Skeleton

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2 papers in the last 28 days · 0.1% of indexed attention

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

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Period ending 2026-09-14

2 new papers

A weekly snapshot of new work published in Skeleton.

38 papers

Latest in Skeleton

Sep 9, 2026cs.CV

SkNeXt enables topology-guided neuronal reconstruction from petabyte-scale microscopy data

Recent advances in high-resolution fluorescence and electron microscopy have enabled nanoscale imaging across increasingly large brain volumes, but the resulting terabyte- to petabyte-scale datasets make complete neuronal reconstruction prohibitively expensive in computation, data movement, and manual proofreading. Here, we present SkNeXt, a topology-first framework for scalable neuronal reconstruction from large volumetric microscopy datasets. Instead of densely processing entire image volumes, SkNeXt first converts neuronal morphology into compact SWC skeletons that preserve long-range connectivity. Proofreading is therefore focused on sparse neuronal trees, allowing branch, continuity, and connectivity errors to be corrected before high-resolution reconstruction. The corrected skeletons then serve as persistent structural priors for recovering detailed morphology while preserving neuronal identity and topology. Crucially, SkNeXt also uses neuronal skeletons as spatial indices for selective data access, retrieving high-resolution image regions only along reconstructed trajectories and bypassing most background and signal-free volumes. This substantially reduces I/O and computational overhead, allowing reconstruction cost to scale with neuronal morphology rather than total dataset size. Using SkNeXt, we reconstructed neurons from a petabyte-scale super-resolution fluorescence dataset of the mouse brain on a single GPU within one week, without requiring exhaustive dense inference across the complete imaging volume.
Jiayi Ding, Hu Zhao
Sep 7, 2026cs.DL

Same Problem, Different Field: Cross-Domain Solution Import via Domain-Stripped Computational Fingerprints

The same underlying computational problem is solved across unrelated fields under different names: recursive Bayesian state estimation appears as a "Kalman filter" in control, "Bayesian forecasting" in pharmacokinetics, and "data assimilation" in geoscience. Topical and citation-based scientific embeddings cannot see this shared problem. We distill each paper once into a domain- and method-name-stripped faceted computational fingerprint, a free-text mechanism skeleton plus controlled computational facets. We define a tunable, facet-selectable similarity over it. The goal is solution import: surface cross-field pairs solving the same problem, so a bespoke implementation can be swapped for another field's standard, specialized solver. On a benchmark of 18 method families across 109 papers, the skeleton lifts cross-domain retrieval average precision over the abstract from 0.222 to 0.513, and the whole fingerprint reaches 0.557. Strikingly, four trained scientific embedders all fall below plain abstract+TF-IDF: they encode topical and citation similarity, the wrong signal for this task. The gain is the representation: the abstract-to-skeleton swap lifts every embedder, and the pipeline is one cached LLM call per paper plus a cheap embedder. An interventional re-skin / math-edit test shows the fingerprint tracks the computation, not the field. On a 501-paper wild corpus, known twins dominate the top of the ranking (23 of the top 30); with planted pairs excluded from the results, three blind LLM judges rate 3 of the top 5 and 8 of the top 30 pairs genuine import candidates, and 0 of 30 random ones. The human verification is the four executed imports: in one, an open standard solver reproduces a bespoke clinical dosing engine's output. We release the benchmark, the code, and the distillation prompt.
Eryk Kulikowski
Aug 11, 2026cs.CV

Capturing Uncertainty in Human Motion for Representation Learning in Soccer

This paper presents a self-supervised representation learning framework for understanding 3D skeleton-based human motion in soccer, using future motion prediction as the learning objective. Since human motion is inherently uncertain, accounting for multiple plausible futures is essential for capturing the underlying motion dynamics and learning effective representations. To this end, we introduce a conditioning module for motion prediction that models a probabilistic distribution over discretized future motions in 3D Euclidean space, learning multimodality with explicit supervision from future trajectories. Experiments on large-scale soccer player tracking data show that our approach substantially improves motion prediction accuracy. Moreover, the learned representations effectively transfer to multiple soccer downstream applications, demonstrating strong cross-task generalization.
Yizhou Xu, Lars Bretzner, Tiesheng Wang +1
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 3, 2026cs.CV

G-Skin: Learning to Bind 3D Gaussians with Generative Visual Priors

3D Gaussian Splatting has achieved remarkable success in photorealistic and efficient rendering, leading to a rapid increase in 3D assets represented by 3D Gaussian primitives. Directly rigging these assets with arbitrary skeleton topologies is highly desirable. However, training a feed-forward skinning framework is infeasible due to the lack of high-quality 3D Gaussian rigging datasets. An alternative solution is to transfer mesh-based techniques to 3D Gaussian-based representation, but 3D Gaussian primitives are not restricted to the surface and lack explicit topological connectivity. Moreover, this kind of method suffers from poor generalization to unseen data due to its strong dependence on training data, while acquiring high-quality rigging data is prohibitively expensive. To address this challenging problem, we propose G-Skin, a novel generative skinning framework designed for expressive and high-fidelity animation with 3D Gaussian representation. To overcome this 3D data scarcity, we introduce a skeleton-controllable image generation model leveraging 2D vision foundation models to distill powerful motion priors into pseudo-guidance. Guided by these priors, we formulate an optimization pipeline incorporating geometry-aware regularizations, which stabilizes the learning process and ensures smooth, structurally coherent skinning weights. G-Skin also generalizes flexibly to the augmented variants of 3D Gaussian representation designed to mitigate animation-induced rendering artifacts. Extensive experiments validate the effectiveness of our approach, demonstrating clear advantages over state-of-the-art methods. Project page: https://yaoyx689.github.io/GSkin.html.
Yuxin Yao, Kendong Liu, Shiqi Zhou +2
Jul 30, 2026cs.CV

Same Branches, Different Trees: A Bifurcation Connectedness Metric for Coronary Artery Segmentation and FFR-CT Decision Agreement

Fractional flow reserve derived from CT angiography (FFR-CT) simulates flow through a patient-specific vessel model, so its accuracy depends on the connectedness of the segmented tree, not only on volumetric overlap: a segmentation can reach high Dice yet sever a bifurcation, dropping the downstream subtree and reversing the treatment decision. Topology-aware losses such as clDice and Skeleton Recall act on the global centreline and can miss localised breaks. We study the Bifurcation Connectedness Score (BCS), which scores connectedness at each ground-truth bifurcation, and soft-BCS, its differentiable training surrogate. BCS captures a property of segmentation quality the standard metrics miss: it responds strongly to breaks in connectedness while staying largely unchanged under connectedness-preserving narrowing. Higher BCS accompanies closer agreement between the FFR-CT decisions a solver makes on predicted versus ground-truth geometry, most clearly in severe disease (OR 2.16, CI [1.23, 4.18]). Both decisions come from the same solver, so this reflects geometric, not clinical, fidelity. In training, soft-BCS and Skeleton Recall recover the same branches but build different trees. Recovering branches and keeping them connected are separable properties, so we recommend reporting a measure of each.
Maame Owusu-Ansah, Kelvin Lee, Dr Vinod Venugopal +3
Jul 30, 2026cs.CV

ViP-Rig: Visual-Prompted Controllable Rigging

Rigging is inherently task-dependent because the same mesh may require different skeletons and deformation behaviors across animation tasks. In practice, artists often inspect an initial rig and repeatedly edit its skeletal structure and deformation behavior to meet specific animation requirements. Existing automatic methods primarily generate a plausible rig from geometry, offering limited explicit control over the resulting skeleton and deformation behavior. In this work, we present ViP-Rig, a visual-prompted framework that supports both prompt-first rigging and result-guided editing by injecting features extracted from user-drawn or edited 2D skeletal and rigidity prompts into frozen pretrained backbones. Specifically, ViP-Rig consists of two stages, Skeleton Generation and Skinning Prediction. In the first stage, the skeletal sketch is processed by the Dense-to-Compact Visual Prompt Encoding to produce compact, fixed-length conditioning tokens. The resulting tokens are injected into a frozen pretrained autoregressive generator through gated adapters to control joint placement and branching structure while preserving the generator's geometric prior. In the second stage, the rigidity map is processed using the same visual encoding design, while the pretrained skinning backbone remains frozen. The resulting tokens are symmetrically injected into the point and joint streams to modulate point-joint compatibility and the resulting skinning weights. Experiments on Articulation-XL2.0 and zero-shot evaluation on ModelsResource show that ViP-Rig more accurately recovers target skeletons and skinning weights than geometry-conditioned baselines under prompt-guided evaluation. Qualitative results further demonstrate explicit and localized control in both prompt-first rigging and result-guided editing.
Zihan Qin, Mingze Sun, Yifan Mao +6
Jul 30, 2026cs.RO

Arm2Air: Cross-Embodiment Skeleton Transfer for 3D Relay Formation

Unmanned aerial vehicle (UAV) relay networks can restore connectivity after communication infrastructure is damaged. Urban relay placement is difficult because line-of-sight blockage, communication range, altitude, and three-dimensional obstacles must be considered jointly. Arm2Air transfers obstacle-avoidance skeletons from robot arms to UAV relay placement through cross-embodiment transfer. Source-domain robot-arm motions from a pretrained Neural MP model are converted into ordered skeletons that pretrain a transformer-based transfer platform, which is then adapted to the UAV domain using limited target data and Low-Rank Adaptation. The transferred skeleton initializes a relay chain that is refined for connectivity, bottleneck capacity, delay, and movement cost. On nine held-out high-clutter 3D urban maps, Arm2Air reduced median end-to-end planning runtime by 64.9 percent relative to the fastest conventional planner. On the high-obstruction group of a separate 30-map dense urban holdout, it increased bottleneck capacity by 32.6 percent, reduced capacity variance by 74.7 percent, reduced maximum hop distance by 13.2 percent, reduced hop-distance variance by 75.2 percent, and reduced relay displacement by 16.9 percent relative to IMPC-MD. With only three target-domain training maps, Arm2Air reduced relay-position root mean square error by 53.6 percent relative to training from scratch while updating 0.134 million parameters, compared with 1.383 million for Scratch and Full Fine-tuning. These results demonstrate computationally and data-efficient UAV relay placement and suggest a broader principle for transferring ordered structural priors across heterogeneous embodied tasks.
Dohun Lee, Kyeonghyun Yoo, Seokmin Kim +3
Jul 28, 2026cs.CV

Impact Detection in Fall Events: Leveraging Spatio-Temporal Graph Convolutional Networks and Recurrent Neural Networks Using 3D Skeletons Data

Fall represents a significant risk of accidental death among individuals aged over 65, presenting a global health concern. A fall is defined as any event where a person loses balance and moves to an off-position, which may or may not result in an impact where the person hits the ground. While fall detection systems have achieved good results in general, impact detection within falls remains challenging. This study proposes an efficient methodology for accurately detecting impacts within fall events by incorporating 3D joints skeleton data treated as a graph using Spatio-Temporal Graph Convolutional Networks (STGCN), Gated Recurrent Unit (GRU), and Bidirectional Long Short-Term Memory (BiLSTM) layers. By pinpointing impact moments, our approach enhances precision by distinguishing between false falls and actual impacts, contributing to better healthcare resource allocation. Our methodology, evaluated using the improved 3D skeletons UP-Fall dataset, achieves accuracy exceeding 90% across various fall scenarios. We have made this improved dataset publicly available at https://zenodo.org/records/12773013 to facilitate further research.
Tresor Y. Koffi, Youssef Mourchid, Mohammed Hindawi +1
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

Learning Emotion from Motion: Kinetic Multi-Stream Skeleton Modeling with Metadata-Conditioned Weak Label Distributions

Skeleton-based emotion recognition from body motion remains challenging because emotional expressions are often characterized by subtle dynamic and relational motion cues, and hard labels may not fully capture ambiguity among related emotion categories. For the DIEM-A task in the MMAC ACII 2026 Challenge, we propose a multi-branch skeleton-based emotion recognition framework that combines a 6D rotation-based branch, a part-aware kinetic multi-stream branch, and a metadata-conditioned weak label distribution learning (LDL) branch. The branches are trained independently and fused by a probability-level ensemble at inference time. In 10-fold leave-performer-out cross-validation, the proposed framework improves Accuracy from 0.271 to 0.366 and Macro-F1 from 0.252 to 0.353 over the rotation-based baseline. Explainability ablations show that velocity and bone streams, as well as arm and leg regions, provide important cues for recognizing emotional body motion.
Sosuke Suzuki, Yijin Wei, Koichiro Kamide +3
Jul 16, 2026cs.HC

Skeleton: Visual Authoring of Non-visual Data Experiences

When sighted practitioners author accessible data visualizations, they build navigation structures (the nodes, edges, and input bindings that govern how assistive technologies traverse an interface) entirely in code, with no visual representation. Without a representation to react to, practitioners cannot develop judgment about what makes navigation good or bad, and the quality ceiling of non-visual experiences is set by the absence of a feedback loop. We address this problem through longitudinal co-design with practitioners across cartography, design systems, and open-source visualization, and make three contributions. First, we introduce an Inspector that renders navigation graphs as interactive node-link diagrams, and a Dimensions API that expresses navigation in terms of data dimensions rather than explicit graph construction. Second we present Skeleton, a direct-manipulation authoring environment in which the properties of an accessible navigation structure are translated into visual representations authors can observe and manipulate. Key techniques include a dual-view editor that simultaneously shows the system's navigation model and the end user's spatial experience, a scaffolding engine that automates spatial node placement by repurposing a visualization rendering pipeline, a live label-template editor with real-time screen-reader-output preview, and a testing mode that makes traversal sequence visually trackable. Third, we evaluate Skeleton through an in-situ study with 8 practitioners across visualization design, engineering, and research. Making navigation structure visible changed how practitioners engaged with accessible design: they reconsidered the architecture of their own visualizations, attended to a broader range of input modalities, and shifted from treating accessibility as a compliance task to treating it as a design problem. (abstract shortened for arxiv)
Frank Elavsky, Chieri Nnadozie, Lucas Nadolskis +2
Jul 13, 2026cs.CV

Motion4Motion: Motion Transfer Across Subjects at Inference

This work explores the motion transfer from one video to another, which is crucial in animation for diverse characters. Previously, video motion transfer has been largely explored between human and human-like characters, enabling a lot of applications in digital creation. However, these approaches encounter a main limitation. Specifically, related technical pipelines heavily rely on a predefined human skeleton structure and accordingly require skeleton-conditional model training. On the one hand, these methods are difficult to generalize to diverse characters, such as animals from different species, while preserving their unique motion styles. On the other hand, labeled data in diverse skeletons is limited, which additionally restricts the large-scale training for the task. In this paper, we jump out of the skeleton-based motion transfer framework and propose a training-free motion transfer framework, named Motion4Motion. Motion4Motionmodels the motion flow of the character in a video instead of skeletons, which makes motion transfer across species easier. Extensive experimental results and novel applications show our methods outperform baselines impressively. Project page is available at https://lhchen.top/Motion4Motion.
Ling-Hao Chen, Zixin Yin, Duomin Wang +2
Jul 11, 2026cs.CV

Neural Motion Blending Across Arbitrary Character Topologies

Motion blending in character animation enables the synthesis of new motions by interpolating between existing examples. Current methods are typically restricted to fixed skeleton topologies, requiring identical or near-identical skeletal structures across characters. We present a novel framework for motion blending across heterogeneous skeletons. The proposed architecture combines a semantic encoder, which extracts per-frame latent representations of the motion state, with a diffusion-based decoder, which reconstructs character-specific motion conditioned on this latent code. At inference, blended motions are obtained by interpolating the latent representations of two input motions. We train and evaluate the method on the Truebones Zoo dataset using motions defined on both same and distinct skeleton topologies, demonstrating the ability to achieve smooth and plausible blending in a variety of scenarios.
Luca Cazzola, Giulia Martinelli, Nicola Conci
Jul 9, 2026cs.CV

Pose-to-Biomechanics: Bridging 3D Human Pose Estimation and Biomechanical Attribute Prediction

Recent progress in 3D human pose estimation has made markerless recovery of skeletal motion increasingly accurate and scalable. However, most pose estimators remain optimized for geometric keypoint accuracy, while many real-world applications in rehabilitation, sports science, ergonomics, and clinical movement analysis require biomechanical quantities that describe how the body moves, loads, and activates. In this work, we propose BioModule, a lightweight plug-in temporal transformer that attaches downstream of any 3D pose estimator and predicts biomechanical attributes from standard 17-joint 3D skeletons. BioModule is estimator-agnostic and requires no modification of the upstream pose model, enabling existing pose estimators to be extended toward physically interpretable motion analysis. To train and evaluate BioModule, we construct a large-scale aligned dataset pairing Human3.6M video and 3D keypoints with the biomechanical label space of Human3.6Mplus. We establish and verify anatomical correspondence between coordinate systems of the two datasets, enabling frame-accurate cross-modal supervision. Using this aligned supervision, BioModule predicts biomechanical quantities. We further benchmark BioModule across seven state-of-the-art 3D pose estimators, providing the first systematic analysis of how upstream pose estimation quality propagates to downstream biomechanical prediction fidelity. The results position BioModule as a compact, modular bridge between vision-based pose estimation and biomechanically meaningful human motion analysis.
Ayda Eghbalian, Kevin Desai
Jul 9, 2026cs.CV

SkelGen4D: Weakly-Supervised Skeleton-Based 4D Generation for Text-Driven Mesh Animation

We study 4D generation to synthesize temporally coherent sequences of 3D geometry for animation and content creation. In contrast to existing SDS-based optimization methods and video-driven animation approaches, we adopt a skeleton-driven animation framework aligned with standard industrial pipelines, which enables explicit control and editing. To this end, we propose SkelGen4D, a weakly supervised feed-forward framework for text-driven mesh animation that generates explicit skeleton motions without requiring per-frame skeleton annotations. SkelGen4D first recovers temporally consistent pseudo-skeletons from animated meshes via differentiable fitting, and then generates text-conditioned skeleton motion sequences in a feed-forward manner, further refined with Motion-GRPO to ensure temporally coherent, physically plausible, and articulated animation. We evaluate our method on two large-scale benchmarks, Truebones Zoo and Diffusion4D. Our results show that our weakly supervised skeleton modeling matches or surpasses fully supervised baselines while scaling to diverse object categories for high-quality text-driven mesh animation. Further, our method supports flexible motion editing and is aligned with standard animation production pipelines.
Hao Feng, Zhi Zuo, Jia-Hui Pan +6
Jul 7, 2026cs.RO

RynnWorld-Teleop: An Action-Conditioned World Model for Digital Teleoperation

Scaling robot learning requires massive, diverse trajectory data, yet collection is currently bottlenecked by physical teleoperation, where every demonstration binds operator time to specific hardware and workspaces. We introduce digital teleoperation, a paradigm that decouples data collection from physical constraints by replacing the real robot with a generative world model. In this framework, an operator's hand-pose stream drives a robot-centric generative world model to synthesize high-fidelity egocentric videos from a single reference image. The recorded pose stream serves as an embodiment-agnostic action label transferable to any target robot via standard retargeting, yielding complete state-action trajectories for imitation learning independent of physical hardware. We instantiate this paradigm in RynnWorld-Teleop, a system that integrates depth-aware skeletal conditioning, progressive human-to-robot training on a video Diffusion Transformer, and streaming autoregressive distillation. This pipeline compresses the generative process into a single-pass inference, enabling 40+ FPS, real-time interactive generation on a single H100 GPU. Policies trained exclusively on RynnWorld-Teleop-generated data achieve effective zero-shot Sim2Real transfer across dexterous and diverse bimanual tasks. Moreover, augmenting real-world datasets with our digitally teleoperated data consistently improves success rates, demonstrating that RynnWorld-Teleop serves as a high-fidelity, scalable data engine for the next generation of robotic agents.
Haoyu Zhao, Xingyue Zhao, Hangyu Li +6
Jul 7, 2026cs.CV

Point as Skeleton: Accumulated Point Cloud Enhanced Autoregressive Generation for Closed-Loop Autonomous Driving Simulation

Evaluating end-to-end autonomous driving (E2E-AD) remains challenging, as existing driving simulation methods often trade off closed-loop interactivity (e.g., CARLA) and real-world visual fidelity (e.g., nuScenes). We present \textbf{\emph{Point as Skeleton}}, a generative sensor simulation framework for state-updated autoregressive driving video generation, in which an autoregressive generator synthesizes visual observations from step-wise updated ego states, actor states, scene maps, and point-cloud skeleton conditions. To support closed-loop rollout, we introduce Reset-and-Roll, which adapts rolling diffusion inference to simulation by preventing future-conditioned latent states from being committed across simulation steps. To stabilize error accumulation during step-wise autoregressive rollout, we introduce point-cloud skeletons that decouple foreground and background assets and project them into camera-view painted-point and template-depth conditions, providing appearance and geometric cues. We further implement a nuPlan-based renderer-level closed-loop generative interface for evaluating generation under ego deviations from the original log. Experiments on nuScenes and nuPlan show that \textit{Point as Skeleton} improves autoregressive generation quality during closed-loop rollout, demonstrating its potential for visually faithful closed-loop driving simulation. The code is available at https://github.com/krauwu/point-as-skeleton.
Songbur Wong, Xiaosong Jia, Junqi You +12
Jul 2, 2026cs.CV

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 (K=8K=8) 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 2.75×1022.75 \times 10^{-2} normalized MPJPE on cross-topology reconstruction, 5.8×5.8\times below the strongest adapted variable-JJ tokenizer baseline, while remaining competitive with fixed-skeleton specialists on HumanML3D.
Yuhao Zhang, Gerard Pons-Moll, Tolga Birdal
Jun 24, 2026cs.CV

Follow Your Track: Precise Skeleton Animation Controlled by 3D Trajectories

4D generation aims to animate 3D objects with realistic motion, holding great promise for applications. Existing methods typically decouple 3D asset generation from motion synthesis: acquire a 3D asset, prepare a structural representation like mesh and Gaussians, and synthesize motion from text or video control signals. However, dense mesh and Gaussian representations incur high computational costs and are prone to temporal artifacts, limiting animation quality and duration to only short clips. Meanwhile, text lacks fine-grained spatial and temporal details such as timing and coordination, while video entangles motion with appearance and background. Together, these limitations result in 4D animations that suffer from poor temporal consistency, wrong identification, and limited controllability. We address these issues with \texttt{ACT}, a trajectory-conditioned framework for topology-general skeletal animation. ACT uses skeletons as a compact structured and compute-efficient representation and 3D point trajectories from monocular video as explicit motion guidance which provide detailed motion patterns without appearance entanglement. At the core of ACT is a Routed Trajectory Injector, which achieves accurate and robust trajectory-to-joint transfer through three complementary designs: prior-guided hard routing establishes precise skeleton-to-mesh correspondences, global routing enables holistic joint-track interaction for full-body motion awareness, and local windowed cross-attention enforces fine-grained temporal alignment, improving micro-timing and reducing motion misalignment across varying motion rates. Extensive experiments demonstrate that \texttt{ACT} significantly outperforms existing methods in fidelity and temporal consistency.
Yueting Liu, Yanqin Jiang, Nian Liu +4
Jun 19, 2026cs.CV

T-MOR: Learning Motion-Aware Skeleton Representations for Human Action Recognition

Vision-language models such as CLIP have recently achieved strong performance on a wide range of visual understanding tasks. However, most existing models rely primarily on appearance-level supervision from images or videos, and do not explicitly model human motion, which is essential for fine-grained and human-centric action recognition task as actions are defined by temporally structured and physically grounded body movements. To address this problem, we propose Transferable skeleton MOtion Representation (T-MOR), a motion-aware framework that learns transferable action representations from skeleton sequences with the aid of video and language supervision during training. T-MOR adopts a multi-modal contrastive learning scheme that aligns skeleton motion with visual and textual representations, while performing inference using only lightweight skeleton inputs. To support large-scale pre-training, we construct PoseCap-1M, a new dataset that contains over one million synchronized video, skeleton, and text triplets covering diverse human activities. We evaluate T-MOR on a range of human-centric action recognition benchmarks, including action classification and frame-wise temporal detection. Experimental results show that T-MOR consistently improves performance across multiple datasets, such as Toyota Smarthome, Penn Action, UAV-Human, TSU, and Charades. In addition, T-MOR demonstrates strong generalization ability in few-shot and zero-shot settings, highlighting the effectiveness of motion-centric and embodied representations for transferable action understanding.
Di Yang, Mahmoud Ali, Quan Kong +2
Jun 19, 2026cs.GR

PIAvatar: Physically Interactive Avatars via Deformation Gradient Decoupling

3D human avatars have shown impressive visual fidelity driven by pose-conditioned models, yet they still lack the physical ability required for interactions with each other and environments. Although recent studies have made various attempts to incorporate physical characteristics into 3D avatars, they only exhibit limited physical deformations, often leading to constrained interaction behaviors. To resolve this issue, we present PIAvatar, a framework to simultaneously enable physically aware interactions between avatar-avatar and avatar-environment, and a non-rigid deformable human body simulation. In this work, our key insight is to decouple kinematic velocity from deformation gradient. When external forces act on avatars, the kinematic velocity induces stress which hinders the avatar's ability to achieve a desired pose. In addition, we integrate a skeletal framework within the avatar. It allows estimating its poses and real-time tracking in a closed form, even during non-rigid physical interactions. Our approach is implemented within a conventional Material Point Method framework to ensure physically consistent dynamics. We lastly evaluate the method on both human-object and human-human interaction scenarios to assess its behavior under diverse interaction settings.
Sang-Hun Han, Min-Gyu Park, Jisu Shin +3
Jun 10, 2026cs.CV

Motion Reinforces Appearance: RGB-Skeleton Gated Residual Fusion for Micro-Gesture Online Recognition

Micro-gesture analysis attracts increasing attention for inferring spontaneous emotion from subtle body movements. Micro-gesture online recognition, which localizes and classifies each gesture instance in untrimmed videos, is a core task in the 4th EI-MiGA-IJCAI Challenge. Compared with typical temporal action detection, MGR emphasizes the localization and classification of actions, requiring the model to output the start time, end time, and category of each micro-gesture. Moreover, since micro-gestures are highly spontaneous, relying solely on a single modality makes it difficult to capture the complete and accurate multi-modal cues. In this work, we propose DyFADet+, which extends DyFADet into a dual-stream RGB-skeleton framework. In our model, both modalities are projected into shared multi-scale temporal embeddings and fused through a gated residual module, which adaptively injects skeleton motion into the RGB representation rather than using naive concatenation. Finally, these fused features are decoded by a Dynamic TAD head for online classification and boundary regression. On the SMG dataset, our method achieves an F1 score of 40.88, ranking 2nd in the Micro-gesture Online Recognition track.
Jialin Liu, Xinwen He, Pengyu Liu +3
Jun 3, 2026cs.CV

A New Angle on Bones: Robust Pose Estimation in X-Ray and Ultrasound

Measuring the angle between bone structures is a routine task in medical image analysis and provides a key quantitative parameter for diagnosis and treatment planning. Automated methods can reduce time and cost while improving reproducibility. In this work, we address automatic bone pose estimation using a learning-based point candidate proposal followed by a line model to extract axis parameters. Since conventional line models such as least squares are sensitive to outliers, we incorporate false-positive reduction strategies and robust fitting techniques, such as RANSAC and Hough transforms, to improve robustness. We evaluate our method on three clinically relevant paediatric angle estimation tasks: fracture fragment assessment in radiographs and ultrasound and developmental dysplasia of the hip evaluation in ultrasound using the Graf method. Our approach achieves mean errors of 4.14.1^\circ, 5.45.4^\circ, and 5.515.51^\circ, respectively, not only remaining within the expected clinical observer variability, but also significantly outperforming landmark-based methods. Our code and annotations for fracture angle assessment in radiographs are publicly available on GitHub.
Ron Keuth, Christoph Großbröhmer, Franziska Halm +5
Jun 2, 2026cs.CV

SkelHCC: A Hyperbolic CLIP-Driven Cache Adaptation Framework for Skeleton-based One-Shot Action Recognition

Skeleton-based action recognition aims to understand human behaviors from body joint sequences and is especially challenging in the one-shot setting, where only a single labeled exemplar is available for each novel action. A key challenge is learning representations that capture the hierarchical and compositional structure of human motion while aligning effectively with high-level action semantics under extreme data scarcity. Existing approaches, largely based on Euclidean embeddings and low-level motion cues, struggle to model the tree-like organization of skeleton data, limiting cross-modal alignment and generalization to unseen action categories. We propose SkelHCC, a unified skeleton hyperbolic CLIP-driven cache adaptation framework for one-shot skeleton-based action recognition. SkelHCC introduces an Explicitly Hierarchical Hyperbolic CLIP (EH-HCLIP) module that embeds skeleton sequences and action language into a shared hyperbolic space. By leveraging the negative curvature and exponential volume growth of hyperbolic geometry, EH-HCLIP naturally encodes the joint-part-body hierarchy of human anatomy and yields structurally consistent cross-modal representations. To support efficient one-shot adaptation, SkelHCC further integrates a training-free LLM-guided Multi-granularity Voting Cache (LMV-Cache) for context-aware inference. Experiments on NTU RGB+D 60, NTU RGB+D 120, and PKU-MMD demonstrate that SkelHCC consistently outperforms state-of-the-art methods.
Yanan Liu, Anqi Zhu, Jingmin Zhu +6
Jun 1, 2026cs.CV

SkelMo: Universal Skeletal Motion Generation for 3D Rigged Shapes

Motion generation for rigged shapes is vital for scalable 4D asset production. However, template-based methods are limited by specific topologies and fail to generalize across diverse morphologies. Conversely, per-case optimization is computationally expensive, susceptible to local optima, and highly sensitive to viewpoint-induced ambiguities. In this paper, we present SkelMo, a diffusion-based framework designed for category-agnostic skeletal animation generation from 2D video guidance. To overcome the scarcity of high-quality training data, we have curated a large-scale dynamic dataset comprising approximately 20,000 diverse 3D animations, each featuring complete textures, skeletal rigging, and a wide array of comprehensive animation sequences. To bridge the kinematic gap between 2D visual motion cues and heterogeneous 3D skeletal structures, we propose a structural-semantic injection mechanism. Our model integrates texture and semantic attributes directly into skeletal joint representations. This allows it to map perceived visual dynamics to specific joint hierarchies and their functional roles. This enables SkelMo to synthesize high-fidelity animations that maintain anatomical consistency across a vast range of unseen categories, from existing biological species to fantastical beings. Extensive experiments demonstrate that our approach significantly outperforms existing methods, setting a new state-of-the-art benchmark for robust and efficient 4D asset generation. Project Page: https://research.davytao.me/skelmo/.
Ye Tao, Yuxin Yao, Kendong Liu +2
May 27, 2026cs.CV

Sketch2Motion: Text-driven 2D Sketch to 3D Animation via Diffusion-guided Skeleton Optimization

Animation of 2D hand-drawn sketches provides an effective medium for visual communication. However, these sketches pose challenges, particularly in handling occlusions and accurately mapping motion. While 3D animation naturally addresses these challenges, estimating 3D motion remains a very complex task. Recent approaches to converting 2D sketches to 3D animations have mainly focused on specific types of motion, such as bipedal movements and facial expressions. We propose Sketch2Motion, a diffusion-guided framework for skeleton-based motion synthesis that combines classical character animation pipelines with deep generative priors. Our method represents motion using skeletal transformations, which are propagated to mesh deformations via linear blend skinning. To guide the resulting animation toward realistic and semantically meaningful motion, we integrate a text-to-video diffusion model via motion-aware score-distillation sampling (MoSDS), enabling optimization without paired motion data. Additionally, we apply physics-inspired smoothness, topological, and contact constraints to stabilize optimization and preserve motion plausibility. Further, we integrate a spring-mass simulator to introduce secondary motion effects. The proposed framework is generalized, fully differentiable, modular, and compatible with biped, quadruped, and non-living articulated characters. Experiments demonstrate that our approach produces temporally coherent, text-aligned animations that outperform baseline motion transfer methods that lack generative priors or explicit physical constraints. We will make our code and dataset publicly available.
Gaurav Rai, Ojaswa Sharma
May 19, 2026cs.GR

HyperBones: Realtime Bone-driven Neural Garment Simulation with Hypernetwork Conditioning

Recent advances in garment simulation have brought high-quality results closer to real-time performance. Physics-based simulators can produce accurate motion, but remain too computationally expensive for interactive applications. In contrast, linear blend skinning is efficient, but cannot capture the complex dynamics of loose-fitting garments, often leading to unrealistic motion and visual artifacts. Neural methods offer a promising alternative, yet they still struggle to animate loose clothing plausibly under strict runtime constraints. We present a fast and physically plausible approach for dynamic garment simulation. Our method trains a reduced-space neural dynamics simulator composed of independent coarse- and fine-level components. At the coarse level, the garment is driven by a set of virtual bones integrated with a lightweight neural network. Fine-scale wrinkle details are then recovered using a trained convolutional neural map. By decoupling identity-specific computation from real-time neural integration, our architecture maintains high performance while supporting diverse body shapes and motions. We further introduce an effective physics-supervision scheme that enables accurate results without relying on an external simulator. Experiments show that our method produces physically plausible garment dynamics, generalizes across a range of motions and body shapes, and supports a fixed set of garments. Our simulator runs at 300+ FPS on a commodity GPU, making it suitable for real-time applications.
Astitva Srivastava, Hsiao-Yu Chen, Ryan Goldade +9
May 13, 2026cs.GR

Rigel3D: Rig-aware Latents for Animation-Ready 3D Asset Generation

Recent 3D generative models can synthesize high-quality assets, but their outputs are typically static: they lack the skeletal rigs, joint hierarchies, and skinning weights required for animation. This limits their use in games, film, simulation, virtual agents, and embodied AI, where assets must not only look plausible but also move plausibly. We introduce Rigel3D, a generative method for animation-ready 3D assets represented as rigged meshes. Unlike post-hoc auto-rigging methods that attach rigs to completed shapes, our method jointly models geometry and rig structure through coupled surface and skeleton structured latent representations. A rig-aware autoencoder decodes these representations into mesh geometry, skeleton topology, joint coordinates, and skinning weights, while a two-stage latent generative model synthesizes both surface and skeleton representations for image-conditioned generation. To support downstream animation workflows, we further introduce an open-vocabulary joint labeling module that embeds generated joints into a shared vision-language space, enabling correspondence to arbitrary retargeting templates. Experiments on large-scale rigged asset datasets demonstrate that our method generates diverse, high-quality animation-ready assets and outperforms existing rigging baselines across multiple metrics.
Nikitas Chatzis, Marios Loizou, Evangelos Kalogerakis
Apr 30, 2026cs.CV

MoCapAnything V2: End-to-End Motion Capture for Arbitrary Skeletons

Recent methods for arbitrary-skeleton motion capture from monocular video follow a factorized pipeline, where a Video-to-Pose network predicts joint positions and an analytical inverse-kinematics (IK) stage recovers joint rotations. While effective, this design is inherently limited, since joint positions do not fully determine rotations and leave degrees of freedom such as bone-axis twist ambiguous, and the non-differentiable IK stage prevents the system from adapting to noisy predictions or optimizing for the final animation objective. In this work, we present the first fully end-to-end framework in which both Video-to-Pose and Pose-to-Rotation are learnable and jointly optimized. We observe that the ambiguity in pose-to-rotation mapping arises from missing coordinate system information: the same joint positions can correspond to different rotations under different rest poses and local axis conventions. To resolve this, we introduce a reference pose-rotation pair from the target asset, which, together with the rest pose, not only anchors the mapping but also defines the underlying rotation coordinate system. This formulation turns rotation prediction into a well-constrained conditional problem and enables effective learning. In addition, our model predicts joint positions directly from video without relying on mesh intermediates, improving both robustness and efficiency. Both stages share a skeleton-aware Global-Local Graph-guided Multi-Head Attention (GL-GMHA) module for joint-level local reasoning and global coordination. Experiments on Truebones Zoo and Objaverse show that our method reduces rotation error from ~17 degrees to ~10 degrees, and to 6.54 degrees on unseen skeletons, while achieving ~20x faster inference than mesh-based pipelines. Project page: https://animotionlab.github.io/MoCapAnythingV2/
Kehong Gong, Zhengyu Wen, Dao Thien Phong +10
Apr 28, 2026cs.CV

Sketch2Arti: Sketch-based Articulation Modeling of CAD Objects

Articulation modeling aims to infer movable parts and their motion parameters for a 3D object, enabling interactive animation, simulation, and shape editing. In this paper, we present Sketch2Arti, the first sketch-based articulation modeling system for CAD objects. Our key observation is that designers naturally communicate articulation intent through lightweight sketches (e.g., arrows and strokes) that indicate how parts should move, yet translating such sketches into articulated 3D models remains largely manual. Sketch2Arti bridges this gap by enabling users to specify articulation through simple 2D sketches drawn from a chosen viewpoint. Given a CAD model and user sketches, our approach automatically discovers the corresponding movable parts and predicts their motion parameters, allowing iterative modeling of multiple articulations on complex objects with fine-grained control. Importantly, Sketch2Arti is trained in a category-agnostic manner without requiring object category information, leading to strong generalization to diverse objects beyond existing articulation datasets. Moreover, for shell models lacking interior structures, Sketch2Arti supports controllable internal completion guided by user sketches, generating plausible internal components consistent with the existing geometry and predicted motion constraints. Comprehensive experiments and user evaluations demonstrate the effectiveness, controllability, and generalization of Sketch2Arti. The code, dataset, and the prototype system are at https://arlo-yang.github.io/Sketch2Arti.
Yi Yang, Hao Pan, Yijing Cui +2
Apr 22, 2026cs.CV

Topology-Aware Skeleton Detection via Lighthouse-Guided Structured Inference

In natural images, object skeletons are used to represent geometric shapes. However, even slight variations in pose or movement can cause noticeable changes in skeleton structure, increasing the difficulty of detecting the skeleton and often resulting in discontinuous skeletons. Existing methods primarily focus on point-level skeleton point detection and overlook the importance of structural continuity in recovering complete skeletons. To address this issue, we propose Lighthouse-Skel, a topology-aware skeleton detection method via lighthouse-guided structured inference. Specifically, we introduce a dual-branch collaborative detection framework that jointly learns skeleton confidence field and structural anchors, including endpoints and junction points. The spatial distributions learned by the point branch guide the network to focus on topologically vulnerable regions, which improves the accuracy of skeleton detection. Based on the learned skeleton confidence field, we further propose a lighthouse-guided topology completion strategy, which uses detected junction points and breakpoints as lighthouses to reconnect discontinuous skeleton segments along low-cost paths, thereby improving skeleton continuity and structural integrity. Experimental results on four public datasets demonstrate that the proposed method achieves competitive detection accuracy while substantially improving skeleton connectivity and structural integrity.
Daoyong Fu, Xiang Zhang, Zhaohuan Zhan +2
Apr 21, 2026cs.CV

From Skeletons to Pixels: Few-Shot Precise Event Spotting via Representation and Prediction Distillation

Precise Event Spotting (PES) is essential in fast-paced sports such as tennis, where fine-grained events occur within very short temporal windows. Accurate frame-level localization is challenging because of motion blur, subtle action differences, and limited annotated data. We study two complementary distillation strategies for few-shot PES: Adaptive Weight Distillation (AWD), a prediction-level method that adaptively weights teacher supervision on unlabeled data, and Annealed Multimodal Distillation for Few-Shot Event Detection (AMD-FED), a representation-level framework that transfers robust skeleton knowledge into visual modalities through annealed pseudo-labeling. Both methods use multimodal distillation to improve generalization under limited supervision. We evaluate them on F3Set-Tennis(sub) under few-shot k-clip settings, where they consistently outperform single-modality baselines and prior PES approaches. After observing the stronger performance of representation-level distillation on tennis, we further validate AMD-FED on a second sports dataset, Figure Skating, where it also shows robust performance in the k-clip scenario. These results highlight the effectiveness of multimodal distillation, especially representation-level transfer, for few-shot precise event spotting.
Zhong Han Ervin Yeoh, Jiang Kan
Apr 16, 2026cs.CV

Unsupervised Skeleton-Based Action Segmentation via Hierarchical Spatiotemporal Vector Quantization

We propose a novel hierarchical spatiotemporal vector quantization framework for unsupervised skeleton-based temporal action segmentation. We first introduce a hierarchical approach, which includes two consecutive levels of vector quantization. Specifically, the lower level associates skeletons with fine-grained subactions, while the higher level further aggregates subactions into action-level representations. Our hierarchical approach outperforms the non-hierarchical baseline, while primarily exploiting spatial cues by reconstructing input skeletons. Next, we extend our approach by leveraging both spatial and temporal information, yielding a hierarchical spatiotemporal vector quantization scheme. In particular, our hierarchical spatiotemporal approach performs multi-level clustering, while simultaneously recovering input skeletons and their corresponding timestamps. Lastly, extensive experiments on multiple benchmarks, including HuGaDB, LARa, and BABEL, demonstrate that our approach establishes a new state-of-the-art performance and reduces segment length bias in unsupervised skeleton-based temporal action segmentation.
Umer Ahmed, Syed Ahmed Mahmood, Fawad Javed Fateh +3
Apr 9, 2026cs.CV

GaussiAnimate: Rig Animatable Categories with Level of Dynamics

We propose Skelebones, a Scaffold-Skin Rigging System built on three steps: (1) Bones compress temporally consistent Gaussian or mesh sequences into free-form bones with smooth skinning weights, approximating non-rigid deformations via linear blend skinning (LBS); (2) Skeleton extracts the Mean Curvature Skeleton (MCS) from the canonical shape and temporally refines its topology and kinematics into a compact skeletal structure; and (3) Binding connects the skeleton and bones through non-parametric Partwise Motion Matching (PartMM), which synthesizes novel bone motions by matching, retrieving, and blending existing ones. Together, these steps compress the dynamics of 4D shapes into compact skelebones that are simultaneously controllable and expressive. The resulting representation is category-agnostic, meaning template-free; motion-adaptive, with dynamic topology; and topology-correct, with a skeleton consistent with the surface geometry. PartMM requires no learning. We validate our method on both synthetic and real-world datasets, achieving substantial reanimation improvements on unseen poses: a 17.3 dB PSNR gain over LBS on DNA-Rendering and a 45.6 dB gain over Bag-of-Bones on ActorsHQ, while preserving high rendering fidelity for characters with complex non-rigid dynamics. PartMM generalizes robustly to both Gaussian and mesh representations, excelling in low-data regimes of approximately 1,000 frames, with a 48.4 RMSE improvement over LBS and improvements of more than 20 over GRU- and MLP-based methods. Code will be publicly released at https://cookmaker.cn/gaussianimate/.
Jiaxin Wang, Dongxin Lyu, Zeyu Cai +4
Mar 14, 2026cs.CV

SK-Adapter: Skeleton-Based Structural Control for Native 3D Generation

Native 3D generative models have achieved remarkable fidelity and speed, yet they suffer from a critical limitation: inability to prescribe precise structural articulations, where precise structural control within the native 3D space remains underexplored. This paper proposes SK-Adapter, a simple yet efficient and effective framework that unlocks precise skeletal manipulation for native 3D generation. Moving beyond text or image prompts, which can be ambiguous for precise structure, we treat the 3D skeleton as a first-class control signal. SK-Adapter is a lightweight structural adapter network that encodes joint coordinates and topology into learnable tokens, which are injected into the frozen 3D generation backbone via cross-attention. This design allows the model to not only effectively ``attend'' to specific 3D structural constraints but also preserve its original generative priors. To bridge the data gap, we contribute the Objaverse-TMS dataset, a large-scale dataset of 24k text-mesh-skeleton pairs. Extensive experiments confirm that our method achieves robust structural control while preserving the geometry and texture quality of the foundation model, significantly outperforming existing baselines. Furthermore, we extend this capability to local 3D editing, enabling region-specific editing of existing assets with skeletal guidance, which is unattainable by previous methods. Project page: https://sk-adapter.github.io/
Anbang Wang, Yuzhuo Ao, Shangzhe Wu +1
Feb 2, 2026cs.CV

Superman: Unifying Skeleton and Vision for Human Motion Perception and Generation

Human motion analysis tasks, such as temporal 3D pose estimation, motion prediction, and motion in-betweening, play an essential role in computer vision. However, current paradigms suffer from severe fragmentation. First, the field is split between perception'' models that understand motion from video but only output text, and generation'' models that cannot perceive from raw visual input. Second, generative MLLMs are often limited to single-frame, static poses using dense, parametric SMPL models, failing to handle temporal motion. Third, existing motion vocabularies are built from skeleton data alone, severing the link to the visual domain. To address these challenges, we introduce Superman, a unified framework that bridges visual perception with temporal, skeleton-based motion generation. Our solution is twofold. First, to overcome the modality disconnect, we propose a Vision-Guided Motion Tokenizer. Leveraging the natural geometric alignment between 3D skeletons and visual data, this module pioneers robust joint learning from both modalities, creating a unified, cross-modal motion vocabulary. Second, grounded in this motion language, a single, unified MLLM architecture is trained to handle all tasks. This module flexibly processes diverse, temporal inputs, unifying 3D skeleton pose estimation from video (perception) with skeleton-based motion prediction and in-betweening (generation). Extensive experiments on standard benchmarks, including Human3.6M, demonstrate that our unified method achieves state-of-the-art or competitive performance across all motion tasks. This showcases a more efficient and scalable path for generative motion analysis using skeletons.
Xinshun Wang, Peiming Li, Ziyi Wang +5
Nov 25, 2025cs.CV

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/.
Da Li, Jiping Jin, Xuanlong Yu +6