming loose clothing. A global optimization jointly optimizes the shape, appearance, and deformations of the human body and clothing via multi-layer differentiable volume rendering. To evaluate ReLoo, we record subjects with dynamically deforming garments in a multi-view capture studio. This evaluation, both on existing and our novel dataset, demonstrates ReLoo's clear superiority over prior art on both indoor datasets and in-the-wild videos.
Disentangled Clothed Avatar Generation from Text Descriptions
In this paper, we introduced a novel text-to-avatar generation method that separately generates the human body and the clothes and allows high-quality animation on the generated avatar. While recent advancements in text-to-avatar generation have yielded diverse human avatars from text prompts, these methods typically combine all elements-clothes, hair, and body-into a single 3D representation. Such an entangled approach poses challenges for downstream tasks like editing or animation. To overcome these limitations, we propose a novel disentangled 3D avatar representation named Sequentially Offset-SMPL (SO-SMPL), building upon the SMPL model. SO-SMPL represents the human body and clothes with two separate meshes, but associates them with offsets to ensure the physical alignment between the body and the clothes. Then, we design an Score Distillation Sampling(SDS)-based distillation framework to generate the proposed SO-SMPL representation from text prompts. In comparison with existing text-to-avatar methods, our approach not only achieves higher exture and geometry quality and better semantic alignment with text prompts, but also significantly improves the visual quality of character animation, virtual try-on, and avatar editing. Our project page is at https://shanemankiw.github.io/SO-SMPL/.
A Mobile Manipulation System for One-Shot Teaching of Complex Tasks in Homes
We describe a mobile manipulation hardware and software system capable of autonomously performing complex human-level tasks in real homes, after being taught the task with a single demonstration from a person in virtual reality. This is enabled by a highly capable mobile manipulation robot, whole-body task space hybrid position/force control, teaching of parameterized primitives linked to a robust learned dense visual embeddings representation of the scene, and a task graph of the taught behaviors. We demonstrate the robustness of the approach by presenting results for performing a variety of tasks, under different environmental conditions, in multiple real homes. Our approach achieves 85% overall success rate on three tasks that consist of an average of 45 behaviors each.
DensePose: Dense Human Pose Estimation In The Wild
In this work, we establish dense correspondences between RGB image and a surface-based representation of the human body, a task we refer to as dense human pose estimation. We first gather dense correspondences for 50K persons appearing in the COCO dataset by introducing an efficient annotation pipeline. We then use our dataset to train CNN-based systems that deliver dense correspondence 'in the wild', namely in the presence of background, occlusions and scale variations. We improve our training set's effectiveness by training an 'inpainting' network that can fill in missing groundtruth values and report clear improvements with respect to the best results that would be achievable in the past. We experiment with fully-convolutional networks and region-based models and observe a superiority of the latter; we further improve accuracy through cascading, obtaining a system that delivers highly0accurate results in real time. Supplementary materials and videos are provided on the project page http://densepose.org
DreamActor-M1: Holistic, Expressive and Robust Human Image Animation with Hybrid Guidance
While recent image-based human animation methods achieve realistic body and facial motion synthesis, critical gaps remain in fine-grained holistic controllability, multi-scale adaptability, and long-term temporal coherence, which leads to their lower expressiveness and robustness. We propose a diffusion transformer (DiT) based framework, DreamActor-M1, with hybrid guidance to overcome these limitations. For motion guidance, our hybrid control signals that integrate implicit facial representations, 3D head spheres, and 3D body skeletons achieve robust control of facial expressions and body movements, while producing expressive and identity-preserving animations. For scale adaptation, to handle various body poses and image scales ranging from portraits to full-body views, we employ a progressive training strategy using data with varying resolutions and scales. For appearance guidance, we integrate motion patterns from sequential frames with complementary visual references, ensuring long-term temporal coherence for unseen regions during complex movements. Experiments demonstrate that our method outperforms the state-of-the-art works, delivering expressive results for portraits, upper-body, and full-body generation with robust long-term consistency. Project Page: https://grisoon.github.io/DreamActor-M1/.
3D and 4D World Modeling: A Survey
World modeling has become a cornerstone in AI research, enabling agents to understand, represent, and predict the dynamic environments they inhabit. While prior work largely emphasizes generative methods for 2D image and video data, they overlook the rapidly growing body of work that leverages native 3D and 4D representations such as RGB-D imagery, occupancy grids, and LiDAR point clouds for large-scale scene modeling. At the same time, the absence of a standardized definition and taxonomy for ``world models'' has led to fragmented and sometimes inconsistent claims in the literature. This survey addresses these gaps by presenting the first comprehensive review explicitly dedicated to 3D and 4D world modeling and generation. We establish precise definitions, introduce a structured taxonomy spanning video-based (VideoGen), occupancy-based (OccGen), and LiDAR-based (LiDARGen) approaches, and systematically summarize datasets and evaluation metrics tailored to 3D/4D settings. We further discuss practical applications, identify open challenges, and highlight promising research directions, aiming to provide a coherent and foundational reference for advancing the field. A systematic summary of existing literature is available at https://github.com/worldbench/survey
ChatAnyone: Stylized Real-time Portrait Video Generation with Hierarchical Motion Diffusion Model
Real-time interactive video-chat portraits have been increasingly recognized as the future trend, particularly due to the remarkable progress made in text and voice chat technologies. However, existing methods primarily focus on real-time generation of head movements, but struggle to produce synchronized body motions that match these head actions. Additionally, achieving fine-grained control over the speaking style and nuances of facial expressions remains a challenge. To address these limitations, we introduce a novel framework for stylized real-time portrait video generation, enabling expressive and flexible video chat that extends from talking head to upper-body interaction. Our approach consists of the following two stages. The first stage involves efficient hierarchical motion diffusion models, that take both explicit and implicit motion representations into account based on audio inputs, which can generate a diverse range of facial expressions with stylistic control and synchronization between head and body movements. The second stage aims to generate portrait video featuring upper-body movements, including hand gestures. We inject explicit hand control signals into the generator to produce more detailed hand movements, and further perform face refinement to enhance the overall realism and expressiveness of the portrait video. Additionally, our approach supports efficient and continuous generation of upper-body portrait video in maximum 512 * 768 resolution at up to 30fps on 4090 GPU, supporting interactive video-chat in real-time. Experimental results demonstrate the capability of our approach to produce portrait videos with rich expressiveness and natural upper-body movements.
MEDUSA: Multi-scale Encoder-Decoder Self-Attention Deep Neural Network Architecture for Medical Image Analysis
Medical image analysis continues to hold interesting challenges given the subtle characteristics of certain diseases and the significant overlap in appearance between diseases. In this work, we explore the concept of self-attention for tackling such subtleties in and between diseases. To this end, we introduce MEDUSA, a multi-scale encoder-decoder self-attention mechanism tailored for medical image analysis. While self-attention deep convolutional neural network architectures in existing literature center around the notion of multiple isolated lightweight attention mechanisms with limited individual capacities being incorporated at different points in the network architecture, MEDUSA takes a significant departure from this notion by possessing a single, unified self-attention mechanism with significantly higher capacity with multiple attention heads feeding into different scales in the network architecture. To the best of the authors' knowledge, this is the first "single body, multi-scale heads" realization of self-attention and enables explicit global context amongst selective attention at different levels of representational abstractions while still enabling differing local attention context at individual levels of abstractions. With MEDUSA, we obtain state-of-the-art performance on multiple challenging medical image analysis benchmarks including COVIDx, RSNA RICORD, and RSNA Pneumonia Challenge when compared to previous work. Our MEDUSA model is publicly available.
PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling
Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.
HART: Human Aligned Reconstruction Transformer
We introduce HART, a unified framework for sparse-view human reconstruction. Given a small set of uncalibrated RGB images of a person as input, it outputs a watertight clothed mesh, the aligned SMPL-X body mesh, and a Gaussian-splat representation for photorealistic novel-view rendering. Prior methods for clothed human reconstruction either optimize parametric templates, which overlook loose garments and human-object interactions, or train implicit functions under simplified camera assumptions, limiting applicability in real scenes. In contrast, HART predicts per-pixel 3D point maps, normals, and body correspondences, and employs an occlusion-aware Poisson reconstruction to recover complete geometry, even in self-occluded regions. These predictions also align with a parametric SMPL-X body model, ensuring that reconstructed geometry remains consistent with human structure while capturing loose clothing and interactions. These human-aligned meshes initialize Gaussian splats to further enable sparse-view rendering. While trained on only 2.3K synthetic scans, HART achieves state-of-the-art results: Chamfer Distance improves by 18-23 percent for clothed-mesh reconstruction, PA-V2V drops by 6-27 percent for SMPL-X estimation, LPIPS decreases by 15-27 percent for novel-view synthesis on a wide range of datasets. These results suggest that feed-forward transformers can serve as a scalable model for robust human reconstruction in real-world settings. Code and models will be released.
Dream, Lift, Animate: From Single Images to Animatable Gaussian Avatars
We introduce Dream, Lift, Animate (DLA), a novel framework that reconstructs animatable 3D human avatars from a single image. This is achieved by leveraging multi-view generation, 3D Gaussian lifting, and pose-aware UV-space mapping of 3D Gaussians. Given an image, we first dream plausible multi-views using a video diffusion model, capturing rich geometric and appearance details. These views are then lifted into unstructured 3D Gaussians. To enable animation, we propose a transformer-based encoder that models global spatial relationships and projects these Gaussians into a structured latent representation aligned with the UV space of a parametric body model. This latent code is decoded into UV-space Gaussians that can be animated via body-driven deformation and rendered conditioned on pose and viewpoint. By anchoring Gaussians to the UV manifold, our method ensures consistency during animation while preserving fine visual details. DLA enables real-time rendering and intuitive editing without requiring post-processing. Our method outperforms state-of-the-art approaches on ActorsHQ and 4D-Dress datasets in both perceptual quality and photometric accuracy. By combining the generative strengths of video diffusion models with a pose-aware UV-space Gaussian mapping, DLA bridges the gap between unstructured 3D representations and high-fidelity, animation-ready avatars.
VTON 360: High-Fidelity Virtual Try-On from Any Viewing Direction
Virtual Try-On (VTON) is a transformative technology in e-commerce and fashion design, enabling realistic digital visualization of clothing on individuals. In this work, we propose VTON 360, a novel 3D VTON method that addresses the open challenge of achieving high-fidelity VTON that supports any-view rendering. Specifically, we leverage the equivalence between a 3D model and its rendered multi-view 2D images, and reformulate 3D VTON as an extension of 2D VTON that ensures 3D consistent results across multiple views. To achieve this, we extend 2D VTON models to include multi-view garments and clothing-agnostic human body images as input, and propose several novel techniques to enhance them, including: i) a pseudo-3D pose representation using normal maps derived from the SMPL-X 3D human model, ii) a multi-view spatial attention mechanism that models the correlations between features from different viewing angles, and iii) a multi-view CLIP embedding that enhances the garment CLIP features used in 2D VTON with camera information. Extensive experiments on large-scale real datasets and clothing images from e-commerce platforms demonstrate the effectiveness of our approach. Project page: https://scnuhealthy.github.io/VTON360.
AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation
Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce AvatarGO, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, 1) for the ''where'' challenge, we propose LLM-guided contact retargeting, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. 2) For the ''how'' challenge, we introduce correspondence-aware motion optimization that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.
HumanCoser: Layered 3D Human Generation via Semantic-Aware Diffusion Model
This paper aims to generate physically-layered 3D humans from text prompts. Existing methods either generate 3D clothed humans as a whole or support only tight and simple clothing generation, which limits their applications to virtual try-on and part-level editing. To achieve physically-layered 3D human generation with reusable and complex clothing, we propose a novel layer-wise dressed human representation based on a physically-decoupled diffusion model. Specifically, to achieve layer-wise clothing generation, we propose a dual-representation decoupling framework for generating clothing decoupled from the human body, in conjunction with an innovative multi-layer fusion volume rendering method. To match the clothing with different body shapes, we propose an SMPL-driven implicit field deformation network that enables the free transfer and reuse of clothing. Extensive experiments demonstrate that our approach not only achieves state-of-the-art layered 3D human generation with complex clothing but also supports virtual try-on and layered human animation.
Shape-Erased Feature Learning for Visible-Infrared Person Re-Identification
Due to the modality gap between visible and infrared images with high visual ambiguity, learning diverse modality-shared semantic concepts for visible-infrared person re-identification (VI-ReID) remains a challenging problem. Body shape is one of the significant modality-shared cues for VI-ReID. To dig more diverse modality-shared cues, we expect that erasing body-shape-related semantic concepts in the learned features can force the ReID model to extract more and other modality-shared features for identification. To this end, we propose shape-erased feature learning paradigm that decorrelates modality-shared features in two orthogonal subspaces. Jointly learning shape-related feature in one subspace and shape-erased features in the orthogonal complement achieves a conditional mutual information maximization between shape-erased feature and identity discarding body shape information, thus enhancing the diversity of the learned representation explicitly. Extensive experiments on SYSU-MM01, RegDB, and HITSZ-VCM datasets demonstrate the effectiveness of our method.
Image Generation Based on Image Style Extraction
Image generation based on text-to-image generation models is a task with practical application scenarios that fine-grained styles cannot be precisely described and controlled in natural language, while the guidance information of stylized reference images is difficult to be directly aligned with the textual conditions of traditional textual guidance generation. This study focuses on how to maximize the generative capability of the pretrained generative model, by obtaining fine-grained stylistic representations from a single given stylistic reference image, and injecting the stylistic representations into the generative body without changing the structural framework of the downstream generative model, so as to achieve fine-grained controlled stylized image generation. In this study, we propose a three-stage training style extraction-based image generation method, which uses a style encoder and a style projection layer to align the style representations with the textual representations to realize fine-grained textual cue-based style guide generation. In addition, this study constructs the Style30k-captions dataset, whose samples contain a triad of images, style labels, and text descriptions, to train the style encoder and style projection layer in this experiment.
Swin SMT: Global Sequential Modeling in 3D Medical Image Segmentation
Recent advances in Vision Transformers (ViTs) have significantly enhanced medical image segmentation by facilitating the learning of global relationships. However, these methods face a notable challenge in capturing diverse local and global long-range sequential feature representations, particularly evident in whole-body CT (WBCT) scans. To overcome this limitation, we introduce Swin Soft Mixture Transformer (Swin SMT), a novel architecture based on Swin UNETR. This model incorporates a Soft Mixture-of-Experts (Soft MoE) to effectively handle complex and diverse long-range dependencies. The use of Soft MoE allows for scaling up model parameters maintaining a balance between computational complexity and segmentation performance in both training and inference modes. We evaluate Swin SMT on the publicly available TotalSegmentator-V2 dataset, which includes 117 major anatomical structures in WBCT images. Comprehensive experimental results demonstrate that Swin SMT outperforms several state-of-the-art methods in 3D anatomical structure segmentation, achieving an average Dice Similarity Coefficient of 85.09%. The code and pre-trained weights of Swin SMT are publicly available at https://github.com/MI2DataLab/SwinSMT.
BrainSCUBA: Fine-Grained Natural Language Captions of Visual Cortex Selectivity
Understanding the functional organization of higher visual cortex is a central focus in neuroscience. Past studies have primarily mapped the visual and semantic selectivity of neural populations using hand-selected stimuli, which may potentially bias results towards pre-existing hypotheses of visual cortex functionality. Moving beyond conventional approaches, we introduce a data-driven method that generates natural language descriptions for images predicted to maximally activate individual voxels of interest. Our method -- Semantic Captioning Using Brain Alignments ("BrainSCUBA") -- builds upon the rich embedding space learned by a contrastive vision-language model and utilizes a pre-trained large language model to generate interpretable captions. We validate our method through fine-grained voxel-level captioning across higher-order visual regions. We further perform text-conditioned image synthesis with the captions, and show that our images are semantically coherent and yield high predicted activations. Finally, to demonstrate how our method enables scientific discovery, we perform exploratory investigations on the distribution of "person" representations in the brain, and discover fine-grained semantic selectivity in body-selective areas. Unlike earlier studies that decode text, our method derives voxel-wise captions of semantic selectivity. Our results show that BrainSCUBA is a promising means for understanding functional preferences in the brain, and provides motivation for further hypothesis-driven investigation of visual cortex.
Embodied Hands: Modeling and Capturing Hands and Bodies Together
Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).
Effective Whole-body Pose Estimation with Two-stages Distillation
Whole-body pose estimation localizes the human body, hand, face, and foot keypoints in an image. This task is challenging due to multi-scale body parts, fine-grained localization for low-resolution regions, and data scarcity. Meanwhile, applying a highly efficient and accurate pose estimator to widely human-centric understanding and generation tasks is urgent. In this work, we present a two-stage pose Distillation for Whole-body Pose estimators, named DWPose, to improve their effectiveness and efficiency. The first-stage distillation designs a weight-decay strategy while utilizing a teacher's intermediate feature and final logits with both visible and invisible keypoints to supervise the student from scratch. The second stage distills the student model itself to further improve performance. Different from the previous self-knowledge distillation, this stage finetunes the student's head with only 20% training time as a plug-and-play training strategy. For data limitations, we explore the UBody dataset that contains diverse facial expressions and hand gestures for real-life applications. Comprehensive experiments show the superiority of our proposed simple yet effective methods. We achieve new state-of-the-art performance on COCO-WholeBody, significantly boosting the whole-body AP of RTMPose-l from 64.8% to 66.5%, even surpassing RTMPose-x teacher with 65.3% AP. We release a series of models with different sizes, from tiny to large, for satisfying various downstream tasks. Our codes and models are available at https://github.com/IDEA-Research/DWPose.
H3WB: Human3.6M 3D WholeBody Dataset and Benchmark
3D human whole-body pose estimation aims to localize precise 3D keypoints on the entire human body, including the face, hands, body, and feet. Due to the lack of a large-scale fully annotated 3D whole-body dataset, a common approach has been to train several deep networks separately on datasets dedicated to specific body parts, and combine them during inference. This approach suffers from complex training and inference pipelines because of the different biases in each dataset used. It also lacks a common benchmark which makes it difficult to compare different methods. To address these issues, we introduce Human3.6M 3D WholeBody (H3WB) which provides whole-body annotations for the Human3.6M dataset using the COCO Wholebody layout. H3WB is a large scale dataset with 133 whole-body keypoint annotations on 100K images, made possible by our new multi-view pipeline. Along with H3WB, we propose 3 tasks: i) 3D whole-body pose lifting from 2D complete whole-body pose, ii) 3D whole-body pose lifting from 2D incomplete whole-body pose, iii) 3D whole-body pose estimation from a single RGB image. We also report several baselines from popular methods for these tasks. The dataset is publicly available at https://github.com/wholebody3d/wholebody3d.
Human Pose-Constrained UV Map Estimation
UV map estimation is used in computer vision for detailed analysis of human posture or activity. Previous methods assign pixels to body model vertices by comparing pixel descriptors independently, without enforcing global coherence or plausibility in the UV map. We propose Pose-Constrained Continuous Surface Embeddings (PC-CSE), which integrates estimated 2D human pose into the pixel-to-vertex assignment process. The pose provides global anatomical constraints, ensuring that UV maps remain coherent while preserving local precision. Evaluation on DensePose COCO demonstrates consistent improvement, regardless of the chosen 2D human pose model. Whole-body poses offer better constraints by incorporating additional details about the hands and feet. Conditioning UV maps with human pose reduces invalid mappings and enhances anatomical plausibility. In addition, we highlight inconsistencies in the ground-truth annotations.
RTMW: Real-Time Multi-Person 2D and 3D Whole-body Pose Estimation
Whole-body pose estimation is a challenging task that requires simultaneous prediction of keypoints for the body, hands, face, and feet. Whole-body pose estimation aims to predict fine-grained pose information for the human body, including the face, torso, hands, and feet, which plays an important role in the study of human-centric perception and generation and in various applications. In this work, we present RTMW (Real-Time Multi-person Whole-body pose estimation models), a series of high-performance models for 2D/3D whole-body pose estimation. We incorporate RTMPose model architecture with FPN and HEM (Hierarchical Encoding Module) to better capture pose information from different body parts with various scales. The model is trained with a rich collection of open-source human keypoint datasets with manually aligned annotations and further enhanced via a two-stage distillation strategy. RTMW demonstrates strong performance on multiple whole-body pose estimation benchmarks while maintaining high inference efficiency and deployment friendliness. We release three sizes: m/l/x, with RTMW-l achieving a 70.2 mAP on the COCO-Wholebody benchmark, making it the first open-source model to exceed 70 mAP on this benchmark. Meanwhile, we explored the performance of RTMW in the task of 3D whole-body pose estimation, conducting image-based monocular 3D whole-body pose estimation in a coordinate classification manner. We hope this work can benefit both academic research and industrial applications. The code and models have been made publicly available at: https://github.com/open-mmlab/mmpose/tree/main/projects/rtmpose
VGFlow: Visibility guided Flow Network for Human Reposing
The task of human reposing involves generating a realistic image of a person standing in an arbitrary conceivable pose. There are multiple difficulties in generating perceptually accurate images, and existing methods suffer from limitations in preserving texture, maintaining pattern coherence, respecting cloth boundaries, handling occlusions, manipulating skin generation, etc. These difficulties are further exacerbated by the fact that the possible space of pose orientation for humans is large and variable, the nature of clothing items is highly non-rigid, and the diversity in body shape differs largely among the population. To alleviate these difficulties and synthesize perceptually accurate images, we propose VGFlow. Our model uses a visibility-guided flow module to disentangle the flow into visible and invisible parts of the target for simultaneous texture preservation and style manipulation. Furthermore, to tackle distinct body shapes and avoid network artifacts, we also incorporate a self-supervised patch-wise "realness" loss to improve the output. VGFlow achieves state-of-the-art results as observed qualitatively and quantitatively on different image quality metrics (SSIM, LPIPS, FID).
PersonNeRF: Personalized Reconstruction from Photo Collections
We present PersonNeRF, a method that takes a collection of photos of a subject (e.g. Roger Federer) captured across multiple years with arbitrary body poses and appearances, and enables rendering the subject with arbitrary novel combinations of viewpoint, body pose, and appearance. PersonNeRF builds a customized neural volumetric 3D model of the subject that is able to render an entire space spanned by camera viewpoint, body pose, and appearance. A central challenge in this task is dealing with sparse observations; a given body pose is likely only observed by a single viewpoint with a single appearance, and a given appearance is only observed under a handful of different body poses. We address this issue by recovering a canonical T-pose neural volumetric representation of the subject that allows for changing appearance across different observations, but uses a shared pose-dependent motion field across all observations. We demonstrate that this approach, along with regularization of the recovered volumetric geometry to encourage smoothness, is able to recover a model that renders compelling images from novel combinations of viewpoint, pose, and appearance from these challenging unstructured photo collections, outperforming prior work for free-viewpoint human rendering.
Body Transformer: Leveraging Robot Embodiment for Policy Learning
In recent years, the transformer architecture has become the de facto standard for machine learning algorithms applied to natural language processing and computer vision. Despite notable evidence of successful deployment of this architecture in the context of robot learning, we claim that vanilla transformers do not fully exploit the structure of the robot learning problem. Therefore, we propose Body Transformer (BoT), an architecture that leverages the robot embodiment by providing an inductive bias that guides the learning process. We represent the robot body as a graph of sensors and actuators, and rely on masked attention to pool information throughout the architecture. The resulting architecture outperforms the vanilla transformer, as well as the classical multilayer perceptron, in terms of task completion, scaling properties, and computational efficiency when representing either imitation or reinforcement learning policies. Additional material including the open-source code is available at https://sferrazza.cc/bot_site.
DPoser-X: Diffusion Model as Robust 3D Whole-body Human Pose Prior
We present DPoser-X, a diffusion-based prior model for 3D whole-body human poses. Building a versatile and robust full-body human pose prior remains challenging due to the inherent complexity of articulated human poses and the scarcity of high-quality whole-body pose datasets. To address these limitations, we introduce a Diffusion model as body Pose prior (DPoser) and extend it to DPoser-X for expressive whole-body human pose modeling. Our approach unifies various pose-centric tasks as inverse problems, solving them through variational diffusion sampling. To enhance performance on downstream applications, we introduce a novel truncated timestep scheduling method specifically designed for pose data characteristics. We also propose a masked training mechanism that effectively combines whole-body and part-specific datasets, enabling our model to capture interdependencies between body parts while avoiding overfitting to specific actions. Extensive experiments demonstrate DPoser-X's robustness and versatility across multiple benchmarks for body, hand, face, and full-body pose modeling. Our model consistently outperforms state-of-the-art alternatives, establishing a new benchmark for whole-body human pose prior modeling.
Leveraging Anthropometric Measurements to Improve Human Mesh Estimation and Ensure Consistent Body Shapes
The basic body shape (i.e., the body shape in T-pose) of a person does not change within a single video. However, most SOTA human mesh estimation (HME) models output a slightly different, thus inconsistent basic body shape for each video frame. Furthermore, we find that SOTA 3D human pose estimation (HPE) models outperform HME models regarding the precision of the estimated 3D keypoint positions. We solve the problem of inconsistent body shapes by leveraging anthropometric measurements like taken by tailors from humans. We create a model called A2B that converts given anthropometric measurements to basic body shape parameters of human mesh models. We obtain superior and consistent human meshes by combining the A2B model results with the keypoints of 3D HPE models using inverse kinematics. We evaluate our approach on challenging datasets like ASPset or fit3D, where we can lower the MPJPE by over 30 mm compared to SOTA HME models. Further, replacing estimates of the body shape parameters from existing HME models with A2B results not only increases the performance of these HME models, but also guarantees consistent body shapes.
BEDLAM: A Synthetic Dataset of Bodies Exhibiting Detailed Lifelike Animated Motion
We show, for the first time, that neural networks trained only on synthetic data achieve state-of-the-art accuracy on the problem of 3D human pose and shape (HPS) estimation from real images. Previous synthetic datasets have been small, unrealistic, or lacked realistic clothing. Achieving sufficient realism is non-trivial and we show how to do this for full bodies in motion. Specifically, our BEDLAM dataset contains monocular RGB videos with ground-truth 3D bodies in SMPL-X format. It includes a diversity of body shapes, motions, skin tones, hair, and clothing. The clothing is realistically simulated on the moving bodies using commercial clothing physics simulation. We render varying numbers of people in realistic scenes with varied lighting and camera motions. We then train various HPS regressors using BEDLAM and achieve state-of-the-art accuracy on real-image benchmarks despite training with synthetic data. We use BEDLAM to gain insights into what model design choices are important for accuracy. With good synthetic training data, we find that a basic method like HMR approaches the accuracy of the current SOTA method (CLIFF). BEDLAM is useful for a variety of tasks and all images, ground truth bodies, 3D clothing, support code, and more are available for research purposes. Additionally, we provide detailed information about our synthetic data generation pipeline, enabling others to generate their own datasets. See the project page: https://bedlam.is.tue.mpg.de/.
Multi-HMR: Multi-Person Whole-Body Human Mesh Recovery in a Single Shot
We present Multi-HMR, a strong sigle-shot model for multi-person 3D human mesh recovery from a single RGB image. Predictions encompass the whole body, i.e., including hands and facial expressions, using the SMPL-X parametric model and 3D location in the camera coordinate system. Our model detects people by predicting coarse 2D heatmaps of person locations, using features produced by a standard Vision Transformer (ViT) backbone. It then predicts their whole-body pose, shape and 3D location using a new cross-attention module called the Human Prediction Head (HPH), with one query attending to the entire set of features for each detected person. As direct prediction of fine-grained hands and facial poses in a single shot, i.e., without relying on explicit crops around body parts, is hard to learn from existing data, we introduce CUFFS, the Close-Up Frames of Full-Body Subjects dataset, containing humans close to the camera with diverse hand poses. We show that incorporating it into the training data further enhances predictions, particularly for hands. Multi-HMR also optionally accounts for camera intrinsics, if available, by encoding camera ray directions for each image token. This simple design achieves strong performance on whole-body and body-only benchmarks simultaneously: a ViT-S backbone on 448{times}448 images already yields a fast and competitive model, while larger models and higher resolutions obtain state-of-the-art results.
Look Ma, no markers: holistic performance capture without the hassle
We tackle the problem of highly-accurate, holistic performance capture for the face, body and hands simultaneously. Motion-capture technologies used in film and game production typically focus only on face, body or hand capture independently, involve complex and expensive hardware and a high degree of manual intervention from skilled operators. While machine-learning-based approaches exist to overcome these problems, they usually only support a single camera, often operate on a single part of the body, do not produce precise world-space results, and rarely generalize outside specific contexts. In this work, we introduce the first technique for marker-free, high-quality reconstruction of the complete human body, including eyes and tongue, without requiring any calibration, manual intervention or custom hardware. Our approach produces stable world-space results from arbitrary camera rigs as well as supporting varied capture environments and clothing. We achieve this through a hybrid approach that leverages machine learning models trained exclusively on synthetic data and powerful parametric models of human shape and motion. We evaluate our method on a number of body, face and hand reconstruction benchmarks and demonstrate state-of-the-art results that generalize on diverse datasets.
SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation
Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example 'waving hand' while 'walking' at the same time. We refer to generating such simultaneous movements as performing 'spatial compositions'. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action <action name>?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("SImultaneous actioN Compositions for 3D human motions"). In our experiments, that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at https://sinc.is.tue.mpg.de/.
Text-Guided Generation and Editing of Compositional 3D Avatars
Our goal is to create a realistic 3D facial avatar with hair and accessories using only a text description. While this challenge has attracted significant recent interest, existing methods either lack realism, produce unrealistic shapes, or do not support editing, such as modifications to the hairstyle. We argue that existing methods are limited because they employ a monolithic modeling approach, using a single representation for the head, face, hair, and accessories. Our observation is that the hair and face, for example, have very different structural qualities that benefit from different representations. Building on this insight, we generate avatars with a compositional model, in which the head, face, and upper body are represented with traditional 3D meshes, and the hair, clothing, and accessories with neural radiance fields (NeRF). The model-based mesh representation provides a strong geometric prior for the face region, improving realism while enabling editing of the person's appearance. By using NeRFs to represent the remaining components, our method is able to model and synthesize parts with complex geometry and appearance, such as curly hair and fluffy scarves. Our novel system synthesizes these high-quality compositional avatars from text descriptions. The experimental results demonstrate that our method, Text-guided generation and Editing of Compositional Avatars (TECA), produces avatars that are more realistic than those of recent methods while being editable because of their compositional nature. For example, our TECA enables the seamless transfer of compositional features like hairstyles, scarves, and other accessories between avatars. This capability supports applications such as virtual try-on.
One-Stage 3D Whole-Body Mesh Recovery with Component Aware Transformer
Whole-body mesh recovery aims to estimate the 3D human body, face, and hands parameters from a single image. It is challenging to perform this task with a single network due to resolution issues, i.e., the face and hands are usually located in extremely small regions. Existing works usually detect hands and faces, enlarge their resolution to feed in a specific network to predict the parameter, and finally fuse the results. While this copy-paste pipeline can capture the fine-grained details of the face and hands, the connections between different parts cannot be easily recovered in late fusion, leading to implausible 3D rotation and unnatural pose. In this work, we propose a one-stage pipeline for expressive whole-body mesh recovery, named OSX, without separate networks for each part. Specifically, we design a Component Aware Transformer (CAT) composed of a global body encoder and a local face/hand decoder. The encoder predicts the body parameters and provides a high-quality feature map for the decoder, which performs a feature-level upsample-crop scheme to extract high-resolution part-specific features and adopt keypoint-guided deformable attention to estimate hand and face precisely. The whole pipeline is simple yet effective without any manual post-processing and naturally avoids implausible prediction. Comprehensive experiments demonstrate the effectiveness of OSX. Lastly, we build a large-scale Upper-Body dataset (UBody) with high-quality 2D and 3D whole-body annotations. It contains persons with partially visible bodies in diverse real-life scenarios to bridge the gap between the basic task and downstream applications.
Muscles in Action
Human motion is created by, and constrained by, our muscles. We take a first step at building computer vision methods that represent the internal muscle activity that causes motion. We present a new dataset, Muscles in Action (MIA), to learn to incorporate muscle activity into human motion representations. The dataset consists of 12.5 hours of synchronized video and surface electromyography (sEMG) data of 10 subjects performing various exercises. Using this dataset, we learn a bidirectional representation that predicts muscle activation from video, and conversely, reconstructs motion from muscle activation. We evaluate our model on in-distribution subjects and exercises, as well as on out-of-distribution subjects and exercises. We demonstrate how advances in modeling both modalities jointly can serve as conditioning for muscularly consistent motion generation. Putting muscles into computer vision systems will enable richer models of virtual humans, with applications in sports, fitness, and AR/VR.
DOPE: Distillation Of Part Experts for whole-body 3D pose estimation in the wild
We introduce DOPE, the first method to detect and estimate whole-body 3D human poses, including bodies, hands and faces, in the wild. Achieving this level of details is key for a number of applications that require understanding the interactions of the people with each other or with the environment. The main challenge is the lack of in-the-wild data with labeled whole-body 3D poses. In previous work, training data has been annotated or generated for simpler tasks focusing on bodies, hands or faces separately. In this work, we propose to take advantage of these datasets to train independent experts for each part, namely a body, a hand and a face expert, and distill their knowledge into a single deep network designed for whole-body 2D-3D pose detection. In practice, given a training image with partial or no annotation, each part expert detects its subset of keypoints in 2D and 3D and the resulting estimations are combined to obtain whole-body pseudo ground-truth poses. A distillation loss encourages the whole-body predictions to mimic the experts' outputs. Our results show that this approach significantly outperforms the same whole-body model trained without distillation while staying close to the performance of the experts. Importantly, DOPE is computationally less demanding than the ensemble of experts and can achieve real-time performance. Test code and models are available at https://europe.naverlabs.com/research/computer-vision/dope.
Re-HOLD: Video Hand Object Interaction Reenactment via adaptive Layout-instructed Diffusion Model
Current digital human studies focusing on lip-syncing and body movement are no longer sufficient to meet the growing industrial demand, while human video generation techniques that support interacting with real-world environments (e.g., objects) have not been well investigated. Despite human hand synthesis already being an intricate problem, generating objects in contact with hands and their interactions presents an even more challenging task, especially when the objects exhibit obvious variations in size and shape. To tackle these issues, we present a novel video Reenactment framework focusing on Human-Object Interaction (HOI) via an adaptive Layout-instructed Diffusion model (Re-HOLD). Our key insight is to employ specialized layout representation for hands and objects, respectively. Such representations enable effective disentanglement of hand modeling and object adaptation to diverse motion sequences. To further improve the generation quality of HOI, we design an interactive textural enhancement module for both hands and objects by introducing two independent memory banks. We also propose a layout adjustment strategy for the cross-object reenactment scenario to adaptively adjust unreasonable layouts caused by diverse object sizes during inference. Comprehensive qualitative and quantitative evaluations demonstrate that our proposed framework significantly outperforms existing methods. Project page: https://fyycs.github.io/Re-HOLD.
DeeperCut: A Deeper, Stronger, and Faster Multi-Person Pose Estimation Model
The goal of this paper is to advance the state-of-the-art of articulated pose estimation in scenes with multiple people. To that end we contribute on three fronts. We propose (1) improved body part detectors that generate effective bottom-up proposals for body parts; (2) novel image-conditioned pairwise terms that allow to assemble the proposals into a variable number of consistent body part configurations; and (3) an incremental optimization strategy that explores the search space more efficiently thus leading both to better performance and significant speed-up factors. Evaluation is done on two single-person and two multi-person pose estimation benchmarks. The proposed approach significantly outperforms best known multi-person pose estimation results while demonstrating competitive performance on the task of single person pose estimation. Models and code available at http://pose.mpi-inf.mpg.de
Motion-X: A Large-scale 3D Expressive Whole-body Human Motion Dataset
In this paper, we present Motion-X, a large-scale 3D expressive whole-body motion dataset. Existing motion datasets predominantly contain body-only poses, lacking facial expressions, hand gestures, and fine-grained pose descriptions. Moreover, they are primarily collected from limited laboratory scenes with textual descriptions manually labeled, which greatly limits their scalability. To overcome these limitations, we develop a whole-body motion and text annotation pipeline, which can automatically annotate motion from either single- or multi-view videos and provide comprehensive semantic labels for each video and fine-grained whole-body pose descriptions for each frame. This pipeline is of high precision, cost-effective, and scalable for further research. Based on it, we construct Motion-X, which comprises 13.7M precise 3D whole-body pose annotations (i.e., SMPL-X) covering 96K motion sequences from massive scenes. Besides, Motion-X provides 13.7M frame-level whole-body pose descriptions and 96K sequence-level semantic labels. Comprehensive experiments demonstrate the accuracy of the annotation pipeline and the significant benefit of Motion-X in enhancing expressive, diverse, and natural motion generation, as well as 3D whole-body human mesh recovery.
PoseScript: Linking 3D Human Poses and Natural Language
Natural language plays a critical role in many computer vision applications, such as image captioning, visual question answering, and cross-modal retrieval, to provide fine-grained semantic information. Unfortunately, while human pose is key to human understanding, current 3D human pose datasets lack detailed language descriptions. To address this issue, we have introduced the PoseScript dataset. This dataset pairs more than six thousand 3D human poses from AMASS with rich human-annotated descriptions of the body parts and their spatial relationships. Additionally, to increase the size of the dataset to a scale that is compatible with data-hungry learning algorithms, we have proposed an elaborate captioning process that generates automatic synthetic descriptions in natural language from given 3D keypoints. This process extracts low-level pose information, known as "posecodes", using a set of simple but generic rules on the 3D keypoints. These posecodes are then combined into higher level textual descriptions using syntactic rules. With automatic annotations, the amount of available data significantly scales up (100k), making it possible to effectively pretrain deep models for finetuning on human captions. To showcase the potential of annotated poses, we present three multi-modal learning tasks that utilize the PoseScript dataset. Firstly, we develop a pipeline that maps 3D poses and textual descriptions into a joint embedding space, allowing for cross-modal retrieval of relevant poses from large-scale datasets. Secondly, we establish a baseline for a text-conditioned model generating 3D poses. Thirdly, we present a learned process for generating pose descriptions. These applications demonstrate the versatility and usefulness of annotated poses in various tasks and pave the way for future research in the field.
PoseFix: Correcting 3D Human Poses with Natural Language
Automatically producing instructions to modify one's posture could open the door to endless applications, such as personalized coaching and in-home physical therapy. Tackling the reverse problem (i.e., refining a 3D pose based on some natural language feedback) could help for assisted 3D character animation or robot teaching, for instance. Although a few recent works explore the connections between natural language and 3D human pose, none focus on describing 3D body pose differences. In this paper, we tackle the problem of correcting 3D human poses with natural language. To this end, we introduce the PoseFix dataset, which consists of several thousand paired 3D poses and their corresponding text feedback, that describe how the source pose needs to be modified to obtain the target pose. We demonstrate the potential of this dataset on two tasks: (1) text-based pose editing, that aims at generating corrected 3D body poses given a query pose and a text modifier; and (2) correctional text generation, where instructions are generated based on the differences between two body poses.
IDOL: Instant Photorealistic 3D Human Creation from a Single Image
Creating a high-fidelity, animatable 3D full-body avatar from a single image is a challenging task due to the diverse appearance and poses of humans and the limited availability of high-quality training data. To achieve fast and high-quality human reconstruction, this work rethinks the task from the perspectives of dataset, model, and representation. First, we introduce a large-scale HUman-centric GEnerated dataset, HuGe100K, consisting of 100K diverse, photorealistic sets of human images. Each set contains 24-view frames in specific human poses, generated using a pose-controllable image-to-multi-view model. Next, leveraging the diversity in views, poses, and appearances within HuGe100K, we develop a scalable feed-forward transformer model to predict a 3D human Gaussian representation in a uniform space from a given human image. This model is trained to disentangle human pose, body shape, clothing geometry, and texture. The estimated Gaussians can be animated without post-processing. We conduct comprehensive experiments to validate the effectiveness of the proposed dataset and method. Our model demonstrates the ability to efficiently reconstruct photorealistic humans at 1K resolution from a single input image using a single GPU instantly. Additionally, it seamlessly supports various applications, as well as shape and texture editing tasks.
