Humanml3D
Momentum
4 papers in the last four weeks, up 33% on the four weeks before. 0.0% of all new papers.
Latest papers 35
In federated averaging, local objectives can admit multiple optimal heads, making the aggregate depend on which heads clients return. We study this ambiguity in federated multivariate regression with private backbones and a shared linear head, using an unconstrained feature model (UFM) that treats training-sample features as free variables. We introduce a natural selection rule: each client returns the optimal head closest to the broadcast head. We show that global minimization with a vanishing proximal penalty on the head realizes this rule. When the clients' optimal Gram matrices and the initial shared Gram matrix are positive definite, the shared Gram matrix follows a closed recursion and converges to the unique Bures-Wasserstein barycenter of the clients' optimal Gram matrices. Even with this alignment, the limit generally differs from the centralized optimal Gram matrix. We decompose this gap into three positive-semidefinite terms arising from differences in client target means, covariance heterogeneity, and averaging the aligned heads. A correction based on a one-time exchange of target means and covariances recovers the centralized optimal Gram matrix in one round under exact local optimization and the same selection rule. We verify these results numerically in the UFM and test its predictions on five tabular and five image regression datasets using deep networks with feature regularization and long local training. In these experiments, ordinary training approaches the predicted barycenter, while a weak proximal penalty improves endpoint agreement and yields trajectories that closely follow the predicted Gram dynamics. The correction moves the final Gram matrices close to the centralized UFM prediction.
BiMoGen: Bidirectional Motion-Text Generation via Unified Masked Discrete Diffusion
Text-to-motion generation and motion-to-text captioning are two fundamental tasks in human motion modeling, both grounded in the same underlying motion-text correspondence. Existing unified approaches mostly rely on autoregressive modeling, which imposes a fixed generation order and is therefore poorly suited to the bidirectional dependencies between language and motion, allowing early prediction errors to persist as fixed context and degrade both temporal coherence and cross-modal consistency. Masked discrete diffusion, which models sequences through iterative bidirectional prediction, offers a natural remedy. We therefore propose BiMoGen (Bidirectional Motion-text Generation), a unified masked discrete diffusion framework for bidirectional motion-text modeling. To stabilize training, we design Decoupled Uni- and Cross-Modal Training, in which masked pretraining first establishes cross-modal correspondence on paired motion-text sequences, after which supervised fine-tuning specializes the model for bidirectional generation. Masked diffusion nonetheless introduces its own source of error, as the model is trained on clean ground-truth context yet encounters self-generated and potentially erroneous context at inference, with errors committed under heavily masked states propagating through subsequent steps. We further introduce Generation-Aware Self-Correction that exposes the model to its own predictions during training and applies correction passes at early sampling steps to revise unreliably committed tokens. Extensive experiments on HumanML3D and KIT-ML demonstrate competitive performance on both tasks, validating the effectiveness of the proposed two-stage training and self-correction designs. The project page is available at https://wengwanjiang.github.io/BiMoGen-Page.
PHOSA: Photorealistic 3D Sign Avatar Modeling and Benchmark
In this work, we focus on photorealistic sign avatar modeling, which is crucial for effective communication with the Deaf community and is characterized by complex hand gestures and nuanced facial expressions. To this end, we introduce MVSign, the first multi-view Chinese sign language dataset co-designed with Deaf experts, featuring diverse gestures and rich annotations. For precise SMPL-X annotation, we develop a hybrid fitting pipeline that produces accurate body, hand, and facial parameters and can also be applied to the monocular setting. Building on MVSign, we propose a decoupled sign avatar representation that isolates body, head, and hand components to capture complex articulations, together with a motion-aware sampling strategy to handle motion blur and balance gesture diversity. Extensive experiments demonstrate that our method achieves high-fidelity visual results on MVSign, particularly in detailed hand and facial regions, and generalizes well to in-the-wild monocular sign language videos. Project page: https://naaapi.github.io/PHOSA.
KoUniTalk: A Lightweight Articulation-Centered Korean-English 3D Talking Face Benchmark
High-quality 3D talking face datasets remain largely English- centric, and Korean 3D facial motion data are difficult to combine with standard English benchmarks because of differences in mesh topology, spatial scale, coordinate system, and temporal sampling. We present KoUniTalk, a lightweight articulation-centered Korean-English 3D talk- ing face benchmark that retargets VOCASET and the released Korean speech-based 3D talking face data to a shared mesh topology using de- formation transfer. Rather than proposing a new deformation-transfer algorithm or a full-head identity-preserving avatar dataset, KoUniTalk provides an identity-neutral canonical output space for controlled speech- driven facial articulation training and evaluation across English and Ko- rean. The unified template contains 1,176 vertices and focuses on the mouth and adjacent lower- and mid-face regions, reducing the output dimensionality from 15,069 and 72,147 dimensions to 3,528 dimensions, corresponding to 4.27-fold and 20.45-fold reductions compared with VO- CASET/FLAME and the original Korean mesh, respectively. To exam- ine whether retargeting preserves speech-relevant motion, we evaluate semantic mouth-landmark trajectories, including mouth opening, mouth width, aperture ratio, and mouth-opening dynamics. Since the official test set of the Korean dataset is not publicly released, we additionally define a subject-disjoint Korean benchmark split. The processed matched benchmark contains 22 speakers, 4,978 sequences, and 642,781 frames, enabling Korean-English cross-dataset evaluation of speech-driven 3D fa- cial animation models in a single compact articulation-template space. Source-reported inventory counts are listed separately from these pro- cessed counts
ReMoMask-2: Latent Retrieval-Augmented Masked Motion Generation
Text-to-motion (T2M) generation maps natural language to human joint movements, aiding gaming, VR, and robotics. Retrieval-Augmented Text-to-Motion (RAG-T2M) improves generation on complex descriptions by conditioning on retrieved motion-text pairs. However, existing RAG-T2M models face two challenges: coarse-grained retrieval and fusion mechanisms overlook the hierarchical, spatial-temporal topology of human motion, and a representation gap exists because retrieved evidence resides in a semantic space separate from the generator's latents. To address the first, we present ReMoMask, a structure-aware RAG framework coupling Hierarchical Bidirectional Momentum (HBM) contrastive learning to align global and part-level features with text; Semantic Spatial-Temporal Attention (SSTA) for topology-aware fusion; and Topology Structured Masking (TSM) to force robust part-level grounding via adaptive masking. To address the second, we introduce ReMoMask-2, which rebuilds the retrieval database directly within the generator's pre-quantization latent space and aligns text queries via a distilled lightweight projector, allowing the generator to directly consume the retrieved motion's semantic content. Extensive experiments on HumanML3D, KIT-ML, and SnapMoGen demonstrate our retriever achieves state-of-the-art accuracy, while ReMoMask-2 attains the lowest FID on KIT-ML and SnapMoGen; notably, its single mask-transformer stage surpasses ReMoMask's full two-stage pipeline and delivers the fastest inference.
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.
Simulate, record, verify: A language-portable framework for muscle-grounded articulatory QA (extended version)
Articulatory corpora from real-time MRI and electromagnetic articulography capture tongue motion but carry no traceable labels for the muscle-driven process behind each configuration, and authoring such supervision by hand, separately for every language, does not scale. We present a simulator-based framework that turns controlled biomechanical inputs into verifiable, language-portable QA supervision. Each simulated configuration is stored with its generating input as a structured fact record; deterministic generators derive gold answers from records alone; and naturalization changes only surface form, with every output checked against its record. A new language therefore needs only a renderer and a lexicon, and new question types need no re-simulation. Instantiated as 3DTongueQA on the ArtiSynth Badin tongue model, 295,115 valid meshes yield 891,156 record-checked QA per language in English and Korean (87.2% and 88.6% first-pass verification); a Spanish renderer authored in about 20 minutes reaches 94.1%, and the checker detects 97--99% of injected corruptions. The generated supervision is domain-specific: zero-shot GPT-5 Pro reaches 7.2 Muscle EM, whereas a SpiralNet++--Qwen3-8B model trained on it reaches (2.2 with shuffled meshes) and task-specific readouts reach . Code and templates: https://github.com/esh0504/muscle-grounded-qa.
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.
Ordered Diffusion for 3D Human Registration
3D human registration has historically been treated as a regression task, assuming a unique ground-truth alignment exists between the template and an input point cloud. In reality, acquisition noise, occlusions, and unknown soft tissue dynamics introduce inherent ambiguity into human scans. Regression-based methods consequently converge to an average prediction, often failing to represent a plausible geometry. In our work, we embrace such uncertainty by modeling the registration as a distribution of alignments. We propose ODin, which formulates registration as a 3D diffusion process that generates a point cloud aligned with the target geometry while preserving template semantics through consistent point ordering. To achieve this, ODin relies on global, local, and positional conditioning, guiding each point to its correct location. Our experiments demonstrate that such a generative formulation not only outperforms its regression-based baseline, but also establishes a new state of the art, surpassing highly engineered methods while reducing the registration time by two-thirds. Pre-trained models and code are available at https://riccardomarin.github.io/odin/.
SCALP: Semi-Supervised Statistical Shape Modeling from Imperfect 3D Photogrammetry via Landmark-Anchored Spectral Warp
Correspondence-based statistical shape modeling (SSM) is vital for population-level morphometric analysis, but conventional pipelines assume clean, fully registered surfaces. Real-world clinical photogrammetry scans are often noisy, partial, and cluttered, hindering the adoption of radiation-free surface imaging as a safe alternative to computed tomography (CT) for infant craniosynostosis. We present SCALP (Semi-supervised Correspondence via lAndmark Localization and sPectral warping), a two-stage framework that constructs consistent shape models directly from raw, imperfect surface scans. First, a semi-supervised Point Transformer leverages a small expert-annotated dataset alongside a large unlabeled cohort to accurately localize craniofacial landmarks with minimal annotation overhead. Second, these landmarks anchor a Laplace--Beltrami spectral deformation of an anatomical template, generating dense correspondences while naturally isolating the cranium from peripheral scanning clutter without manual preprocessing. Experiments on infant photogrammetry scans demonstrate that SCALP consistently outperforms state-of-the-art unsupervised point-cloud approaches, offering a clinically practical pathway toward objective, radiation-free head shape analysis.
MUGEN: A Unified Framework for Efficient Motion Understanding and Generation
Grounding human motion in language, and language in motion, is a central step toward physical AI systems that can understand, generate, and communicate human behavior. Unified motion--language systems first coupled the two directions through a shared discrete motion codebook, but quantization limits generation quality. The strongest generators buy quality back at growing cost: stacked residual codebooks enlarge the representation; masked decoding stages, long autoregressive rollouts, and denoising chains of tens to hundreds of steps stretch inference; even the continuous-latent designs among them reach their latent only through an iterative diffusion head; and none of this decoding machinery serves understanding. We therefore propose MUGEN, a unified motion--language framework that pays neither cost: no codebook, one draw. A single adaptive-length autoencoder compresses any-length motion into a few continuous latent slots, the system's only motion representation: the language model generates them for text-to-motion and reads them back for motion understanding. Depth-routed hidden states let each slot read from the transformer depth it needs, and a calibrated head predicts a joint distribution over the full latent set, so a single draw carries the text-conditional, cross-slot variation a description permits. At a decoding cost of K language-model steps, one draw, and one decoder pass, MUGEN leads language-model baselines on FID on HumanML3D while raising retrieval precision above the real-motion reference under the standard evaluator, achieves the best CIDEr and BLEU@4 scores, and surpasses the discrete-token state of the art on every retrieval and alignment metric on SnapMoGen.
ViDS: Video Diffusion Shader using 3D Face Tracking
We introduce ViDS, a Video Diffusion Shader that leverages 3D face tracking for expressive and identity-preserving portrait animation. We first reconstruct the identity-specific 3DMM mesh from the reference image, and then animate it using expression and pose parameters from a driving video. Leveraging dense geometric cues from 3DMM normal maps, we employ a video diffusion model as a neural shader to synthesize lifelike portrait animations while preserving the appearance and identity of the reference image. We find that more accurate 3DMM tracking enables finer-grained expression control. We also introduce an autoregressive diffusion sampling process that extends generation beyond the model's native window while reducing discontinuities between adjacent clips. Compared with prior diffusion-based approaches for portrait animation that rely on landmark-based conditioning or implicit motion latents, our method achieves more detailed and consistent expression and pose control while faithfully preserving identity and appearance. Detailed ablation studies validate the effectiveness of our design choices. Project page: https://fusheng-ji.github.io/ViDS/
Toward Inclusive Avatar Design with Limb Differences Through Artificial Intelligence
As extended reality becomes more popular for social interaction and entertainment, 3D avatars must represent the full diversity of body types. Most 3D avatar systems only support normative bodies and do not accurately depict people with limb differences, amputations, or other morphological variations. This paper reviews emerging technical approaches for inclusive 3D avatar customization for this group and current guidelines that promote respectful and accurate representation. We highlight persistent challenges, including the scarcity of diverse datasets and the limitations in animation for non-normative anatomies. This paper positions artificial intelligence as a promising path to overcoming these limitations and advancing inclusive 3D avatar generation.
modelDNA: Calibrated Lineage Verification and Merge Decomposition from Sampled Weight Fingerprints
The lineage graph of open-weight language models is self-reported: Hugging Face's base_model metadata field is optional and unverified, and over 60% of Hub models document no parentage at all. Methods for detecting lineage from weights exist in the research literature, but each ships as paper code tied to one signal and one experiment; when a provenance dispute breaks, the analysis is redone by hand. This report describes modelDNA, a tool that fingerprints a model from roughly 100-300 MB of ranged HTTP reads (instead of a full 15 GB download for a 7B model), compares the fingerprint against a reference database of foundation models across four published signal families, and returns one of eight verdict classes with a calibrated probability, preferring honest abstention to confident error. On a benchmark of 15 real Hub models with org-documented parentage, judged against 8 candidate bases (13 positives, 107 hard negatives), the system achieves AUROC 1.0, zero false positives at its reporting threshold, and 13/13 correct top-1 parent attribution. The report's second contribution is merge decomposition. Every mainstream weight-merging method is (near-)linear per tensor, and fingerprint sample positions are deterministic functions of tensor identity, so a merged model's fingerprint is the same linear combination of its parents' fingerprints. Mixture weights can therefore be recovered from fingerprints alone by sum-to-one constrained least squares. Against merges with published mergekit configurations as ground truth, the method recovers a slerp merge's layer-interpolation curves at r = 0.999 and a dare_ties merge's mixture weights to within 0.011 of the published values, without downloading any weights beyond the fingerprints. All fingerprints, benchmarks, and the inferred lineage graph of 55 models are public and reproducible offline.
Discovering Geometric Biases in 3D Face Reconstruction: A Curvature-Aware Spectral Framework for Fairness Evaluation
3D Morphable Models (3DMMs) remain the standard parametric shape priors for many state-of-the-art 3D face reconstruction algorithms. However, as these models are derived from a finite number of 3D face samples, they inherit the morphological biases of their training data, potentially limiting their generalizability across diverse global populations. In this paper, we propose a novel framework to analyze 3DMM reconstructions through the lens of surface curvature, with the objective to discover, quantify and visualize biases. While standard evaluation metrics often rely on Euclidean distances, our reconstruction error captures subtle surface nuances such as local topology or undulations. To do so, we leverage the Laplace-Beltrami Operator (LBO) to generate high-resolution curvature error maps, providing a localized and geometrically meaningful visualization of discrepancies between ground truth faces and reconstructed meshes. We derive from it an error metric that we validated through a user study, observing a significantly higher correlation to human perception compared to traditional methods. Furthermore, we conduct extensive experiments across several 3DMM bases and fitting algorithms, uncovering systematic age-related biases and providing preliminary evidence of biases associated with gender and ethnicity. Our findings highlight the necessity of adopting curvature-aware evaluation protocols to ensure demographic fairness and geometric precision in future 3D face reconstruction research.
SAMoR: Motion Modelling for Articulated Objects of Any Skeleton and Topology
Modeling motion for articulated objects of arbitrary skeleton topology remains difficult: existing motion generators target a fixed human skeleton, and prior adaptations either fail to share a vocabulary across rigs or discard motion detail through global pooling. Our key observation is that while joint-level motion does not correspond cleanly across species, motion of functional joint groups does: a human arm, a wolf foreleg, and a bird wing share motion structure despite differing joint counts and connectivity, a correspondence that joint names (e.g., "forearm", "wing_L1") partially expose even when topology does not. We introduce SAMoR (Skeleton-Aware Motion Representation for Articulated Objects), a cross-topology motion representation that encodes each motion segment as a small fixed number () of part tokens shared across arbitrary skeletons. A graph-transformer encoder consumes per-joint motion features, kinematic graph structure, and joint-name embeddings, then compresses them into part-level tokens via cross-attention pooling and residual vector quantization, yielding a discrete motion codebook shared across rigs. To keep the part queries from collapsing into redundant global representations, we introduce a topology-agnostic attention supervision loss, with joint-name dropout to reduce over-reliance on text labels. We curate a heterogeneous corpus from HumanML3D, Truebones Zoo, and animated Objaverse-XL assets, and evaluate SAMoR on held-out characters with unseen skeletons. It supports accurate reconstruction and cross-topology transfer, and enables text-conditioned generation and part-wise editing via a MaskGIT token generator. SAMoR reaches normalized MPJPE on cross-topology reconstruction, below the strongest adapted variable- tokenizer baseline, while remaining competitive with fixed-skeleton specialists on HumanML3D.
PointSplat: Compact Gaussian Splatting via Human-Centric Prediction
Producing 3D human representations from input views on the fly is essential for immersive live streaming systems, where representation compactness is as critical as high fidelity given limited computational power and transmission bandwidth. Although recent feed-forward reconstruction methods achieve impressive quality through the view-centric prediction of 3D representations, they repeatedly encode the same subject content across multiple views, leading to significant inter-view redundancy. Our key insight is to perform predictions directly in 3D space, enabling the network to learn and produce a highly compact representation. To this end, we propose PointSplat, a novel human-centric approach that directly infers Gaussian primitives from an input point set. The proposed method first estimates a coarse geometric proxy and performs ray casting to prune redundant points and establish explicit 2D--3D correspondences. Subsequently, it employs a Point-Image Transformer to fuse appearance and geometry features, predicting Gaussian attributes in a single forward pass. This design restricts predictions to foreground regions of interest, substantially reducing the total number of Gaussians while improving novel-view rendering quality. Extensive experiments demonstrate that PointSplat achieves higher efficiency and quality while exhibiting strong robustness to variations in view count and image resolution across multiple datasets.
LUNA: Learning Universal 3D Human Animation Beyond Skinning
Creating photorealistic, animatable 3D human avatars from monocular images still largely depends on Linear Blend Skinning (LBS) and parametric body models, which constrain expressivity and often introduce artifacts due to imperfect fitting. We propose LUNA, an LBS-free universal neural animation model that directly maps multiple 2D controls like images, keypoints, sketches, and unseen characters into 3D Gaussian deformations, bypassing explicit body fitting. At its core, a transformer-based motion regressor disentangles global rigid motion from fine-grained local dynamics to capture both coherent movement and subtle non-rigid effects. To resolve the inherent ambiguity of 2D-to-3D lifting while scaling beyond fitted datasets, we introduce hybrid supervision that distills soft structural priors from an LBS teacher and a loss that supports training on both limited fitted data and large in-the-wild unlabeled videos. Extensive experiments show LUNA achieves competitive visual fidelity compared to LBS-based approaches, while delivering realistic human motion and zero-shot cross-identity generalization across diverse driving modalities. To the best of our knowledge, LUNA is the first end-to-end 3D animatable model that supports implicit 2D driving.
KM-Speaker: Keypoint-Based Style Control for High-Quality Speech-Driven 3D Facial Animation and Dialogue Localization
Speech-driven 3D facial animation methods face significant challenges in simultaneously achieving high-fidelity motion and precise artistic control at production quality. Existing controllable models typically learn global style control by relying on large-scale, low-quality \emph{in-the-wild} datasets that compromise overall animation realism. Furthermore, these frameworks often lack the fine-grained temporal precision required for demanding tasks such as dialogue localization (e.g., dubbing), where matching specific facial expressions is as critical as lip synchronization. We present KM-Speaker (Keypoint-Matching Speaker), a novel keypoint-conditioned flow-based generative framework that provides both global style guidance and frame-level temporal control from reference performances. We propose a disentanglement strategy that separates audio-driven lip motion from keypoint-driven upper-face dynamics, together with a global style context preservation mechanism to ensure coherent full-face expressiveness. KM-Speaker advances example-based 3D facial animation by achieving high-fidelity motion and flexible controllability in a data-constrained setting, consistently outperforming state-of-the-art methods in lip-sync accuracy, style adherence, and expressive temporal control.
MotionVLA: Vision-Language-Action Model for Humanoid Motion
Generating realistic humanoid motion from scene images and text involves both low-frequency pose semantics and high-frequency physical dynamics. However, many existing methods tokenize motion with a single shared codebook, forcing heterogeneous motion signals into the same quantization space. Our frequency-domain analysis of human motion data reveals a clear mismatch between single-codebook quantization and motion statistics: five DCT coefficients capture 93% of joint-position energy but only 37% of joint-velocity energy, which can bias quantization toward pose statistics and under-represent high-frequency velocity components. A second challenge lies in adapting a standard autoregressive model to effectively model high-frequency physical signals in motion sequences. Therefore, we propose DSFT, a dual-stream frequency tokenizer that separates motion into Base and physical streams and compresses them independently with DCT truncation and BPE. Furthermore, we present MotionVLA, a Qwen3.5-based model that arranges Base and physical tokens in a unified sequence, where Phys tokens are predicted after Base tokens. Experiments on HumanML3D and MBench show that, despite using a lightweight 2B backbone, MotionVLA reduces the Diversity gap to real data by over 50% on HumanML3D and improves Motion-Condition Consistency by 3.8% on MBench, supporting frequency-aware dual-stream decoupling as an effective formulation for autoregressive motion generation. Code: https://github.com/AIGeeksGroup/MotionVLA. Website: https://aigeeksgroup.github.io/MotionVLA.
OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies
Facial rigging - creating FACS-based blendshapes together with inner-mouth geometry (teeth, gums, and tongue) - remains a major bottleneck in 3D character production. Existing pipelines still require substantial designer effort, especially for manual landmark annotation, per-character template adjustment, and inner-mouth placement. We present OmniFaceRig, a fully automatic end-to-end pipeline that converts a static surface-only 3D character mesh, with no pre-modeled oral cavity, into an inner-mouth-aware FACS rig with up to 155 blendshapes, procedurally fitted teeth, gums, and tongue, and re-packed UV/texture. OmniFaceRig supports diverse topologies - humans, humanoids, long-muzzled animals (e.g., dogs, wolves, foxes), and short-muzzled animals (e.g., cats, bears, rabbits, tigers) - with no manual landmarks, no user-provided templates, and no per-asset setup. The pipeline combines hybrid VLM+CV riggability checking, multi-model face parsing, dense keypoint-driven template registration, procedural inner-mouth construction, and collision-aware blendshape transfer. For non-human characters, OmniFaceRig selects topology-specific face and inner-mouth templates and uses collision-aware inner-mouth fitting to reduce teeth-face intersections without exposing users to category-specific tuning. We also publicly release Omni-Bench, a freely available benchmark dataset of 1,000 biped 3D characters with FACS facial blendshapes and inner-mouth geometry, spanning humans, humanoids, cats, dogs, and other animals. Experiments show high final rigging success on screened Omni-Bench inputs, nearly complete face detection recall from the segmentation ensemble and reliable inner-mouth placement with low penetration. Together, OmniFaceRig provides an automatic path from static generated characters to animation-ready facial rigs across both human and non-human topologies.
Unsupervised 3D Human Pose Estimation via Conditional Multi-view Ancestral Sampling
We propose a method of estimating a 3D human pose from a single view without 3D supervision. The key to our method is to leverage the 2D diffusion priors of motion diffusion models (MDMs) pre-trained on large 2D human pose datasets. Specifically, we extend multi-view ancestral sampling of diffusion models to the task of 2D-3D lifting of human pose. To this end, we newly propose a conditional multi-view ancestral sampling (cMAS) that optimizes the 3D pose such that its multi-view projections follow the manifold in 2D MDM noise space, while conditioning the 3D pose to match the given 2D poses and anatomical constraints of humans. Experiments on the Yoga dataset demonstrate that our method achieves better cross-domain performance compared to state-of-the-art supervised and unsupervised 3D pose estimation methods, including extreme human poses where 3D supervision is unavailable. Code is available at: https://github.com/asaa0001/c-MAS.
SuperFace: Preference-Aligned Facial Expression Estimation Beyond Pseudo Supervision
Accurate facial estimation is crucial for realistic digital human animation, and ARKit blendshape coefficients offer an interpretable representation by mapping facial motions to semantic animation controls. However, learning high-quality ARKit coefficient prediction remains limited by the absence of reliable ground-truth supervision. Existing methods typically rely on capture software such as Live Link Face to provide pseudo labels, which may contain noisy activations, biased coefficient magnitudes, and missing or inaccurate facial actions. Consequently, models trained with supervised learning tend to reproduce imperfect pseudo labels rather than optimize for perceptual expression fidelity. In this paper, we propose SuperFace, a preference-driven framework that moves ARKit facial expression estimation from pseudo-label imitation toward human-aligned perceptual optimization. Instead of treating software-estimated coefficients as fixed ground truth, SuperFace uses them only as an initialization and further improves coefficient prediction through human preference feedback on rendered facial expressions. By aligning the model with perceptual judgments rather than numerical pseudo labels, SuperFace enables more visually faithful and expressive facial animation. Experiments show that SuperFace improves expression fidelity over Live Link Face supervision, demonstrating the effectiveness of preference-driven optimization for semantic facial action prediction.
Learning a Delighting Prior for Facial Appearance Capture in the Wild
High-quality facial appearance capture has traditionally required costly studio recording. Recent works consider an in-the-wild smartphone-based setup; however, their model-based inverse rendering paradigm struggles with the complex disentanglement of reflectance from unknown illumination. To bridge this gap, we propose to shift the paradigm into training a powerful delighting network as a prior to constrain the optimization. We leverage the OLAT dataset and the rendered Light Stage scans for training, and propose Dataset Latent Modulation (DLM) to seamlessly integrate these heterogeneous data sources. Specifically, by conditioning the core network on learnable source-aware tokens, we decouple dataset-specific styles from physical delighting principles, enabling the emergence of a delighting prior that outperforms existing proprietary models. This powerful delighting prior enables a simple and automatic appearance capture pipeline that achieves high-quality reflectance estimation from casual video inputs, outperforming prior arts by a large margin. Furthermore, we leverage our appearance capture method to transform the multi-view NeRSemble dataset into NeRSemble-Scan, a large-scale collection of 4K-resolution relightable scans. By open-sourcing our model and the NeRSemble-Scan dataset, we democratize high-end facial capture and provide a new foundation for the research community to build photorealistic digital humans.
OPENJ: A Conceptual Framework for Open-Source Digital Human Modeling and Ergonomic Assessment in a CAD Environment
Industrial workplace challenges range from musculoskeletal disorders -- a leading cause of occupational injury -- to suboptimal workstation layouts, inefficient task sequences, and poor human-equipment fit. Digital human modeling (DHM) tools address several of these challenges by placing a scalable virtual mannequin in a computer-aided design (CAD) environment, enabling engineers to evaluate ergonomic risk through standardized assessment methods (RULA, REBA, NIOSH Lifting Equation, OWAS), optimize workstation layouts for reach and visibility, predict task postures through inverse kinematics, and simulate operations before physical implementation. Despite four decades of development since the Jack system originated at the University of Pennsylvania in the 1980s, the integrated DHM capability set -- anthropometric mannequin, posture prediction, ergonomic assessment, and CAD integration -- remains exclusive to commercial platforms such as Siemens Tecnomatix Jack (Process Simulate), Dassault DELMIA, Humanetics RAMSIS, and the University of Iowa's Santos system. These platforms operate under proprietary, vendor-quoted pricing models, and their acquisition and operating costs, together with closed-source implementations, have been repeatedly identified as practical adoption barriers for individual researchers, small-to-medium enterprises, and educational institutions. Organizations without access resort to manual observational methods -- paper-based worksheets applied to photographs or video -- sacrificing the predictive power and reproducibility that computational analysis provides. The paper serves as a design blueprint for (OpenJane/Joe), positioning the project for subsequent open-source implementation and community adoption.
3D Human Face Reconstruction with 3DMM face model from RGB image
Nowadays as convolution neural networks demonstrate its powerful problem-solving ability in the area of image processing, efforts have been made to reconstruct detailed face shapes from 2D face images or videos. However, to make the full use of CNN, a large number of labeled data is required to train the network. Coarse morphable face model has been used to synthesize labeled data. However, it is hard for coarse morphable face models to generate photo-realistic data with detail such as wrinkles. In this project, we present a pipeline that reconstructs a human face 3D model from a single RGB image. The pipeline includes face detection, landmark detection, regression of 3DMM model parameters, and soft rendering. Mentor: Zhipeng Fan (Email: zf606@nyu.edu) Code Repository: https://github.com/SeVEnMY/3d-face- reconstruction Code Reference: https://github.com/sicxu/Deep3DFaceRecon pytorch
Profile-Specific 3DMM Regression from a Single Lateral Face Image
Single-image 3D face reconstruction is a core problem in computer vision, with important clinical applications such as cephalometric landmark analysis in orthodontics. Traditionally, this analysis relies on lateral X-ray imaging; however, frequent X-ray exposure is impractical due to radiation concerns. While recent research has explored detecting landmarks from lateral RGB images as an alternative, existing methods typically rely on 2D features such as the eyes, mouth, ears, and boundary silhouettes, failing to fully exploit the underlying 3D facial geometry spanning the facial profile and jawline, which is essential for accurate diagnosis. Meanwhile, although 3D face reconstruction from frontal views has seen significant progress, most learning-based 3D morphable model (3DMM) regressors are developed and benchmarked on near-frontal images, where appearance cues are abundant. In extreme profile views (yaw ), much of the face is occluded, and the available signal is dominated by boundary cues, making accurate 3D reconstruction challenging. In this paper, we bridge this gap with geometry-conditioned synthetic data and a simple profile-specific FLAME regression baseline for single lateral images. We introduce ProfileSynth, a dataset created by sampling FLAME shape and pose parameters in extreme yaw ranges and generating photorealistic profile images using a diffusion model conditioned on depth and normal maps. We further study a profile-specific baseline with visibility-aware jawline regularization. Our framework provides a practical baseline for "profile 3DMM" reconstruction and a promising foundation for more accurate, non-invasive cephalometric analysis from lateral RGB images.
ResiHMR: Residual-Limb Aware Single-Image 3D Human Mesh Recovery for Individuals with Limb Loss
Single-image human mesh recovery provides a compact 3D, person-centric representation that supports analysis, animation, AR and VR, rehabilitation, and human-computer interaction. However, prevailing systems impose an intact-limb prior and degrade on people with limb loss, because fixed-topology models cannot represent residual limbs. In this work, we present ResiHMR, a residual-limb aware framework for single-image 3D human modeling. ResiHMR adopts residual-limb keypoints and introduces two components: (i) a topology-adaptive Residual Anchor-Factor Optimization module that constrains estimation to the observed kinematic subgraph of anatomically valid structures, and (ii) a geometry-based Residual-Limb Reconstruction module that estimates residual-limb boundaries and convex limb-termination geometry. These components introduce topology-aware optimization and explicit termination geometry as tools for human mesh recovery under non-standard limb anatomy. Unlike joint-removal methods in a fixed topology, ResiHMR explicitly reconstructs residual-limb surfaces and aligns optimization with limb-loss topology, which better matches prosthetic biomechanics and real-world use. To the best of our knowledge, this is the first single-image HMR system that explicitly reconstructs residual-limb surfaces and performs topology-adaptive optimization for individuals with limb loss. On a curated dataset of real-world images with limb loss, ResiHMR improves reconstruction quality under both SMPLify-X and HSMR backbones, reducing intact-joint 2D MPJPE from 41.32 to 37.40 with SMPLify-X and residual-limb 2D MPJPE from 73.61 to 23.19 with HSMR.
Encoder-Free Human Motion Understanding via Structured Motion Descriptions
The world knowledge and reasoning capabilities of text-based large language models (LLMs) are advancing rapidly, yet current approaches to human motion understanding, including motion question answering and captioning, have not fully exploited these capabilities. Existing LLM-based methods typically learn motion-language alignment through dedicated encoders that project motion features into the LLM's embedding space, remaining constrained by cross-modal representation and alignment. Inspired by biomechanical analysis, where joint angles and body-part kinematics have long served as a precise descriptive language for human movement, we propose \textbf{Structured Motion Description (SMD)}, a rule-based, deterministic approach that converts joint position sequences into structured natural language descriptions of joint angles, body part movements, and global trajectory. By representing motion as text, SMD enables LLMs to apply their pretrained knowledge of body parts, spatial directions, and movement semantics directly to motion reasoning, without requiring learned encoders or alignment modules. We show that this approach goes beyond state-of-the-art results on both motion question answering (66.7% on BABEL-QA, 90.1% on HuMMan-QA) and motion captioning (R@1 of 0.584, CIDEr of 53.16 on HumanML3D), surpassing all prior methods. SMD additionally offers practical benefits: the same text input works across different LLMs with only lightweight LoRA adaptation (validated on 8 LLMs from 6 model families), and its human-readable representation enables interpretable attention analysis over motion descriptions. Code, data, and pretrained LoRA adapters are available at https://yaozhang182.github.io/motion-smd/.
Discriminative-Generative Synergy for Occlusion Robust 3D Human Mesh Recovery
3D human mesh recovery from monocular RGB images aims to estimate anatomically plausible 3D human models for downstream applications, but remains challenging under partial or severe occlusions. Regression-based methods are efficient yet often produce implausible or inaccurate results in unconstrained scenarios, while diffusion-based methods provide strong generative priors for occluded regions but may weaken fidelity to rare poses due to over-reliance on generation. To address these limitations, we propose a brain-inspired synergistic framework that integrates the discriminative power of vision transformers with the generative capability of conditional diffusion models. Specifically, the ViT-based pathway extracts deterministic visual cues from visible regions, while the diffusion-based pathway synthesizes structurally coherent human body representations. To effectively bridge the two pathways, we design a diverse-consistent feature learning module to align discriminative features with generative priors, and a cross-attention multi-level fusion mechanism to enable bidirectional interaction across semantic levels. Experiments on standard benchmarks demonstrate that our method achieves superior performance on key metrics and shows strong robustness in complex real-world scenarios.
Fine-grained Motion Retrieval via Joint-Angle Motion Images and Token-Patch Late Interaction
Text-motion retrieval aims to learn a semantically aligned latent space between natural language descriptions and 3D human motion skeleton sequences, enabling bidirectional search across the two modalities. Most existing methods use a dual-encoder framework that compresses motion and text into global embeddings, discarding fine-grained local correspondences, and thus reducing accuracy. Additionally, these global-embedding methods offer limited interpretability of the retrieval results. To overcome these limitations, we propose an interpretable, joint-angle-based motion representation that maps joint-level local features into a structured pseudo-image, compatible with pre-trained Vision Transformers. For text-to-motion retrieval, we employ MaxSim, a token-wise late interaction mechanism, and enhance it with Masked Language Modeling regularization to foster robust, interpretable text-motion alignment. Extensive experiments on HumanML3D and KIT-ML show that our method outperforms state-of-the-art text-motion retrieval approaches while offering interpretable fine-grained correspondences between text and motion. The code is available in the supplementary material.
Ex-Omni: Enabling 3D Facial Animation Generation for Omni-modal Large Language Models
Omni-modal large language models (OLLMs) aim to unify multimodal understanding and generation, yet extending them to jointly produce speech and 3D facial animation remains largely underexplored. A key challenge is the mismatch between the discrete semantic reasoning of LLMs and the dense temporal dynamics required for 3D facial motion. We propose Expressive Omni (Ex-Omni), a framework that augments OLLMs with speech-accompanied 3D facial animation. Ex-Omni decouples semantic reasoning from temporal generation through a speech-unit generator with blendshape co-supervision and a non-autoregressive blendshape decoder, where speech units provide temporal scaffolding and hidden speech representations carry facially relevant cues. We further introduce a token-as-query gated fusion (TQGF) interface for controlled semantic injection, as well as InstructS2SF-1200K, a 1.2M-sample weakly supervised dataset for speech-accompanied facial animation. Extensive experiments show that Ex-Omni retains competitive speech QA capability while natively generating coordinated text, speech, and 3D facial animation, and approaches the Audio2Face-3D teacher cascade in synchronization and human preference.
SKEL-CF: Coarse-to-Fine Biomechanical Skeleton and Surface Mesh Recovery
Parametric 3D human models such as SMPL have driven significant advances in human pose and shape estimation, yet their simplified kinematics limit biomechanical realism. The recently proposed SKEL model addresses this limitation by re-rigging SMPL with an anatomically accurate skeleton. However, estimating SKEL parameters directly remains challenging due to limited training data, perspective ambiguities, and the inherent complexity of human articulation. We introduce SKEL-CF, a coarse-to-fine framework for SKEL parameter estimation. SKEL-CF employs a transformer-based encoder-decoder architecture, where the encoder predicts coarse camera and SKEL parameters, and the decoder progressively refines them in successive layers. To ensure anatomically consistent supervision, we convert the existing SMPL-based dataset 4DHuman into a SKEL-aligned version, 4DHuman-SKEL, providing high-quality training data for SKEL estimation. In addition, to mitigate depth and scale ambiguities, we explicitly incorporate camera modeling into the SKEL-CF pipeline and demonstrate its importance across diverse viewpoints. Extensive experiments validate the effectiveness of the proposed design. On the challenging MOYO dataset, SKEL-CF achieves 85.0 MPJPE / 51.4 PA-MPJPE, significantly outperforming the previous SKEL-based state-of-the-art HSMR (104.5 / 79.6). These results establish SKEL-CF as a scalable and anatomically faithful framework for human motion analysis, facilitating the use of computer vision techniques in biomechanics-related analysis. Our implementation is available on the project page: https://pokerman8.github.io/SKEL-CF/.
PSHuman: Photorealistic Single-image 3D Human Reconstruction using Cross-Scale Multiview Diffusion and Explicit Remeshing
Detailed and photorealistic 3D human modeling is essential for various applications and has seen tremendous progress. However, full-body reconstruction from a monocular RGB image remains challenging due to the ill-posed nature of the problem and sophisticated clothing topology with self-occlusions. In this paper, we propose PSHuman, a novel framework that explicitly reconstructs human meshes utilizing priors from the multiview diffusion model. It is found that directly applying multiview diffusion on single-view human images leads to severe geometric distortions, especially on generated faces. To address it, we propose a cross-scale diffusion that models the joint probability distribution of global full-body shape and local facial characteristics, enabling detailed and identity-preserved novel-view generation without any geometric distortion. Moreover, to enhance cross-view body shape consistency of varied human poses, we condition the generative model on parametric models like SMPL-X, which provide body priors and prevent unnatural views inconsistent with human anatomy. Leveraging the generated multi-view normal and color images, we present SMPLX-initialized explicit human carving to recover realistic textured human meshes efficiently. Extensive experimental results and quantitative evaluations on CAPE and THuman2.1 datasets demonstrate PSHumans superiority in geometry details, texture fidelity, and generalization capability.
GNM Head: A Generative aNthropometric Model of the human head
Parametric models of the human head are essential tools traditionally used in computer vision and graphics for animation, rendering, and reconstruction. More recently, they serve as crucial conditioning signals within generative large vision models, allowing for tight spatial control of generated imagery. However, existing publicly available models are typically limited in anatomical scope, modeling only outer geometry while ignoring intra-oral and ocular structures, and frequently suffer from reduced geometric quality stemming from low-fidelity input datasets. In this report we introduce a new parametric model dubbed Generative aNthropometric Model (GNM), named as a homophone of the human genome. GNM encompasses the head, face, neck, eyeballs, teeth, and tongue, and it is built on an extensive database of high-resolution 3D scans combined with high-quality anatomy specific artist-made samples. This report details the data provenance, the model architecture including the specialized sub-models for the ocular and intra-oral structures, and shows its SotA performance on fitting target 3D face scans. To foster community innovation, the complete GNM framework is made publicly available.