Max Planck Institute for Informatics, Saarland Informatics Campus
Abstract:Measuring structured object understanding in vision foundation models remains challenging due to inconsistent evaluation protocols and limited part-level supervision. Semantic correspondence (SC) evaluates this capability by testing whether object parts can be matched across instances and categories under large variations in appearance, viewpoint, and geometry. To enable a systematic SC evaluation, we introduce SOCO, a new benchmark for Semantic Object Correspondence that introduces a taxonomy of correspondence types and provides consistent, functionally meaningful keypoint annotations across 100 categories and over 1M correspondence pairs. In addition, SOCO includes keypoint language descriptions, enabling the evaluation of large vision-language models (LVLMs) and their fine-grained part-level understanding. Comprehensive experiments reveal that (i) vision foundation backbones encode strong semantic structure but transfer correspondences poorly across related categories and only partially capture object-part position, (ii) LVLMs are stronger at text-prompted part localization than at visual-reference cross-image matching, exposing a gap between language-grounded localization and fine-grained visual correspondence, and (iii) correspondence performance predicts performance on dense downstream tasks, including segmentation, tracking, 3D pose estimation, and 3D detection, more strongly than ImageNet classification. Together, these findings position SOCO as a benchmark for structured, part-level representation quality in vision and multimodal foundation models.
Abstract:Learning a shared representation between spoken text and gesture is central to co-speech gesture retrieval, synthesis, and understanding, but remains challenging for semantically meaningful gestures whose communicative intent is not captured by motion alone. Direct contrastive alignment between transcripts and continuous motion embeddings often overemphasizes low-level kinematics and misses the symbolic content of semantic gestures. We propose semantic motion anchors, natural-language abstractions of gesture motion capturing physical form and communicative intent. Our method discretizes 3D gestures into body-hand motion primitives, verbalizes them into structured descriptions, and grounds them in the transcript to provide auxiliary contrastive supervision. On BEAT2, our method improves text-to-gesture R@1 by 8.2% over a direct text-motion baseline and outperforms prior retrieval approaches on text to gesture and gesture to text retrieval directions. Beyond aggregate retrieval metrics, semantic motion anchor supervision helps retrieve gestures that are semantically meaningful for the spoken query, rather than defaulting to generic motion patterns. A downstream retrieval-augmented gesture generation study showed that users significantly preferred gestures retrieved by our approach over a retrieval-augmented generation baseline, demonstrating that semantically grounded retrieval translates to gestures that better convey communicative intent in downstream generation.
Abstract:Video generative models have achieved remarkable progress in synthesizing photorealistic video sequences. However, enabling broader and more creative downstream applications requires fine-grained instance-level video editing, including object insertion, object removal, and texture editing, which has emerged as a prominent yet challenging problem. Existing approaches either propose unified generative frameworks with only coarse semantic control, or design task-specific frameworks for individual editing tasks, limiting their flexibility and applicability across diverse real-world scenarios. To address these limitations, we propose AlbedoEdit, a unified generative video editing framework that jointly supports object insertion, object removal, and texture editing. Our key insight is that the intrinsic albedo map, which is invariant to lighting and contains no specularity, shadowing and inter-reflection effects, provides an effective and user-friendly mechanism for specifying fine-grained appearance edits. Built upon video foundation models, AlbedoEdit is fine-tuned to translate source RGB videos into edited RGB videos, conditioned on a user-edited first-frame albedo. Trained on a new paired synthetic dataset covering all three editing tasks, AlbedoEdit implicitly learns to harmonize edited contents and simulate complex real-world visual effects triggered by editing operations, including specular highlights, soft shadows, and mirror reflections. AlbedoEdit demonstrates superior performance over state-of-the-art video editing approaches, both qualitatively and quantitatively. Project webpage is https://vcai.mpi-inf.mpg.de/projects/AlbedoEdit/.
Abstract:Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating appearance under novel lighting, and understanding the environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to live egocentric camera observations. We demonstrate our system through a social telepresence application, where remote users are coherently relit according to their physical environment. Extensive experiments show that our components and the integrated system significantly outperform state-of-the-art baselines in geometric accuracy and rendering as well as relighting fidelity.
Abstract:We present CoMoGen, a controllable video generation framework that generates realistic interactive dynamics from a single binary mask sequence conditioned on an input image. CoMoGen introduces a lightweight MaskAdapter that encodes binary mask sequences into a latent residual signal, injected into the Multi Modal Diffusion Transformer (MMDiT) model through a cosine-weighted schedule. Unlike the hierarchical coarse-to-fine design of UNet architectures, MMDiT operates as a sequence of uniform transformer blocks, making it difficult to identify which layers are responsible for the motion generation. Therefore, we propose a novel way to determine "Motion Layers" operating in the attention space of MMDiT. We fine-tune the model by using Low-Rank Adaptation (LoRA) to the Motion Layers, without requiring any architecture change in the MMDiT. This selective adaptation enables our method to focus on motion-critical components, yielding reduced computational cost. Despite its simplicity, CoMoGen enables precise subject motion and plausible interactions with surrounding humans, objects, and scenes. Comprehensive experiments on different datasets show that CoMoGen consistently outperforms prior controllable video generation methods and achieves state-of-the-art performance in motion fidelity and perceptual realism. Project page: mericadil.github.io/CoMoGen.
Abstract:We present Grasp in Gaussians (GraG), a fast and robust method for reconstructing dynamic 3D hand-object interactions from a single monocular video. Unlike recent approaches that optimize heavy neural representations, our method focuses on tracking the hand and the object efficiently, once initialized from pretrained large models. Our key insight is that accurate and temporally stable hand-object motion can be recovered using a compact Sum-of-Gaussians (SoG) representation, revived from classical tracking literature and integrated with generative Gaussian-based initializations. We initialize object pose and geometry using a video-adapted SAM3D pipeline, then convert the resulting dense Gaussian representation into a lightweight SoG via subsampling. This compact representation enables efficient and fast tracking while preserving geometric fidelity. For the hand, we adopt a complementary strategy: starting from off-the-shelf monocular hand pose initialization, we refine hand motion using simple yet effective 2D joint and depth alignment losses, avoiding per-frame refinement of a detailed 3D hand appearance model while maintaining stable articulation. Extensive experiments on public benchmarks demonstrate that GraG reconstructs temporally coherent hand-object interactions on long sequences 6.4x faster than prior work while improving object reconstruction by 13.4% and reducing hand's per-joint position error by over 65%.
Abstract:Event cameras offer multiple advantages in monocular egocentric 3D human pose estimation from head-mounted devices, such as millisecond temporal resolution, high dynamic range, and negligible motion blur. Existing methods effectively leverage these properties, but suffer from low 3D estimation accuracy, insufficient in many applications (e.g., immersive VR/AR). This is due to the design not being fully tailored towards event streams (e.g., their asynchronous and continuous nature), leading to high sensitivity to self-occlusions and temporal jitter in the estimates. This paper rethinks the setting and introduces E-3DPSM, an event-driven continuous pose state machine for event-based egocentric 3D human pose estimation. E-3DPSM aligns continuous human motion with fine-grained event dynamics; it evolves latent states and predicts continuous changes in 3D joint positions associated with observed events, which are fused with direct 3D human pose predictions, leading to stable and drift-free final 3D pose reconstructions. E-3DPSM runs in real-time at 80 Hz on a single workstation and sets a new state of the art in experiments on two benchmarks, improving accuracy by up to 19% (MPJPE) and temporal stability by up to 2.7x. See our project page for the source code and trained models.
Abstract:We present FunRec, a method for reconstructing functional 3D digital twins of indoor scenes directly from egocentric RGB-D interaction videos. Unlike existing methods on articulated reconstruction, which rely on controlled setups, multi-state captures, or CAD priors, FunRec operates directly on in-the-wild human interaction sequences to recover interactable 3D scenes. It automatically discovers articulated parts, estimates their kinematic parameters, tracks their 3D motion, and reconstructs static and moving geometry in canonical space, yielding simulation-compatible meshes. Across new real and simulated benchmarks, FunRec surpasses prior work by a large margin, achieving up to +50 mIoU improvement in part segmentation, 5-10 times lower articulation and pose errors, and significantly higher reconstruction accuracy. We further demonstrate applications on URDF/USD export for simulation, hand-guided affordance mapping and robot-scene interaction.
Abstract:Estimating correspondences between deformed shape instances is a long-standing problem in computer graphics; numerous applications, from texture transfer to statistical modelling, rely on recovering an accurate correspondence map. Many methods have thus been proposed to tackle this challenging problem from varying perspectives, depending on the downstream application. This state-of-the-art report is geared towards researchers, practitioners, and students seeking to understand recent trends and advances in the field. We categorise developments into three paradigms: spectral methods based on functional maps, combinatorial formulations that impose discrete constraints, and deformation-based methods that directly recover a global alignment. Each school of thought offers different advantages and disadvantages, which we discuss throughout the report. Meanwhile, we highlight the latest developments in each area and suggest new potential research directions. Finally, we provide an overview of emerging challenges and opportunities in this growing field, including the recent use of vision foundation models for zero-shot correspondence and the particularly challenging task of matching partial shapes.
Abstract:Embodied Conversational Agents (ECAs) aim to emulate human face-to-face interaction through speech, gestures, and facial expressions. Current large language model (LLM)-based conversational agents lack embodiment and the expressive gestures essential for natural interaction. Existing solutions for ECAs often produce rigid, low-diversity motions, that are unsuitable for human-like interaction. Alternatively, generative methods for co-speech gesture synthesis yield natural body gestures but depend on future speech context and require long run-times. To bridge this gap, we present MIBURI, the first online, causal framework for generating expressive full-body gestures and facial expressions synchronized with real-time spoken dialogue. We employ body-part aware gesture codecs that encode hierarchical motion details into multi-level discrete tokens. These tokens are then autoregressively generated by a two-dimensional causal framework conditioned on LLM-based speech-text embeddings, modeling both temporal dynamics and part-level motion hierarchy in real time. Further, we introduce auxiliary objectives to encourage expressive and diverse gestures while preventing convergence to static poses. Comparative evaluations demonstrate that our causal and real-time approach produces natural and contextually aligned gestures against recent baselines. We urge the reader to explore demo videos on https://vcai.mpi-inf.mpg.de/projects/MIBURI/.