Meshes

Recent momentum

emerging

0 papers in the last 28 days · 0.0% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

Weekly history

Recent digests

What was published in this field, kept on the site without email delivery.

Period ending 2026-09-21

6 new papers

A weekly snapshot of new work published in Meshes.

Period ending 2026-09-14

4 new papers

A weekly snapshot of new work published in Meshes.

Period ending 2026-09-07

4 new papers

A weekly snapshot of new work published in Meshes.

Inside this field

Focused directions

274 papers

Latest in Meshes

Sep 21, 2026cs.CV

MIRAGE: Full-Body Bystander Privacy for Smart Glasses with Consent-Based Restoration

Video recording on smart glasses exposes more than faces. Continuous capture reveals full-body biometric signatures, including gait, posture, and silhouette, that enable person re-identification (ReID) even after conventional face sanitization. We present MIRAGE, a three-tier architecture for privacy-preserving smart glasses that enforces full-body privacy, supports synthetic full-body replacement, and retains encrypted recovery material for consent-based restoration. We implement MIRAGE on a Raspberry Pi~5 (a CPU-only proxy for smart-glasses compute), companion phones, and a cloud generative backend. Compared to prior systems, MIRAGE achieves 0.948 AP and 0.976 AR while accurately detecting the complete visible body. Its bounding box masking reduces learned silhouette-based ReID to essentially random guessing, with 10.86% Rank-1 accuracy compared with an 11.12% measured chance level. Even against an adaptive adversary retrained on MIRAGE's sanitized pose signals, Rank-1 gait identification drops from 90.25% to 26.20%, removing 72.5% of the adversary's identification advantage.
Muhammad Umair, Muhammad Danial Maqbool, Fatima Arshad Cheema +4
Sep 21, 2026cs.CV

Relightable 3D Avatar Reconstruction with Semantic-Adaptive Motion-Illumination Responses

Reconstructing expressive and relightable 3D head avatars from monocular videos remains challenging in computer vision, as it requires accurate modeling of both non-rigid facial motion and illumination-dependent appearance. Existing Gaussian avatar methods commonly rely on globally coupled representations, in which Gaussian primitives share a unified motion or illumination response model. Such uniform modeling neglects the distinct motion patterns and material/reflectance properties of different facial semantic regions, thereby limiting fine-grained animation accuracy and reducing relighting plausibility. To address this limitation, we propose SAMIRA, a 3D Gaussian avatar framework for semantic-adaptive motion-illumination response modeling. For motion response modeling, the Semantic-Adaptive Motion Response module rasterizes current-to-reference mesh displacements into a topology-consistent UV space and leverages facial semantics to route displacement features through semantic-specific modulators, predicting localized Gaussian geometric residuals beyond coarse mesh binding. For illumination response modeling, the Semantic-Adaptive Illumination Response module learns compact diffuse and specular response factors for each facial region, allowing Gaussians in different regions to adapt their illumination responses to novel environment lighting. These response factors are incorporated into deferred physically based shading, providing a lightweight approximation of semantic-dependent illumination effects. Extensive experiments on self-reenactment, cross-reenactment, and relighting demonstrate that SAMIRA improves both fine-grained expression reconstruction and relighting realism over existing methods.
Jiankuo Zhao, Xiangyu Zhu, Jijie Li +3
Sep 20, 2026cs.CV

Beyond UV Mapping: Mesh Texture Compression via Surface-Aligned Texture Fields

Mesh texture compression typically relies on 2D UV atlases, whose chart discontinuities and mapping overhead can limit coding efficiency. To tackle this challenge, we introduce TexF, a surface-aligned texture field that organizes texture attributes in sparse voxels derived from the mesh surface. This representation supports high-resolution textures while preserving local 3D correlations for compression and enabling direct surface queries. For bitstream compression, TexF reuses established 3D attribute codecs, with voxel locations reconstructed from the decoded mesh without separate transmission. For GPU-resident compression, we develop 3DNTC, which combines quantized hash features with a lightweight decoder for random-access reconstruction at surface positions. Differentiable rendering enables image-space refinement of both voxel attributes and compressed neural fields. Experiments on the MPEG and AOM mesh compression benchmarks demonstrate improved average rate-distortion performance over representative UV-based methods for both bitstream and GPU-resident compression. 3DNTC also supports real-time rendering.
Jianqiang Wang, Junhui Hou, Siyu Ren +2
Sep 17, 2026cs.GR

S4R: Scaling for Rigid-Body Interpenetration Resolution

Rigid-body interpenetration frequently occurs in procedurally assembled and generated scenes and must be removed before downstream applications such as physical simulation. We present S4R (Scaling for Rigid-Body Interpenetration Resolution), a scale-continuation method for static interpenetration repair. S4R first uniformly shrinks each body about a fixed reference center to a small initial scale, at which the layout is penetration-free, and then restores full scale through a sequence of minimum-norm convex contact quadratic programs (QPs) that target the linearized separation margin during continuation. Resolution thereby replaces one deep correction with a sequence of shallow-contact subproblems. A conservative scale-event bound and frozen-witness gap predictions cut the number of exact mesh queries; the continuation then ends with a full-scale evaluator check and bounded tail refinement. We evaluate S4R on Kubric, HY3D-Bench, and Thingi10K using a shared mesh-level evaluator and a unified per-scene timing protocol. In the main comparisons on all three benchmarks, up to N=5000 bodies, S4R reaches zero reported penetration with displacement that stays small and nearly independent of scene size, and at the lowest wall time within each hardware tier among the compared methods. A GPU implementation extends these results to large-scale scenes. Our code and data can be found on our project page: https://frank-zy-dou.github.io/projects/S4R/index.html.
Zhiyang Dou, Ang Zhao, Chen Peng +8
Sep 15, 2026cs.CV

Evaluating Mesh Reconstruction Methods for Crop Phenotyping

Phenotyping an agricultural crop is crucial for studying its entire life cycle, as it provides vital insights to improve yield and, ultimately, food production. Doing the same for crops grown on remote sites is a challenge for the specialists who cannot be available on-site. 3D reconstruction techniques offer a promising solution to this problem by enabling crop digitization, allowing specialists to access the resulting 3D crop models from anywhere at any time. In this work, we evaluate recent 3D reconstruction pipelines for crop phenotyping. We focus on 7 mesh reconstruction pipelines and measure the fidelity and consistency of their outputs qualitatively and quantitatively. Our results suggest that the meshes produced by the GGGS, PGSR, and 2DGS are preferable to the other pipelines, owing to their quantitative metrics and visually pleasing outputs. The GGGS pipeline is better than the second-best pipeline (2DGS) by about 27% on the radar chart with 5 dimensions, namely, User ratings, Chamfer distance, LPIPS, PSNR, and SSIM.
Karanvir Singh, Theo Morales, Binh-Son Hua +1
Sep 15, 2026cs.RO

Differentiable Mesh State Estimation via Factor Graph Inference for Deformable Object Reconstruction

Estimating deformable object states remains a fundamental challenge in robotics and simulation. We propose a novel factor graph-based framework for probabilistic mesh state estimation of deformable objects. The method directly updates a tetrahedral mesh, a rich and physically-grounded representation of an environment, by combining physics priors, noisy sensor measurements, and temporal smoothness constraints within a unified probabilistic formulation. The estimation problem is posed as a nonlinear least-squares optimization and solved using Levenberg-Marquardt. Ex vivo central-airway obstruction experiments and simulations on deforming cube models demonstrate reliable and accurate reconstruction under both rigid motion and deformation, highlighting the potential of this probabilistic approach for principled, measurement-driven mesh state estimation in deformable object reconstruction.
Lidia Al-Zogbi, Fangjie Li, Samuel Tobin +13
Sep 15, 2026cs.CV

MEgoVista: Multi-view Ego-aware Motion Estimation for Metric 4D Hands and Head in the Wild

Learning manipulation from human video requires high-fidelity hand-motion reconstruction in metric units. Today's metric hand labels come from studio rigs and instrumented headsets, and both are confined in the same two ways: neither leaves a prepared setting, and neither is checked against an independent reference. Unconstrained head-worn recording promises the opposite trade-off, scaling with the number of people wearing a device. We therefore introduce MEgoVista, an offline pipeline that turns a single unprepared MEgo View recording into metric two-hand and head motion in one gravity-aligned world frame. Three properties set it apart from existing egocentric reconstruction systems: first, it reconstructs in settings studio volumes and tabletop rigs cannot reach, settling hand ownership at detection so bystander hands stay out of the wearer's trajectory; second, it takes its metric gauge from calibrated stereo rather than a monocular prior, installing scale at initialisation so policies receive physical units, not arbitrary coordinates; third, both outputs are scored inside a motion-capture volume against independent Chingmu optical capture, under a protocol that audits its own reference and charges what a method declines to predict. MEgoVista is offered as a measured route from egocentric video to metric hand supervision, one that widens where such labels can be gathered.
Jiangong Xiao, Zhihao Zhang, Yifei Dong +7
Sep 14, 2026cs.GR

KaiNinja: Extending Native 3D Generators to the Part Level

Native 3D generators turn one image into a single mesh. TRELLIS.2 and its peers deliver high-fidelity non-watertight geometry with materials, but the output is one fused object, while downstream work such as editing, rigging and simulation operates on part-level assets. A naive idea is to run a 3D segmentation network on the fused mesh that TRELLIS.2 generates, but such pipelines are slow and bounded by the accuracy of the segmentation. We want a simple way to extend an existing native 3D generator to the part level. But we face a critical problem: the O-Voxel grid stores one sheet of surface per voxel, so a single volume cannot represent the interface where two parts touch, at any resolution. We introduce a dual-volume representation to solve this problem and put forward KaiNinja, a part-level extension of TRELLIS.2 built on a dual-volume form of its O-Voxel representation. KaiNinja keeps the generation speed and quality of TRELLIS.2 while extending it to the part level, with no mask or segmenter in the pipeline. Its training data come from sources of many kinds, including CAD models and assets authored by an LLM-driven agent; to our knowledge it is the first 3D generative model trained on agent-authored part data. Surprisingly, we also find that whole-object fidelity improves over the same backbone fine-tuned on the same dataset. Against part generation pipelines of different paradigms, it lowers whole-object Chamfer distance by 40% and raises strict part F-score by 16%.
Ruihan Yu, Lian Fu, Muyao Niu +9
Sep 14, 2026cs.CV

Tele360: Real-Time Feed-Forward Human Reconstruction from Sparse Unposed Cameras

Live free-viewpoint visualization of real humans is critical for immersive communication and interactive digital experiences. Existing methods either rely on computationally expensive optimization or require calibrated cameras and low-resolution inputs, making real-time high-resolution deployment impractical. In this work, we present Tele360, the first real-time feed-forward system for dynamic human reconstruction and live free-viewpoint visualization from sparse, unposed RGB streams. Our system jointly estimates camera poses and reconstructs a dynamic 3D Gaussian representation for each time instance in a single forward pass. To achieve this, we start by designing a lightweight sparsity-aware multi-view transformer backbone that tokenizes foreground human regions while preserving global context through a shared scene token. We then employ a fully transformer-based Gaussian decoder to mitigate convolution-induced over-smoothing while keeping decoding sparse and efficient. In addition, we introduce a hybrid feature pyramid that injects multi-scale appearance cues into geometry prediction. We further introduce a lightweight differentiable Levenberg-Marquardt camera refinement layer to enhance multi-view consistency and geometric alignment. Moreover, to stabilize learning under sparse, unposed inputs, we transfer multi-view geometry priors from a large visual-geometry foundation model via teacher-student distillation. Finally, the predicted Gaussian maps are streamed with video codecs to remote devices for interactive free-viewpoint rendering. Extensive experiments show that Tele360 achieves state-of-the-art visual quality on studio benchmarks while supporting real-time 2K input-to-rendering at over 25 FPS on a single consumer GPU. Additional captured sequences illustrate its performance across varied subjects, clothing, and motions under our multi-camera setup.
Hanzhang Tu, Zhanfeng Liao, Wei Min +2
Sep 11, 2026cs.CV

MGAvatar: Mesh-Bound Gaussians for Head Avatar Geometry and Appearance Modeling

Accurate head modeling requires a stable yet expressive geometric representation. Existing Gaussian-based head avatars commonly rely on parametric templates (e.g., FLAME) for Gaussian initialization and deformation, but these templates lack personalized priors and struggle to represent structures such as hair and clothing. To address this issue, we propose MGAvatar, a Gaussian-mesh hybrid representation that jointly models geometry and appearance through two Gaussian-mesh binding modes. Specifically, we introduce vertex-bound Gaussians and constrain their learnable parameters, enabling progressive mesh deformation to represent complex head geometry, while a pose-dependent offset module accounts for non-rigid deformations. Once geometry is stabilized, MGAvatar switches to face-bound Gaussians for appearance modeling. To improve appearance consistency across novel poses and viewpoints, we introduce a view-conditioned neural color field that alleviates artifacts caused by independently optimized Gaussian colors. In addition, we design a Gaussian offset network to predict Gaussian offset maps in the observation space, providing greater flexibility for face-bound Gaussians to capture dynamic facial textures. Extensive experiments on multi-view and monocular videos show that MGAvatar outperforms existing methods in rendering quality, producing high-fidelity head avatars with rich texture details.
Lei Shi, Sen Peng, Zhiyang Deng +4
Sep 11, 2026cs.CV

MHE-Former: Multi-Hypothesis Transformers via Entropy Maximization for 3D Mesh Recovery

Monocular 3D hand and body mesh recovery often suffers from severe occlusion and ambiguity. Traditional deterministic methods typically regress a single optimal solution, leading to overconfident predictions. In this paper, we introduce an exploration--exploitation paradigm for ambiguous mesh recovery with multi-hypothesis learning and selection. Specifically, during exploration, based on our probabilistic formulation and entropy maximization, we propose a novel multi-hypothesis method referred to as MHE-Former. It is a Transformer-based multi-hypothesis framework, ensuring high training efficiency and label friendliness while generating plausible and diverse hypotheses. During exploitation, we propose Hypothesis Selection, a context-aware process for multiple predictions. Especially leveraging VLM's powerful visual understanding and reasoning capabilities, it allows users to choose the most plausible and desired estimate with additional evidence and natural language intent. Extensive experiments demonstrate that our framework achieves state-of-the-art performance in accuracy and diversity across multiple datasets. The user preference study further shows the practicality of our hypothesis selection process.
Boshu Jia, Rongyu Chen, Linlin Yang +9
Sep 11, 2026cs.CV

Multi-Modal Controlled Coherent Motion Generation

It is natural for humans to walk and talk simultaneously. This paper tackles the challenge of replicating such natural behaviors in 3D avatar motion generation driven by concurrent multimodal inputs, such as a text description of a man walking alongside speech audio. Existing methods, constrained by the scarcity of aligned multimodal data, typically combine motions from individual modalities sequentially or through weighted sums. However, they often result in mismatched or unrealistic movements. To overcome these limitations, we propose MOCO, a novel diffusion-based framework capable of processing multiple simultaneous inputs, including speech audio, text descriptions, and trajectory data, to generate coherent and lifelike motions without requiring aligned multimodal data. Our key innovation lies in decoupling the motion generation process. During each denoising step, the diffusion model independently generates motions for each modality from the input noise and assembles the body parts according to predefined spatial rules. The resulting combined motion is then diffused and serves as the input noise for the subsequent denoising step. This iterative approach enables each modality to refine its contribution within the context of the overall motion, progressively harmonizing movements across modalities. Consequently, the generated motions become increasingly natural and fluid with each iteration, achieving coherent and synchronized behaviors. We evaluate our approach using a purpose-built multimodal benchmark. Experimental results demonstrate that MOCO outperforms existing baselines, advancing the field of multimodal motion generation for 3D avatars.
Yifei Liu, Qiong Cao, Hongwei Yi +2
Sep 10, 2026cs.CV

Vidu S2: Real-Time Interactive, Editable, and Spatial Video Generation

We present Vidu S2, which comprises Vidu S2-Avatar, a real-time interactive digital-character model, and Vidu S2-Editing, a real-time video editing model. Moreover, we explore the feasibility of real-time spatial video generation for both Vidu S2-Avatar and Vidu S2-Editing. Compared with Vidu S1, Vidu S2-Avatar supports real-time 720p video generation, generation with dynamic references that can be updated at any moment, and stronger instruction following, such as dancing. Vidu S2-Editing supports editing a video stream in real time, including style rendering, clothing replacement, character replacement, and background replacement. Experiments show that Vidu S2 outperforms all baselines. A playable online demo is available at https://vidu.com/vidu-stream.
Jintao Zhang, Kai Jiang, Jintao Chen +32
Sep 9, 2026cs.DC

Avatar: Toward Autonomous End-to-End Orchestration of Scientific Workflows using LLMs

Scientific workflow management (WMSs) systems automate execution, yet orchestrate using fixed, hand-tuned rules. LLM agents promise more autonomous orchestration, but it remains unclear where to introduce agentic reasoning, how to bound its risk, and when it actually helps. We present Avatar, an actor-based architecture comprising an orchestrator, an executor, and a provenance monitor. Each actor's decision policy is pluggable (rule-based or LLM-backed) via a single adapter-validated action catalog, so conventional and agentic control run on the same core across different WMSs. We present an implementation using the Academy framework and evaluate Avatar across three workloads. We observe that Avatar's rule mode reproduces native execution, with a single unchanged core running all three. Moreover, LLM-backed Avatar reports a reduction of compute wastage by 55%55\% and cuts GPU-busy time by 40%40\%. Overall, we envision Avatar as a step toward workflow systems that reason about their own orchestration rather than follow pre-fixed rules.
Suman Raj, Hai Duc Nguyen, Haochen Pan +3
Sep 1, 2026cs.GR

MeshSplatBench: A Unified Benchmark for Triangle-Based Neural Rendering

Triangle-based neural rendering bridges neural scene representations and conventional graphics pipelines by optimizing explicit geometric primitives compatible with standard rasterization hardware. However, existing approaches are evaluated almost exclusively within custom research renderers, obscuring their practical deployability in production engines. To bridge this gap, we introduce \textbf{MeshSplatBench}, a unified benchmark that systematically investigates triangle-based neural rendering across the complete pipeline from native optimization to game-engine deployment. MeshSplatBench establishes a standardized evaluation protocol while preserving each method's native optimization semantics, reproducing published results within 0.8%0.8\% PSNR deviation. Furthermore, we introduce a hierarchical Unity deployment protocol spanning three rendering tiers: native CUDA renderers, method-specific dedicated engine shaders, and standard opaque mesh pipelines, isolating the exact fidelity losses caused by engine adaptation \textit{vs.} representation reduction. Finally, we conduct a topological audit of reconstructed surfaces, demonstrating that explicit connectivity and shared indexing alone are insufficient to guarantee production-ready assets due to prevalent non-manifold structures, fragmented components, and boundary artifacts. Overall, MeshSplatBench demonstrates that rasterizability is merely a primitive-level attribute, whereas graphics readiness requires jthe holistic alignment of representation, topology, and engine compatibility. Source code will be released.
Kaixuan Zhang, Minxian Li, Mingwu Ren +1
Sep 1, 2026cs.CV

CQF-HMR: Continuous Quaternion Flows for Probabilistic 3D Human Mesh Recovery from a Single Image

Recovering 3D digital humans from a single 2D image is an ill-posed computer vision problem due to the loss of depth information. Probabilistic 3D human pose estimation compensates for this by estimating a set of 3D hypotheses from a prior distribution via generative models. However, most prior work focuses only on 3D keypoints, which often leads to implausible poses that are difficult to apply to downstream tasks, e.g. animation or digital humans. SMPL-based methods are more scalable thanks to the explicit body priors, but it requires more complex modeling of the generation process due to the non-additive nature of the joint rotations. In this work, we propose a novel approach for probabilistic 3D humans using quaternion-constrained continuous normalizing flows conditioned on 2D pose estimations. Our proposed quaternion flows show significant advantages over approaches using other rotation representations. Experiments demonstrate state-of-the-art results of our method on Human3.6M, particularly in ambiguous settings, and comparable pose estimation accuracy on challenging 3DPW and EMDB benchmarks.
Cuong Le, Bao-Long Tran, Pavlo Melnyk +3
Sep 1, 2026cs.CV

Feed-Forward Multi-view Multi-person Reconstruction with Contrastive Human-Aware 3D Representation

Multi-view human reconstruction has been extensively studied under simplified settings, yet robust and efficient multi-person reconstruction in unconstrained environments remains challenging. Existing bottom-up methods often rely on accurate camera calibration and explicit cross-view matching, and therefore struggle with severe occlusions and ambiguities. We propose a new top-down paradigm that maintains a unified, instance-centric human-aware 3D space, enabling simultaneous camera calibration, cross-view association, and human reconstruction via cross-modal contrastive learning. Observations from multiple views are lifted and fused into this shared 3D space, where geometric structure, visual appearance, and human-centric semantic cues are jointly encoded at the instance level. We further introduce a spatial contrastive learning strategy that aligns 3D features corresponding to the same human instance across different views and modalities while separating different instances. This enables correspondence reasoning, semantic aggregation, and instance discrimination to be performed natively in 3D, improving cross-view consistency and robustness under severe occlusions. Finally, structured human body models are recovered in a feed-forward manner by regressing SMPL parameters from instance-level 3D human tokens. Extensive experiments demonstrate robust, accurate, and efficient multi-view human reconstruction in challenging real-world scenarios.
Yuanwang Yang, Buzhen Huang, Zongxuan Ren +2
Aug 31, 2026cs.CV

ObjectSplat: Improving Mesh Fidelity and Interactivity for 3D Scenes via Object-Level Mesh Splatting

Splatting-based algorithms reconstruct photorealistic, real-time-renderable, and mesh-exportable 3D scenes from regular images, but they represent a scene as a single monolithic field. Therefore, the reconstruction has no object-level structure, leaving it infeasible for downstream editing or interaction. Moreover, regions that are never directly observed in the input scans are contaminated by the surrounding texture and left uncorrected, capping both mesh fidelity and novel-view synthesis. We propose a decompose-before-reconstruct approach: we segment the instances out of every frame, consider the remaining as background and inpaint it, reconstruct each instance and the background independently with mesh splatting, and compose them into a single scene. Our method significantly improves mesh fidelity (over a 5% gain in F-score) and novel-view synthesis, while supporting object-wise modifiability and interactivity. The code will be made publicly available.
Minhas Kamal, Hiranya Garbha Kumar, Mahedi Kamal +1
Aug 28, 2026cs.CV

GraspHOI: Full-Body 3D Human-Object Reconstruction with Finger-Level Grasps from a Single In-the-Wild Image

Existing monocular full-body 3D human-object interaction (HOI) methods do not combine explicit finger-level grasp optimization with category-agnostic object reconstruction. Despite plausible body-object configurations, their fingers may float from or penetrate objects instead of forming a grasp. We present GraspHOI, the first framework that reconstructs a full-body 3D HOI from a single image while explicitly optimizing finger articulation against the reconstructed object. GraspHOI recovers object geometry directly, without predefined meshes or a fixed category vocabulary. It reconstructs the body, hands, and object separately, aligning them in metric camera space via depth-based registration and image-space alignment. Occlusion-aware palmar correspondences seat the object against the grasping hand, and contact-aware optimization refines arm and finger articulation to form surface contact without excessive penetration. Across four benchmarks and six baselines, GraspHOI improves relative human-object placement, hand accuracy, and contact plausibility. Full pipeline code will be released.
Semin Kim, Haechan Shin, Jongyoo Kim
Aug 20, 2026cs.CV

ACE-Ego-Hand: Repurposing Video Diffusion Models for Occlusion-Robust Egocentric 3D Hand Motion Recovery

Egocentric video offers scalable manipulation data for embodied AI, yet recovering metric 3D hand trajectories remains challenging due to severe object occlusion and frequent out-of-sight gaps. Existing single-frame and windowed temporal regressors fail when a hand shortly leaves the frame, while recent video diffusion models (VDMs) rely on heavy, stochastic multi-step sampling as pixel-space renderers. We instead repurpose VDM into a deterministic geometry encoder. A single forward pass over the clean latent exposes scene content beyond current observations, including occluded and out-of-sight hands. We introduce ACE-Ego-Hand, an offline clip-level framework that extracts features via a Deterministic Clean-Latent Encoder and decodes them with a Bidirectional Spatiotemporal Decoder. ACE-Ego-Hand recovers continuous bimanual trajectories with metric placement and no external detector, while a Ray-Based Camera Solver supports a second configuration that requires no test-time camera intrinsics. Across five egocentric benchmarks, ACE-Ego-Hand sets a new state of the art, cutting MPJPE-p by 30% on occlusion-heavy ARCTIC and 40% on HOT3D. These gains reach 46%-61% once out-of-sight hands are included in the evaluation, offering a scalable path from everyday human video to robot manipulation data.
Yufei Liu, Xixi Wang, Hao Li +8
Aug 12, 2026cs.CV

TGRHuman: Text-Guided Realistic 3D Human Generation via Diffusion Renderer

Realistic 3D human generation plays a crucial role in many graphics applications. However, current methods still struggle to generate high-quality human geometry and texture while maintaining 3D consistency and inference efficiency. In this work, we address these limitations by introducing TGRHuman, a novel approach for generating realistic 3D humans from text. Our method decouples geometry and texture generation to alleviate the issues commonly encountered in NeRF-based methods. Instead of relying on slow, implicit score-distillation-based optimization, we directly use explicit multi-view observation generation and optimization for efficient 3D synthesis. For geometry generation, we propose a high-resolution generative module for multi-view normals together with a geometry-carving strategy that preserves view consistency and supports loose clothing. For texture generation, we produce spatially consistent RGB observations from densely sampled surrounding views using a carefully designed texture-prior acquisition strategy and a diffusion renderer, enabling detailed human texture synthesis. Experiments show that our method can generate high-quality and consistent 3D human geometry and texture efficiently. TGRHuman outperforms existing text-to-3D human methods in both geometry and texture quality.
Muxin Zhang, Chaohui Yu, Yuanwang Yang +3
Aug 12, 2026cs.CV

Avatar-Forever: Decoupled Parallel Training for High-Quality Real-Time Infinite Avatars

Existing streaming video systems often rely on sequential, distillation-centered training pipelines to enable few-step long-video generation. However, this paradigm suffers from two limitations. First, failures or distribution shifts introduced in earlier stages affect later optimization, complicating the training process to converge. Second, the distillation-centric objective favours short-term generation but is prone to quality degradation when autoregressive errors accumulate over long rollouts. We propose Avatar-Forever, a decoupled parallel training framework for high-quality real-time infinite interactive avatars. Instead of coupling generation efficiency and long-horizon robustness under a sequential distillation pipeline, we treat them as two independent capabilities that can be trained in parallel. One branch performs full-parameter distillation to train an efficient generator with high visual quality, while another trains a lightweight long-horizon adapter via Recovery-oriented Rollout Training (RRT), which improves generation robustness under long-horizon inference conditions. Our decoupled parallel training design simplifies the overall training process and avoids unnecessary objective conflicts between few-step generation and long-horizon adaptation. We further introduce ForeverCache, a chunk-wise feature caching mechanism to substantially reduce redundant history computation during streaming inference. Built upon a 22B video foundation model, Avatar-Forever supports unbounded audio-driven avatar generation while maintaining identity consistency, motion coherence, and visual fidelity, enabling an end-to-end throughput of high-resolution 768x512 videos at 27.2 FPS on a single H100 GPU and providing a practical path toward stable digital humans.
Ruibin Li, Tao Yang, Zhiyuan Ma +3
Aug 11, 2026cs.GR

A Geodesic Cut-Cell Prior for Neural Skinning

We introduce cut-cell skinning, a geometric prior designed to augment data-driven skinning weight generation. While data-driven methods show promise in producing high-quality skinning weights, they often lack the generalizability of classic geometric approaches. To bridge this gap, we propose a geometric prior that can be robustly computed for in-the-wild meshes and is efficient for large-scale machine learning workflows. The key idea of our cut-cell skinning is a fast graph-based approximation of the volumetric geodesics distances, motivated by their importance in classic skinning weight computation. Our method achieves orders of magnitude speedup compared to optimization-based solvers and remains resilient to topological artifacts common in cage- or voxel-based alternatives. We demonstrate the efficacy of the cut-cell skinning prior by integrating it into recent neural skinning models, showing consistent improvements across existing methods and achieving state-of-the-art results. Project page: https://wenchao-m.github.io/CutCell.github.io/
Wenchao Ma, Surya Dwarakanath, Yizhak Ben-Shabat +4
Aug 11, 2026cs.CV

DSAR: Dual-Stream Autoregressive Modeling of Temporal Cloth Dynamics for Photorealistic Animatable Avatars

Creating photorealistic and temporally coherent animatable human avatars from RGB videos remains challenging. Current methods struggle to capture realistic cloth dynamics, producing over-smoothed appearance or severe artifacts on out-of-distribution poses. This limitation stems from a fundamental oversight: existing approaches neglect the temporal causality inherent in cloth physics, where current states emerge from previous states through temporal evolution rather than instantaneous skeletal configurations alone. Without explicit modeling of this causal structure, networks learn pose-appearance correlations instead of motion evolution, leading to poor generalization. We introduce a dual-stream autoregressive framework that explicitly models both observable geometric information and implicit internal state. The geometric stream propagates surface displacement from the previous frame, while the state stream fuses current features with historical states retrieved from a memory bank. Motion-adaptive aggregation handles spatially-varying dynamics, and adaptive regularization balances smoothness with flexibility. Experiments on challenging datasets demonstrate significant improvements in rendering quality, temporal consistency, and generalization to motion patterns beyond training distributions, validating that dual-stream temporal modeling enables realistic cloth dynamics.
Haozhong Xiong, Yao Yu, Yu Zhou +1
Aug 10, 2026cs.CV

PressureMesh: 3D Human Mesh Estimation from Multi-Device Pressure Images

Human pose monitoring is crucial in fields such as rehabilitation assessment and human-computer interaction. Due to its privacy-preserving nature, pressure-based human pose monitoring has become a primary approach for unobtrusive sensing. However, existing methods are generally limited to a single device, which restricts the effective monitoring range. To address this limitation, we propose MDP-Net, an end-to-end network capable of directly estimating human meshes from temporal pressure data across multiple devices. We introduce a multimodal fusion mechanism inspired by the Mixture of Experts (MoE) framework to achieve effective complementarity and enhancement of cross-device pressure information. To support the training and evaluation of MDP-Net, we constructed MDP, a high-quality multi-device temporal pressure dataset that includes various pose labels such as 2D/3D joints and human meshes. Experimental results demonstrate that MDP-Net achieves a joint position error of 12.6 cm on the MDP dataset. These results prove that fusing multi-device pressure information is an effective and promising new solution for daily human pose monitoring.
Changhai Ma, Ziyu Wu, Yunkang Zhang +8
Aug 6, 2026cs.CV

Controllable Clothing: Precise Labels and Generation for Virtual Try-On with Latent Diffusion Models

In this technical report, I present a new method for guiding image generation in the context of Virtual- Try-On (VITON). The proposed method leverages new open source Ai models to augment the image data with labels, such as lengths and styles. By training adapters with these labels paired with images of the garments, the model can produce a more diverse set of images that the user can control. For the end user, such as a retailer, this means that they can assure that the produced image is as true to the true fit as possible, not misleading consumers
Max Rehman Linder
Aug 5, 2026cs.RO

RORA: Realistic Object Reconstruction with Articulation

Replicating real-world environments into simulation by realistic visual representation like NeRF and 3D Gaussian Splatting (3DGS) has emerged as an effective strategy to reduce the sim-to-real gap in robot learning. However, implementing object articulation during the real-to-sim process is still a challenging task. Existing motion tracking or learning based articulation methods shows low success rates on complex kinematic structures having multiple joints. Furthermore, those methods require scan of dynamic motion of objects, which makes reconstruction process much complicated. In this work, we propose the first end-to-end pipeline that reconstructs simulation-ready assets with accurate articulation from a single static object video input through suggestion based human-in-the-loop process. Our approach exports a hybrid representation combining 3DGS for photorealistic rendering and mesh-based geometry for physical interaction. In the reconstruction process, our pipeline performs convex decomposition followed by user grouping for intuitive part segmentation, subsequently binding 3D Gaussians to the corresponding mesh parts. An Automatic Joint Suggestion Algorithm then calculates candidate joint axes from local boundary geometries and presents them to users for efficient articulated asset reconstruction. We have shown that our method achieves precise articulation results on partnet-mobility-v0 dataset and real objects. Additionally we presented a potential usage of our framework on robot learning, deploying the reconstructed assets in Unreal Engine and NVIDIA Isaac Sim, demonstrating real-time dexterous hand manipulation tasks.
Hyesung Lee, Youngseon Lee, Kyutae Lee +2
Aug 5, 2026cs.CL

EmpaAva: An Open-source Agentic 3D-Avatar Empathetic Live Chatbot

This paper presents EmpaAva, to our knowledge the first open-source, agentic 3D-avatar empathetic chatbot, which carries empathetic response generation (ERG) from text-only exchanges into live, face-to-face interaction. Through a video-call-like interface, a user speaks to a 3D digital human that reads their affect from speech and optional vision, and replies with emotional speech, lip-synced facial motion, and photorealistic 3D Gaussian rendering. At its core, an LLM coordinates a Tri-Agent Architecture, in which perception, empathetic response planning, and embodied rendering form a closed loop, paired with a Response Planning layer that compiles each reply into an executable multimodal plan, keeping voice, expression, and rendering on one empathetic intent. Building on strong open-source modules, EmpaAva supplies the intelligence that binds them into one controllable, inspectable experience. In automatic and human evaluations, EmpaAva surpasses text-only, 2D talking-face, and multimodal avatar baselines in emotion understanding, response quality, and audio-visual consistency. We open-source EmpaAva with an online live demo.
Jie Yang, Wenhao Xu, Shuhui Lin +1
Aug 3, 2026cs.RO

StableMimic: Smooth Human-Like Recovery for Humanoid Motion Tracking - Learning Beyond the Tracking Distribution for Structured Post-Fall Behavior

Humanoid motion trackers perform reliably within learned tracking distributions, but falls can move the robot into low-height, contact-rich states from which an advancing command is temporarily unreachable. Tracking-only policies may chase infeasible references, producing rapid, large-amplitude limb corrections that increase risk to the robot and its surroundings. We present StableMimic, a unified tracker trained beyond the nominal tracking distribution. Perturbed resets around multiple human get-up references expose prone, supine, off-balance, and intermediate ground-contact states, shaping structured recovery that returns the robot to the trackable region. Because tracking and recovery occupy markedly different state--action distributions, StableMimic uses dedicated experts for each regime and a proprioceptive gate that continuously blends their actions. A hidden successor-state objective teaches human-reference-shaped recovery without exposing reference identity or phase to the deployed Actor; deployment requires no get-up reference, recovery command, trajectory retrieval, or external policy switch. On the complete retargeted LAFAN1 dance subset, StableMimic achieves the lowest errors on all four tracking metrics among five methods. Across 100 matched push-to-fall trials per method, it recovers in 100/100 and attains the lowest values on six of seven post-fall motion and load measures, supporting improved interaction safety under this protocol. Real Unitree G1 dance and standing-reference deployments qualitatively demonstrate bounded limb motion, autonomous recovery, and command resumption.
Weihao Wu, Ming Huang, Ruofei Liu +3
Aug 1, 2026cs.CV

P2Voxel: Pyramid Pivot Voxelization for 3D Mesh Tokenization

Triangle meshes provide explicit and accurate surface geometry, yet their irregular topology connectivity makes 3D mesh tokenization a geometric sampling problem: how to sample and organize geometric evidence into compact, structured and learnable tokens. Beyond field-centric volumetric sampling and edge-intersection surface sampling, we retarget mesh tokenization as \textit{local surface evidence sampling}: identifying the minimal geometric evidence inside each active voxel that is sufficient for deterministic surface recovery. To this end, we introduce \textbf{P2Voxel}, a pyramid pivot voxelization framework for compact and reconstruction-aware mesh tokenization. P2Voxel is built on three key innovations. Under the \textit{Local Planarity} assumption, Pivot Voxelization represents each active voxel with a surface pivot and an orientation sign, providing minimal local evidence that can induce the corner values required for deterministic reconstruction. Under the \textit{Spatial Complexity} assumption, Pyramid Pivot Voxelization exploits the spatial non-uniformity of real surfaces by allocating finer pivot tokens to geometrically complex regions while keeping smooth regions coarse and compact. Under the \textit{Block Reconstructability} assumption, a Pyramid VAE learns compact multi-resolution latent codes over locally reconstructable pivot blocks, avoiding the need to model the entire high-resolution voxelized shape as a dense global field. Together, these designs convert meshes into compact, structured, and learnable pyramid pivot tokens, enabling efficient mesh reconstruction for downstream 3D tasks.
Zhenhong Sun, Haozhe Liu, Yifu Wang +6
Jul 31, 2026cs.CV

OASIS: Occlusion-aware Single-image Hand Avatar Reconstruction via 3D Gaussian Splatting

Single-image 3D hand avatar reconstruction is fundamentally ill-posed and particularly challenging due to limited visual evidence under severe self-occlusion and the complex pose-dependent deformation of highly articulated hands. Existing methods predominantly rely on implicit NeRF-style representations, whose volumetric fitting is computationally expensive and often struggles to preserve fine-grained hand details. In this work, we present OASIS, a tailored 3D Gaussian Splatting framework for single-image hand avatar reconstruction. To faithfully encode sparse image-specific appearance cues in single-view reconstruction, we construct geometry-aligned visual evidence tokens by explicitly aligning input image observations with 3D hand geometry and context-adaptively tokenizing the resulting visual evidence. Since severe self-occlusion makes the reliability of image evidence inherently visibility-dependent, we introduce a visibility-conditioned point-image attention to reliably transfer visual evidence to geometric tokens, yielding occlusion-aware Gaussian features for faithful and robust reconstruction. To further capture non-rigid deformation of articulated hands, we introduce a Feature-on-Mesh representation to enable Gaussian deformation to be guided by local surface stretching. Under this framework, we adopt a one-shot adaptation scheme that learns a shared hand prior from multi-identity training data and then fits it to a target image for target-specific reconstruction. Extensive experiments show that OASIS outperforms existing baselines in both visual fidelity and efficiency across challenging poses and in-the-wild scenarios, and further demonstrates strong versatility in downstream applications such as text-to-avatar generation and texture editing.
Zhisheng Han, Shiyao Wu, Jiayan Qiu +6
Jul 31, 2026cs.CV

Forwardrobe: Garment-Aware Gaussian Avatars from a Single Image

Reconstructing animatable 3D human avatars from a single image remains particularly challenging for loose garments, whose geometry and motion cannot be adequately represented by body-aligned topology and skinning. We present Forwardrobe, a feed-forward framework for reconstructing garment-aware Gaussian avatars from a single image. Forwardrobe explicitly separates clothing from the body in canonical Gaussian space and equips the garment layer with continuity-aware geometry and skinning initialization, pose-conditioned non-rigid deformation, and appearance adaptation. These designs improve garment reconstruction and visual quality during animation, particularly for skirts and dresses. The separated garment layer additionally forms an independently controllable 3D asset, enabling garment editing, transfer, and 3D virtual try-on. Experiments demonstrate improved garment reconstruction quality and greater flexibility in garment manipulation compared with existing single-image avatar reconstruction methods.
Daisheng Jin, Shuyun Wang, Ying He
Jul 30, 2026cs.CV

Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Mesh

Pretrained video diffusion models can act as renderers when the desired scene state is already specified by an animated mesh, a camera trajectory, and a reference image. This 4D generative rendering setting raises a representation question: what image-format condition lets a video backbone obey both camera motion and scene-internal animation? We propose DAR, a reference-guided renderer that extends Wan2.2 camera control from Plücker rays alone to a joint camera-plus-geometry interface. DAR projects a neural 4D G-buffer (tracking, world position, and normal) from the animated mesh and injects it through a widened control adapter while preserving the pretrained image-to-video prior. The central design choice is the pair of tracking and world position. Tracking identifies the persistent surface element that should carry appearance; world position gives its current scene-coordinate state; normal supplies local shape. Depth plus calibrated rays can recover 3D in principle, but depth is a camera-dependent chart in which camera and object motion are mixed. On the 68-case DAR-4D benchmark, LoRA DAR reaches PSNR 23.22, SSIM 0.895, and LPIPS 0.134, improving over off-the-shelf Wan2.2-Depth by 1.54 dB PSNR; a full fine-tune reaches PSNR 25.36 and SSIM 0.917. Matched ablations show that replacing world position by depth reduces PSNR by 1.26--1.55 dB at every checkpoint, supporting tracking+world-position correspondence as a practical 4D rendering condition.
Junhao Chen, Mingjin Chen, Henghaofan Zhang +9
Jul 30, 2026cs.CV

S-Avatar: Diffusion-Guided Gaussian Head Avatars from a Single Image

We propose S-Avatar, a novel method for generating photorealistic 3D head avatars from a single image using a diffusion-guided 3D model generation module and strategies for animating 3D Gaussian Splatting (3DGS). While single-image head avatar reconstruction is crucial for lifelike Virtual Reality (VR) applications, existing approaches often struggle to preserve 3D consistency under unseen viewpoints. S-Avatar addresses this limitation through a three-stage pipeline. First, a high-resolution 3DGS is synthesized directly from a single image using a diffusion-based Gaussian splat generation module. Next, the parametric head model FLAME is aligned with the generated 3DGS by optimizing its parameters and spatial transformations. Finally, to adapt the 3DGS to FLAME variations, we construct a binding template that encodes the spatial relationship between the initial splats and FLAME. The dynamic 3D head avatar can then be rendered in real time by deforming the 3DGS with the binding template. By combining diffusion-guided canonical 3DGS generation with FLAME-based control, our method achieves efficient and accurate reconstruction with enhanced 3D consistency. Evaluations on public datasets demonstrate that S-Avatar outperforms state-of-the-art methods in novel-view and expression generation, achieving superior realism and consistency. Consequently, our approach represents a significant advance in accessible avatar creation, applicable to a wide range of VR/AR applications. The project page is available at https://github.com/hailsong/savatar.
Hail Song, Seokhwan Yang, Jiwon Yang +2
Jul 30, 2026cs.CV

Split and Drive: Dual-Axis Disentanglement for Real-Time Gaussian Head Avatars

Creating photorealistic animatable head avatars from a single image remains a fundamental challenge in digital human synthesis. While recent 3D Gaussian Splatting methods have achieved promising results, they rely on external tracking pipelines whose latency is excluded from inference measurements. Furthermore, they adopt unified representations that entangle geometrically distinct facial regions, limiting both expressiveness and rendering fidelity. We propose SpiD (Split and Drive), a single-image Gaussian head avatar framework built on two disentanglement axes. The compute axis internalizes per-frame driving, eliminating external tracking dependency at inference. The feature axis decomposes the avatar into three specialized Gaussian branches, each modeling a geometrically distinct facial domain. Extensive experiments demonstrate consistently strong performance against state-of-the-art methods while achieving the fastest inference speed among all compared methods on a single GPU with the complete driving pipeline included.
MD Wahiduzzaman Khan, Mingshan Jia, Xiaolin Zhang +2
Jul 30, 2026cs.CV

Learning to Understand Body Language from Flight through Robust 3D Avatar Placing

Perceiving human motion and intent at long range is a prerequisite for socially intelligent aerial robots, yet the data to learn it barely exists. We introduce Drones2BodyLanguage, a dataset grounding human motion in real UAV footage: avatars manifesting ten communicative intents are placed into unmodified 4K drone scenes with metrically correct position, scale and orientation, maintained over hundreds of frames of camera motion. Enabling it is a lightweight geometric world model of the local scene - semantically selected anchors lifted to 3D through streaming monocular depth - in which a placement point is predicted as an affine anchor combination with provably rigid-invariant weights, and re-rendered under an SVD-fitted ground rotation. Across twelve architectures on scene- and motion-disjoint splits, training on placed data lifts mean intent accuracy by a wide margin for real, retargeted and generated motion alike, with gains confirmed on two in-the-wild scenes.
Dragos Costea, Alina Marcu, Cristina Lazar +1
Jul 30, 2026cs.CV

EgoGVAE: Ego-body Mesh Reconstruction via Guided Variational Autoencoder

We address the problem of recovering the full-body mesh from only the head pose. This task has become essential for various applications based on head-mounted devices or smart glasses. The challenge of this task lies in estimating the pose information of unobserved body parts based solely on a single joint (i.e., head) trajectory. Several studies have begun to adopt head-conditioned generative models, however, such previous methods are costly and time-consuming due to the diffusion-based iterative process. As an alternative, we propose a simple yet novel method that leverages the latent space of the guidance network, which is designed as a variational autoencoder taking full-body poses as inputs. By enforcing latent distributions of this guidance network and our head-to-motion network to be similar, latent features sampled from the 'guided' distribution, i.e., distribution learned in our head-to-motion network, can be reliably decoded for natural representations of full-body poses even only with the head pose. One important advantage of the proposed method is that one-step sampling scheme achieves remarkably fast inference (more than 50 times faster) compared to diffusion-based approaches. Experimental results on benchmark datasets show that the proposed method efficiently improves the performance of ego-body mesh reconstruction.
Jaehun Jung, Wonjun Kim
Jul 30, 2026cs.CV

MPIE-Bench: Benchmarking Anatomically Plausible Multi-Person Interaction Editing

Text-to-image and personalized editing models now synthesize high-fidelity single-subject images with ease. Yet placing multiple named people into shared contact actions such as embrace, carry, or grapple still exposes major failures: fused limbs, invented extremities, and interpenetrating bodies. Existing evaluations largely overlook these anatomical and geometric issues, and VLM-as-a-judge checklists often saturate on Interaction while the errors remain obvious to humans. We introduce MPIE-Bench, a 2,500-sample benchmark of video-mined editing triplets spanning 405 scenes, 14 interaction categories, and four contact densities (C0-C3). We also propose MPIE-Eval, whose two new axes score contact-time geometry from a frozen public multi-person mesh reconstruction. Anatomy asks whether every human-like mass is explained by a complete set of reconstructed bodies, and Interaction asks whether the penetration and surface distance between those bodies match the contact the instruction asked for. Across ten editors, mesh Anatomy tops out at 0.65 and mesh Interaction at 0.72 on two different models, so no single editor is strong on both, while VLM checklists rate the same images above 0.95. A five-rater study confirms that both axes track human judgement more closely than a zero-shot VLM judge, and the rankings hold under ablation of every weight and threshold.
Jiajia Lin, Mingxuan Du, Tuowen Zhou +2
Jul 30, 2026cs.CV

MeshFM: 2D Features Are All You Need for 3D Shape Understanding

We present MeshFM, an efficient feedforward framework for extracting rich features from 3D inputs. Our method distills 2D features from visual foundation models into 3D. We train a feedforward network to directly predict 3D features without requiring optimization during inference. The approach utilizes a two-stage training strategy. First, we optimize a feature field in 3D using only 2D feature supervision. Second, we train a network to regress this feature field. The entire procedure requires no 3D annotation, instead relying on the powerful information in 2D foundation models. We demonstrate that our learned features can be immediately applied to downstream tasks, including part segmentation, dense correspondence, and mesh deformation. Extensive experiments show that MeshFM, trained solely with 2D supervision, performs on par with methods trained explicitly with 3D supervision, even without task-specific fine-tuning. Moreover, our model is trained to be robust to extreme rotations of the input objects. Project page: https://threedle.github.io/MeshFM/
Jinfan Zhou, Richard Liu, Itai Lang +1
Jul 29, 2026cs.CV

Bunraku: Turning a Single Illustration into an Editable Live2D Character

Live2D is the dominant 2D character-animation format for anime characters and virtual avatars, representing each character as a stack of RGBA layers driven by per-layer mesh deformation. Despite its wide use in virtual streaming, mobile games, and interactive characters, authoring a Live2D model still demands weeks of manual layer separation, occlusion completion, mesh placement, and keyframing, and no prior generative method produces such a structured asset end-to-end. We present the first system that, from a single illustration, generates all the structured information a Live2D runtime consumes: ordered RGBA layers, a deformation mesh per layer, and the parameter-driven keypose vertex offsets that make the character move. Stage 1 casts layered decomposition as a layered diffusion process under a Live2D-aware organ-level taxonomy, producing an ordered RGBA stack with hidden-region completion. Stage 2 builds a content-conforming triangle mesh for each layer from its alpha channel alone, then predicts the keypose displacement field of all layers jointly: every vertex of every layer is one token, self-attention spans layer boundaries, and each displacement is factorised into a bounded direction and a log-magnitude. Joint rather than independent prediction is what makes the result a coherent character instead of separately plausible parts, and is our largest gain; scaling the network 112x yields none. On 50 held-out characters, under true generation with no teacher forcing, Stage 2 attains a per-vertex direction cosine of 0.768 (median 0.828). Because a layer's mesh derives from its alpha channel, a clothing layer can be re-textured from a natural-language instruction while the mesh and predicted animation are reused byte-for-byte. We further contribute Live2D-Bench, the first standardized benchmark for the task, and an 8,884-model Live2D corpus with layer and animation supervision.
Junhao Chen, Jingjia Mao, Dayong Li +6
Jul 28, 2026cs.GR

Meshy T2: Fast Native Mesh Generation with Flow Matching

Polygonal meshes are the standard surface representation of modern 3D pipelines, and generating high-quality meshes with artist-style topology is essential for film, gaming, and interactive 3D applications. Mainstream approaches serialize a mesh into a token sequence and decode it autoregressively, which is slow at inference and sensitive to error accumulation, making them impractical for interactive asset creation. We present Meshy T2, a fast native mesh generation framework built on flow matching. At its core is a vertex-set mesh VAE that encodes a mesh into one continuous latent token per vertex and decodes vertices, edge connectivity, and face winding order in a single pass, preserving high-precision geometry and artist-authored topology without vertex quantization or welding. Generation proceeds as a coarse-to-fine cascade of two flow-matching models: an image-conditioned voxel flow first sketches the overall shape as a coarse occupancy scaffold, and a mesh flow then populates the scaffold with per-vertex latent tokens, conditioned on the image, the scaffold, and a requested vertex budget. This design delivers three practical capabilities: interactive generation speed through parallel flow-based synthesis; effective face-count control through the requested vertex budget; and native support for multi-part assets, whose components emerge directly from the generated connectivity. In our experiments, Meshy T2 achieves state-of-the-art geometric fidelity and completes end-to-end image-to-mesh generation within a median of 6 seconds, over an order of magnitude faster than autoregressive baselines. Code and weights will be available at https://github.com/meshy-dev/meshy-t2.
Jiale Xu, Rendong Liang, Yuhao Long +5
Jul 27, 2026cs.GR

Intrinsic and Triangulation-Agnostic Attention: A Simple and Powerful Approach for Learning on Meshes

This work proposes an adaptation of the attention mechanism for triangle meshes. The core observation is that endowing the attention mechanism with critical properties for learning over meshes -- intrinsicality and triangulation-agnosticism -- enables it to attain state-of-the-art results over several learning-based tasks in geometry-processing. The above is achieved by modifying the attention mechanism from the bottom up based on simple principles from geometry-processing. Namely, the quantities used within attention -- queries, keys and values -- are created by an intrinsic, triangulation-agnostic network, and treated as discretizations of continuous functions. From that, we devise an appropriate attention mechanism that operates over triangle meshes through standard FEM discretization of the resulting integrals of the above functions. Surprisingly, as far as we know, this straightforward approach has not been utilized for learning over meshes. Experiments show our method exceeds current state of the art, including both mesh-based architectures as well as point cloud transformers. Namely, we show significant improvements on several common benchmarks and tasks -- predicting canonical high-frequency signals; predicting deformations; computing dense correspondences, both between full shapes and partial ones; and predicting feature descriptors.
Ashwath Shetty, Zihan Zhu, Soeren Pirk +1
Jul 27, 2026cs.CV

Multiview Multi-Person Human Mesh Recovery Under Large Scenes with Occlusions

Human mesh recovery (HMR) aims to recover 3D human meshes from images. Most existing HMR benchmarks and methods focus on either multi-person reconstruction from a single view or single-person reconstruction from multiple views, where the number of subjects and the scene scale are relatively limited. Such settings are insufficient for real-world applications with large scenes and severe inter-person occlusions. To address this limitation, we introduce a large-scale synthetic benchmark for multiview multi-person HMR, termed MVMP-HMR. The proposed dataset contains 15 complex scenes with up to 50 camera views and 30 interacting persons, featuring large spatial coverage and severe occlusions, which significantly increases the difficulty of human mesh recovery. Based on this benchmark, we further propose a multiview multi-person whole-body human mesh recovery model, referred to as MVMP-HMR model. The model first fuses multiview features into a scene-level 3D feature volume, and then leverages pelvis joints predicted by a 3D pose estimation network to extract person-specific queries from the 3D feature volume. These human queries are cross-attended with the 3D feature volume and integrated to decode each person's 3D mesh. Moreover, we introduce two novel losses--the orientation loss and the 3D joint density loss--to alleviate orientation and pose ambiguities under severe occlusions. Experiments demonstrate that existing state-of-the-art HMR methods struggle on the proposed MVMP-HMR benchmark, while our method consistently outperforms prior SOTAs in large-scale scenes with severe occlusions.
Qi Zhang, Tao Yu, Jiechao He +2
Jul 27, 2026cs.CV

AptAvatar: Fast and Vivid Long-Form Audio-Driven Video Generation for Production-Ready Avatars

Production-ready audio-driven avatar generation requires efficient inference without sacrificing fidelity or motion expressiveness. However, existing acceleration methods often compromise quality through restrictive architectural choices, such as causal attention and short temporal horizons, or by reducing model capacity and resolution. Without such compromises, we propose AptAvatar, a 14B-parameter long-form audio-driven avatar generation framework that delivers fast and expressive inference. For efficiency in production-level applications, AptAvatar addresses the extreme two-step generation challenge. To bridge the gap between the multi-step teacher model and the two-step student model, we introduce Endpoint-Anchored Distribution Distillation. It augments vanilla distribution matching with a dedicated Anchor Score Estimator trained on the trajectory-endpoint distribution defined from a frozen pretrained 4-step bridge generator. This provides an attainable endpoint-level anchor for the evolving two-step student. To improve long-horizon consistency, we further introduce Self-Generated History Replay, which reuses cached outputs from earlier generator checkpoints as history conditions during chunk-wise training. This approximates inference-time conditioning on self-generated histories without costly online rollouts, mitigating quality degradation from accumulated history errors. Extensive experiments demonstrate that AptAvatar generates vivid 720p long-form avatar videos with only 2 NFEs, achieving a 60x speedup while preserving visual fidelity and long-horizon identity. Code is available at https://github.com/TaoLiveAIGC/AptAvatar
Hengyuan Zhang, Jingna Sun, Meiguang Jin +1
Jul 26, 2026cs.CV

Head Avatars with Dynamic Explicit Hair

We present DynHair, a novel method for tracking and modeling dynamic hair for human head avatars. From video input, we reconstruct a dynamic head avatar with an explicit strand-based hair representation using structured 3D Gaussian Splatting. In contrast to the face region of human head avatars, which can be modeled with 3D Gaussians that are attached or generated with respect to some expressive 3D head model, hair is particularly challenging as it exhibits dynamic motion effects. Therefore, we present a novel method that models the dynamic deformations of the hair strands using a temporal network that is conditioned on angular velocity and acceleration of the head, as well as relative gravity. Specifically, an LSTM encodes the motion history and modulates per-point strand features via FiLM conditioning which further used by MLP to produce physically plausible displacements to canonical hairstyle. We jointly optimize this motion and appearance representation of the hair, with a 3DGS-based representation of the face-region, via differentiable Gaussian splatting with photometric, geometric, and physics-based supervision. As a result of our method, we retrieve hair tracking of the training video data and an animatable head avatar with controllable hair dynamics. In our experiments, we demonstrate state-of-the-art performance in terms of hair dynamics, temporal consistency, and generalization across subjects.
Vanessa Sklyarova, Haonan Chen, Berna Kabadayi +8
Jul 26, 2026cs.CV

STEER: Steerable Dyadic Head Avatars

Facial movement and expression are central to face-to-face communication, conveying turn-taking, attention, agreement, and engagement alongside speech. While speech-driven facial animation has made strong progress in lip synchronization and audio-conditioned motion generation, most methods treat conversational behavior as an emergent byproduct of audio, or expose only coarse sequence-level affect control. As a result, key non-verbal channels such as gaze contact and aversion, rhythmic head motion, and emotion remain difficult to explicitly control. We present STEER, a controllable 3D dyadic motion prior for reactive conversational head avatars. STEER factorizes conversational behavior into explicit controls for gaze, head rhythm, and emotion, allowing users to steer how an avatar listens, reacts, and engages with a conversation partner. Since temporally aligned annotations for these behaviors are not available in public dyadic corpora, we introduce a tracking and annotation pipeline that recovers behavioral pseudo-labels from in-the-wild dyadic video. A causal flow-matching transformer then learns partner-aware target motion conditioned on audio, partner motion, emotion and the proposed behavioral controls. We further embed STEER in a photorealistic avatar pipeline by extending a Universal Gaussian Head-Avatar Prior with a learned mapping from tracked parametric motion into its avatar-driving space. This enables controllable animation of high-fidelity Gaussian head avatars without re-training the underlying avatar model. STEER outperforms recent dyadic motion baselines on motion quality, dynamics, and diversity, remains competitive on partner coupling, and enables gaze, head-rhythm, and emotion edits together with an interactive live deployment. We make our code and dataset annotations available at our webpage.
Kartik Teotia, Helge Rhodin, Hyeongwoo Kim +2
Jul 26, 2026cs.CV

GRAPE: Graduated Routing for Articulated Portrait mesh Estimation

Articulated portrait mesh estimation is fundamental to 3D understanding, avatar generation, and immersive interaction. Existing approaches primarily rely on 3D Morphable Models (3DMMs). However, face-centric models suffer from the "floating head" assumption, conflating head pose with global rotation due to the lack of neck kinematics. Conversely, body-centric models lack high-fidelity facial expression capabilities. Furthermore, current methods struggle to disentangle jaw articulation from expression blendshapes, often over-relying on expressions for mouth opening. These limitations make monocular portrait recovery difficult across representation, supervision, and anatomical parameter estimation. To address these limitations, we introduce GRAPE(Graduated Routing for Articulated Portrait mesh Estimation). We build a Portrait Parametric Model (PPM) with an explicit torso-to-head kinematic chain and a canonical injection step to merge FLAME and the SMPL-X torso. We propose a Progressive Anatomical Alignment (PAA) network, which is composed of a pretrained portrait encoder, a Graduated-Mask Router, and coarse-to-fine experts that follow the portrait anatomical prior. We then train this network with multi-source supervision that combines sparse anatomical keypoints, feature distillation, foreground mask constraints, and relative geometry constraints. Experiments show that GRAPE improves portrait mesh recovery quality, pose alignment, and jaw--expression disentanglement over prior methods. We also demonstrate that our method can benefit the downstream tasks of audio-driven talking-head generation and 3D portrait generation.
Yunfei Liu, Lijian Lin, Ye Zhu +1
Jul 25, 2026cs.CV

OmniMate: Open-Ended Real-Time Streaming Audio-Visual Generation for Interactive Avatars

Recent advances in diffusion-based generative models have enabled real-time audio-driven avatar generation and unified audio-visual synthesis, providing a promising foundation for interactive avatar systems. However, extending unified audio-visual synthesis to real-time interactive streaming remains challenging, as the generation horizon is unknown in advance and the generated identity may drift over long-term generation. To address these challenges, we propose OmniMate, a unified framework for open-ended real-time interactive audio-visual avatar generation. OmniMate jointly synthesizes visual content, speech, and sound effects in real time, enabling natural and immersive multi-turn interactions. To achieve adaptive response progression, we introduce a Generation Progress Controller (GPC) that explicitly models the generation progress of each streaming chunk, allowing the model to complete responses according to the desired progress and achieve seamless transitions between execution and listening states. To preserve long-term cross-modal identity consistency, we propose a Multi-Reference Conditioning Module (MRCM), which leverages multiple reference images and a reference speech segment to provide persistent visual and speaker identity cues throughout long-duration streaming interactions. Extensive experiments on an interaction-oriented adaptation of VerseBench demonstrate that OmniMate achieves high-quality, low-latency streaming generation while maintaining strong long-term audio-visual consistency. The results further show that OmniMate supports realistic, coherent, and responsive interactive avatar experiences over extended multi-turn conversations.
Quanyue Song, Yishan He, Yanbo Ding +4
Jul 24, 2026cs.CV

fMRI2Face: A Full-HD fMRI-Video Dataset and Geometry-Guided Neural Decoding Framework for Dynamic Human Face Reconstruction

Reconstructing dynamic human faces from brain activity provides a powerful way to study how the mind perceives identity, expression, and facial motion. However, progress in fMRI-based face decoding has been limited by scarce controlled, high-resolution neural datasets and by methods that struggle to recover both identity-specific appearance and time-varying facial dynamics. We present fMRI-Face, the first fMRI dataset paired with controllable full-HD digital human facial videos rendered at 1920×\times1080 resolution. During scanning, participants watched photorealistic, background-free facial videos with controlled identity, expression, and head pose, while fMRI activity was recorded. The resulting dataset contains 62,856 paired fMRI-video samples, providing a structured resource for studying dynamic face perception and reconstruction. Building on this dataset, we propose fMRI2Face, a geometry-guided neural video decoding framework for reconstructing facial videos from fMRI signals. fMRI2Face derives two complementary neural controls from brain activity: Brain-derived Appearance Context, which captures global identity-related visual attributes, and Morphable 3D Facial Control, which provides explicit geometry-aware guidance for pose, expression, and non-rigid facial dynamics. These controls are integrated through Neural-Controlled Video Diffusion with auxiliary latent completion, enabling high-fidelity facial video reconstruction directly from brain activity. Experiments show that fMRI2Face consistently improves reconstruction fidelity, identity preservation, facial geometry, and motion consistency over representative neural decoding baselines. Together, fMRI-Face and fMRI2Face establish a controlled platform for studying dynamic face perception and provide a new benchmark for fMRI-based digital human reconstruction.
Jingyang Huo, Xiangru Huang, Chentao Shen +6
Jul 23, 2026cs.CV

FA-LAM: Focus-Aware Large Avatar Model for One-Shot 4D Animatable Gaussian Head

We propose FA-LAM, a Focus-Aware Large Avatar Model for one-shot animatable Gaussian head creation, while simultaneously enabling static 3D and dynamic 4D full-head recovery. The core of our method lies in a thorough analysis of the attention mechanisms and the entangled reconstruction and animation training pipeline adopted by prior state-of-the-art approaches. Our analysis identifies two main factors that compromise the quality of 3D full-head generation: (1) incorrect and noisy attention activations, and (2) conflicts between the tasks of reconstruction and animation. To address the first issue, we introduce a symmetric and semantic attention regularization strategy that leverages the inherent semantics and structural symmetry of human heads. To disentangle the objectives of reconstruction and animation, we develop a novel dual-phase training pipeline that separates the model's capabilities for large-view hallucination and animation into distinct modules. Moreover, we enhance our model to support multi-view and streaming 4D reconstruction in an efficient and memory-friendly manner through a core autoregressive modification with tailored visibility-aware token fusion. Collectively, these innovations enable FA-LAM to reconstruct animatable Gaussian full heads with superior quality, particularly in fine facial regions and large viewing angles.
Yingdong Hu, Yisheng He, Yiming Jiang +3
Jul 22, 2026cs.CV

ODeform: Learning Continuous 4D Motion for Shape Deformation with Neural ODEs

Modeling continuous object deformation is important for many computer vision and robotics tasks, such as manipulation and simulation. Existing approaches rely on learning-based methods or physics simulators to model shape deformations. However, these approaches either use discrete time steps or are too computationally intensive for real-time applications. We present ODeform, a novel extension of Neural Ordinary Differential Equations to continuous 4D dynamics of deformable objects in 3D space. Our method transforms 3D point clouds and physical conditions (like material properties) into a unified latent space. By solving the resulting ordinary differential equations over time, we model deformations as continuous flows within this learned embedding, eliminating the need for discrete time steps while maintaining computational efficiency. We evaluate our approach on unseen physical parameter configurations, showing improved motion prediction accuracy over baseline methods. Our experiments further demonstrate a successful transfer to real 3D captured objects with novel shapes, along with effective interpolation and extrapolation of the learned dynamics. Our code and data will be made publicly available.
Yordanka Velikova, Mahdi Saleh, Liming Kuang +1
Jul 21, 2026cs.CV

FlexiAvatar: Unified 3D Gaussian Human Avatars Under Arbitrary Body Visibility

Reconstructing animatable 3D human avatars from monocular video is a fundamental problem in computer vision with broad applications in AR/VR and digital content creation. Existing approaches typically couple parametric body models with neural rendering or 3D Gaussian splatting and optimize all body regions jointly from short videos, which often degrades fidelity in the visible areas. To overcome this limitation, we introduce FlexiAvatar, a unified framework that explicitly optimizes only the visible body regions, effectively eliminating artifacts arising from unobserved limbs. Our method integrates occlusion-robust SMPL-X tracking with part-specific residual refinement to capture high-frequency geometric and appearance details. To complete entirely unseen regions (e.g., back views), we leverage a diffusion-based approach to generate texture consistent with the observed appearance. Experiments on full-body (NeuMan, ZJU-MoCap, WildAvatar), upper/half-body (talk-show clips), and head-only (INSTA) inputs show that FlexiAvatar delivers consistently higher reconstruction quality, outperforming state-of-the-art methods by an average PSNR improvement of approximately 3% across datasets. Finally, by restricting optimization to observed regions, our method reduces the effective number of Gaussians that must be optimized and rendered, leading to reduced runtime and memory overhead in partial-visibility scenarios.
Yihalem Yimolal Tiruneh, Muhammad Salman Ali, Uyoung Jeong +5
Jul 19, 2026cs.CV

STAR: Skeletal Token Alignment and Rearrangement for Interaction Recognition

Understanding physical human-robot and human-human interactions is a challenging yet emerging topic in 3D vision. While most existing methods rely on skeleton sequences--effective in low-light and privacy-sensitive environment--they face two major challenges: 1) learning and effectively exploiting interaction cues from skeletal data, and 2) compensating for the lack of visual information absent in skeletons alone. To address these challenges, we propose skeletal token alignment and rearrangement (STAR) for human-robot and human-human interaction recognition. It learns interaction-specific skeleton features and enriches them using visual cues by aligning skeleton and RGB video representations in a shared latent space. Specifically, STAR consists of three key components. First, we design a skeleton encoder that captures fine-grained interdependencies using Entity Rearrangement (ER) and Interactive Spatiotemporal Tokens (ISTs). Second, we present Visual Interaction Encoding that introduces a Focus on Interactions (FoI) strategy to attend to spatiotemporal regions relevant to interactions in RGB videos. Finally, these representations are aligned via a contrastive learning objective, with a refinement head further refines predictions. During training, STAR leverages both skeleton and RGB video data to learn robust, discriminative interaction representations. At inference time, it operates on skeletons alone, retaining visual-informed benefits while preserving skeleton-only efficiency. Extensive experiments on Chico, HARPER, NTU Mutual 11 and 26 datasets consistently validate our approach by demonstrating superior performance over state-of-the-art methods. Our code is publicly available at https://github.com/Necolizer/STAR.
Yuhang Wen, Mengyuan Liu, Zixuan Tang +3
Jul 19, 2026cs.CV

HarmoHOI: Harmonizing Appearance and 3D Motion for Multi-view Hand-Object Interaction Synthesis

Hand-Object Interaction (HOI) synthesis is a cornerstone for animation production and embodied AI. Despite the strong priors of video foundation models, multi-view consistent HOI synthesis remains challenging due to complex hand motions and occlusions. We present HarmoHOI, a unified diffusion framework that jointly and harmoniously generates synchronized multi-view HOI videos and globally aligned 3D point tracks. Our core insight is that robust multi-view consistency fundamentally requires globally aligned 3D geometry and motion. To this end, we propose a Mixture of Multi-view Diffusion Transformer that co-models RGB videos and 3D point tracks. By representing point tracks as pseudo-videos, we align 3D geometric signals with the 2D latent space of foundation models, thereby minimizing the domain gap and easing adaptation of priors. To further ensure geometry consistency, we introduce Global Motion Aligning Diffusion, which refines coarse point tracks into metric-scale, globally aligned 3D trajectories. HarmoHOI enables on-the-fly co-evolution of 2D appearance and 3D motion during denoising. To overcome the scarcity of multi-view HOI data, we employ a hybrid data curriculum learning strategy that successfully transfers generic priors from single-view data to synchronized multi-view generation. Experimental results show that HarmoHOI achieves state-of-the-art performance in visual quality, motion plausibility, and multi-view geometric consistency. Project page available at https://droliven.github.io/HarmoHOI_project.
Lingwei Dang, Juntong Li, Zonghan Li +5
Jul 17, 2026cs.CV

EgoExoMoCap: Distributed Ego-Exo Human Motion Capture

Human motion capture from head-mounted devices (HMDs) offers a scalable way to acquire real-world human motion and interaction data, which is crucial for applications in embodied AI and VR/AR. Existing approaches focus on either egocentric body tracking, estimating the motion of the subject wearing the device, or exocentric tracking, capturing the movements of people in the wearer's surroundings. So far, these two paradigms have largely been explored in isolation. In this paper, we propose a novel distributed framework that jointly leverages ego- and exocentric multi-modal signals for human motion estimation from HMDs. Unlike traditional motion capture systems requiring bulky multi-camera setups or obtrusive mocap suits, our approach, EgoExoMoCap, is as simple as two (or more) people, each wearing a pair of smart glasses. The method leverages head (plus potentially wrist) tracking signals for accurate estimation of global motion in the 3D world and combines context-aware image features based on DINOv3 to achieve robustness in the presence of noise and occlusions. Extensive experiments on two in-the-wild datasets show that our approach can robustly reconstruct motion even in challenging scenarios.
Jiaxi Jiang, Bharat Lal Bhatnagar, Nan Yang +6
Jul 17, 2026cs.CV

HybridSim: A Physics-Learning Hybrid Digital Twin for mmWave Human Sensing

High-fidelity simulation of mmWave radar signals for dynamic human motion is valuable for developing radar-based human sensing models; yet collecting accurately labeled measurements for a specific deployment site remains expensive. We present HybridSim, a physics-learning hybrid simulator that synthesizes mmWave radar signals from dynamic human meshes under a fixed indoor room configuration, explicitly decoupling propagation into two components. To parameterize the human subject, we use a tri-plane representation to extract human features and a Graph Convolutional Network to stabilize optimization and mitigate gradient instability. The direct signal path is modeled via an inverse-rendering formulation with a microfacet BRDF to capture primary surface reflections. In parallel, the indirect path is approximated by combining 3D Gaussian Splatting with a virtual-receiver geometry to fit and reproduce site-specific multipath interference patterns, achieving substantially lower computational cost than explicit full ray tracing. Experiments in a fixed-room setting show improved agreement with a physically based reference and consistent gains on downstream radar-based human sensing tasks when using HybridSim for site-specific data augmentation.
Weitao Xiong, Tianyu Liu, Peng Li +4
Jul 15, 2026cs.CV

Human4K: A Large-Scale 4K Multi-View Mocap Dataset for Whole-Body 3D Human Reconstruction

Recent advances in 3D human reconstruction have improved overall performance, yet current models still fail in the most challenging real-world scenarios. They often produce unstable geometry, inaccurate limb articulation and unreliable predictions under depth ambiguity or self-occlusion. A key reason is that existing datasets still lack the combination of high-resolution images, high-precision annotations and diverse whole-body motions required to support robust reconstruction. To address this gap, we present Human4K, a large-scale 4K multi-view whole-body human reconstruction dataset with mocap-accurate SMPL-X annotations. Human4K contains over six million 4K images captured by an eight-view high-resolution camera system synchronized with a professional Vicon motion capture setup, covering 11 subjects performing complex, highly articulated and strongly self-occluded full-body motions. All sequences are processed by a Motion-Retargeting and Refinement Module (MRRM) to ensure precise alignment for the full body and extremities. Experimental results show that training with Human4K consistently improves whole-body reconstruction on standard benchmarks, with particularly large gains for hands, feet and depth-ambiguous limb configurations.
Tianshun Han, Ziyu Shi, Lijian Liu +7
Jul 15, 2026cs.CV

Nexus: Native Mesh Generation with Diffusion

Generating high-quality triangle meshes is essential for film, gaming, and interactive 3D applications. Mainstream methods rely on mesh serialization and autoregressive processes, which stuggles in effective inference and is sensitive to error accumulation. In this paper, we present Nexus, a diffusion method that achieves holistic mesh generation via decoupled vertex and topology generation. First, we view mesh vertices as sparse voxels organized as an octree and adopt a diffusion model to generate the vertices in a coarse-to-fine manner. Second, for topology modeling, we propose Spacetime Interval, as an extension of Spacetime Distance to encode arbitrary edge and face topology into continuous per-vertex embeddings. It allows for a global and efficient recovery of complex topology. We then employ a diffusion model to generate the continuous embeddings on the generated vertices. Extensive experiments on the Objaverse and Toys4K datasets and in-the-wild images demonstrate that our method outperforms state-of-the-art autoregressive and two-stage baselines, effectively circumventing the inherent limitations of sequential mesh modeling. A blind user study from 3D practitioners confirms strong perceptual preference for our results.
Hanxiao Wang, Ying-Tian Liu, Yuan-Chen Guo +5
Jul 15, 2026cs.RO

Topology-Agnostic Mesh Reconstruction of Deformable Objects from Sparse Touch

Estimating the full shape of a deformable object is especially challenging when vision is unavailable: in the dark, inside an opaque bag, behind the manipulating hand, or under heavy self-occlusion. Touch is the natural sensor in these settings, but touches are sparse and local. We present a single topology-agnostic estimator that reconstructs the full mesh of a deformable object from only a few touches and no vision, using one permutation-invariant cross-attention architecture that handles a 1D rope, a 2D cloth, and a 3D volumetric soft body. The learned estimator reduces reconstruction error by roughly two-thirds relative to non-learned geometric mesh completion and a Gaussian-process surface baseline, and it outperforms a simpler global-pool set encoder, with the gap growing as more touches are observed. We then show that the estimator's deep-ensemble uncertainty can be used to learn where to touch next, which lowers error further and beats both random touching and a Gaussian-process active baseline at sparse budgets. This gain is modest on average but grows with self-occlusion and on the error tail. When vision is also available, where to touch barely matters, motivating the vision-free setting we study.
Everest Yang
Jul 14, 2026cs.IR

MESH: Scaling Up Retrieval with Heterogeneous Content Unification

Optimizing large-scale retrieval hinges on the ability to efficiently surface candidates across diverse content tiers. However, to capture segments such as fresh and long-tail content, modern systems typically resort to a fragmented "zoo" of specialized retrieval models. This operational complexity is attributed to a fundamental challenge in heterogeneous retrieval systems, the Scaling Bias of Heterogeneity, where model capacity gains do not apply equally across diverse content tiers. To bridge this gap, we propose MESH as a unified retrieval scaling framework that mitigates this bias through a modularized architecture integrated with gated bias correction. By partitioning the feature space into independent domains, MESH enforces a structural inductive bias that reduces interference between sparse-item signals and high-frequency engagement features. This protected gradient path leads to improved scaling behavior for sparse content, empirically validated by a 14 times improvement in the power-law scaling exponent for fresh items. In online evaluations on Pinterest's Related Pins platform, a billion scale item-to-item recommendation system, these improvements translate into a +5.5% lift in fresh-item repins, alongside with 55% improvement in funnel efficiency and +0.46% improvement in user retention. Finally, our asynchronous serving strategy ensures production viability by delivering a 2.87 times improvement in system throughput. Our findings suggest MESH as a promising paradigm for consolidating fragmented retrieval infrastructures into more scalable and ecosystem-aware backbones.
Jiaxing Qu, Yilin Chen, Junpeng Hou +4