activity
20172026
most citedXNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera

265 citations · 785 across the 88 of their papers we have counts for

collaborators

112 papers

cs.CV2026

PiHand: Latent Hand-Object Interaction Priors for Physics-Based Policy Learning

Niklas Berndt, Xianghui Xie, Enes Duran +2

Synthesizing physically grounded dexterous hand-object interactions is important for VR/AR, gaming, and robotics, yet remains challenging because subtle contact dynamics, diverse o…

cs.CV2026

COSMI: COmpositional Synthesis of Multi-object Interactions

Daniel Eskandar, Ilya A. Petrov, Gerard Pons-Moll

Generative models of human-object interaction are bounded by the data that exists: everyday activities involve several objects, but most captured datasets record one at a time, as…

cs.CV2026

PAMI: Part Anchored Motion for Text to Human-Object Interaction Generation

Chuqiao Li, Xianghui Xie, Yong Cao +2

Text-conditioned full-body human-object interaction (HOI) generation requires synthesizing human motion and object trajectories that match the input text while remaining precisely…

cs.CV2026

Revisiting Avatar-As-Image: High-Fidelity Registration is All You Need

Margaret Kostyrko, Yuxuan Xue, Garvita Tiwari +1

The representation of 3D clothed humans as standardized 2D UV texture and displacement maps over an underlying body model has long been studied. This compact representation is enti…

cs.CV2026

Ordered Diffusion for 3D Human Registration

Mattia Masiero, Ilya A. Petrov, Daniel Cremers +2

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,…

cs.CV2026

Head Avatars with Dynamic Explicit Hair

Vanessa Sklyarova, Haonan Chen, Berna Kabadayi +8

We present DynHair, a novel method for tracking and modeling dynamic hair for human head avatars. From video input, we reconstruct a dynamic head avatar with an explicit strand-bas…

cs.CV2026

SAMoR: Motion Modelling for Articulated Objects of Any Skeleton and Topology

Yuhao Zhang, Gerard Pons-Moll, Tolga Birdal

Modeling motion for articulated objects of arbitrary skeleton topology remains difficult: existing motion generators target a fixed human skeleton, and prior adaptations either fai…

cs.CV2026

Stitched Embeddings: A Unified Latent Space for 3D Garments and 2D Patterns

Andrea Sanchietti, Riccardo Marin, Bharat Lal Bhatnagar +2

While garments are essential for realistic digital humans, their topological variety makes them much harder to model than parametric bodies. Traditional tailoring relies on 2D sewi…

cs.CV2026

RAGA: Real Time Ray Traced Gaussian Shadow Casting for 3DGS Avatar-Scene Interaction

Aymen Mir, Riza Alp Guler, Jian Wang +3

We study the problem of physically plausible shadow casting when animating 3D Gaussian Splatting (3DGS) avatars, either individually or in multi-avatar and object-interaction scena…

cs.CV2026

NextMotionQA: Benchmarking and Judging Human Motion Understanding with Vision-Language Models

Yong Cao, Chuqiao Li, Xianghui Xie +2

Reliable evaluation of human motion understanding is fundamental to advancing embodied AI, robotics, and animation. However, existing benchmarks suffer from coarse semantic granula…

cs.CV2026

InHabit: Leveraging Image Foundation Models for Scalable 3D Human Placement

Nikita Kister, Pradyumna YM, István Sárándi +3

Training embodied agents to understand 3D scenes as humans do requires large-scale data of people meaningfully interacting with diverse environments, yet such data is scarce. Real-…

cs.CV2026

DAMA: Disentangled Body-Anchored Gaussians for Controllable Multi-Layered Avatars

Daniel Eskandar, Berna Kabadayi, Garvita Tiwari +1

Existing 3D clothed avatar reconstruction methods achieve high visual fidelity but ignore geometric structure and physical plausibility. They either model clothed humans as a singl…

cs.CV2026

Learn2Splat: Extending the Horizon of Learned 3DGS Optimization

Naama Pearl, Stefano Esposito, Haofei Xu +6

3D Gaussian Splatting (3DGS) optimization is most commonly performed using general-purpose first-order optimizers such as Adam or SGD. Although robust across scenes, they update ea…

cs.CV2026★ 1 cited

GeoRelight: Learning Joint Geometrical Relighting and Reconstruction with Flexible Multi-Modal Diffusion Transformers

Yuxuan Xue, Ruofan Liang, Egor Zakharov +6

Relighting a person from a single photo is an attractive but ill-posed task, as a 2D image ambiguously entangles 3D geometry, intrinsic appearance, and illumination. Current method…

cs.CV2026

PhysHead: Simulation-Ready Gaussian Head Avatars

Berna Kabadayi, Vanessa Sklyarova, Wojciech Zielonka +2

Realistic digital avatars require expressive and dynamic hair motion; however, most existing head avatar methods assume rigid hair movement. These methods often fail to disentangle…

cs.CV2026

GRAFT: Geometric Refinement and Fitting Transformer for Human Scene Reconstruction

Pradyumna YM, Yuxuan Xue, Yue Chen +3

Reconstructing physically plausible 3D human-scene interactions (HSI) from a single image currently presents a trade-off: optimization based methods offer accurate contact but are…

cs.CV2026

ActionPlan: Future-Aware Streaming Motion Synthesis via Frame-Level Action Planning

Eric Nazarenus, Chuqiao Li, Yannan He +3

We present ActionPlan, a unified motion diffusion framework that bridges real-time streaming with high-quality offline generation within a single model. The core idea is to introdu…

cs.CV2026

Hoi3DGen: Generating High-Quality Human-Object-Interactions in 3D

Agniv Sharma, Xianghui Xie, Tom Fischer +2

Modeling and generating 3D human-object interactions from text is crucial for applications in AR, XR, and gaming. Existing approaches often rely on score distillation from text-to-…

cs.CV2026

AHOY! Animatable Humans under Occlusion from YouTube Videos with Gaussian Splatting and Video Diffusion Priors

Aymen Mir, Riza Alp Guler, Xiangjun Tang +2

We present AHOY, a method for reconstructing complete, animatable 3D Gaussian avatars from in-the-wild monocular video despite heavy occlusion. Existing methods assume unoccluded i…

cs.CV2026

CLUTCH: Contextualized Language model for Unlocking Text-Conditioned Hand motion modelling in the wild

Balamurugan Thambiraja, Omid Taheri, Radek Danecek +3

Hands play a central role in daily life, yet modeling natural hand motions remains underexplored. Existing methods that tackle text-to-hand-motion generation or hand animation capt…

cs.CV2026

FrankenMotion: Part-level Human Motion Generation and Composition

Chuqiao Li, Xianghui Xie, Yong Cao +2

Human motion generation from text prompts has made remarkable progress in recent years. However, existing methods primarily rely on either sequence-level or action-level descriptio…

cs.CV2026

ELITE: Efficient Gaussian Head Avatar from a Monocular Video via Learned Initialization and TEst-time Generative Adaptation

Kim Youwang, Lee Hyoseok, Subin Park +2

We introduce ELITE, an Efficient Gaussian head avatar synthesis from a monocular video via Learned Initialization and TEst-time generative adaptation. Prior works rely either on a…

cs.CV2026

Animated 3DGS Avatars in Diverse Scenes with Consistent Lighting and Shadows

Aymen Mir, Riza Alp Guler, Jian Wang +2

We present a method for consistent lighting and shadows when animated 3D Gaussian Splatting (3DGS) avatars interact with 3DGS scenes or with dynamic objects inserted into otherwise…

cs.CV2025

MoLingo: Motion-Language Alignment for Text-to-Human Motion Generation

Yannan He, Garvita Tiwari, Xiaohan Zhang +4

We introduce MoLingo, a text-to-motion (T2M) model that generates realistic, lifelike human motion by denoising in a continuous latent space. Recent works perform latent space diff…