MPI for Informatics
Abstract: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 input-a fully visible subject, often in a canonical pose-excluding the vast majority of real-world footage where people are routinely occluded by furniture, objects, or other people. Reconstructing from such footage poses fundamental challenges: large body regions may never be observed, and multi-view supervision per pose is unavailable. We address these challenges with four contributions: (i) a hallucination-as-supervision pipeline that uses identity-finetuned diffusion models to generate dense supervision for previously unobserved body regions; (ii) a two-stage canonical-to-pose-dependent architecture that bootstraps from sparse observations to full pose-dependent Gaussian maps; (iii) a map-pose/LBS-pose decoupling that absorbs multi-view inconsistencies from the generated data; (iv) a head/body split supervision strategy that preserves facial identity. We evaluate on YouTube videos and on multi-view capture data with significant occlusion and demonstrate state-of-the-art reconstruction quality. We also demonstrate that the resulting avatars are robust enough to be animated with novel poses and composited into 3DGS scenes captured using cell-phone video. Our project page is available at https://miraymen.github.io/ahoy/
Abstract: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 introduce a per-frame action plan: the model predicts frame-level text latents that act as dense semantic anchors throughout denoising, and uses them to denoise the full motion sequence with combined semantic and motion cues. To support this structured workflow, we design latent-specific diffusion steps, allowing each motion latent to be denoised independently and sampled in flexible orders at inference. As a result, ActionPlan can run in a history-conditioned, future-aware mode for real-time streaming, while also supporting high-quality offline generation. The same mechanism further enables zero-shot motion editing and in-betweening without additional models. Experiments demonstrate that our real-time streaming is 5.25x faster while also achieving 18% motion quality improvement over the best previous method in terms of FID.
Abstract: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-image models, but their results suffer from the Janus problem and do not follow text prompts faithfully due to the scarcity of high-quality interaction data. We introduce Hoi3DGen, a framework that generates high-quality textured meshes of human-object interaction that follow the input interaction descriptions precisely. We first curate realistic and high-quality interaction data leveraging multimodal large language models, and then create a full text-to-3D pipeline, which achieves orders-of-magnitude improvements in interaction fidelity. Our method surpasses baselines by 4-15x in text consistency and 3-7x in 3D model quality, exhibiting strong generalization to diverse categories and interaction types, while maintaining high-quality 3D generation.
Abstract: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 descriptions due to the absence of fine-grained, part-level motion annotations. This limits their controllability over individual body parts. In this work, we construct a high-quality motion dataset with atomic, temporally-aware part-level text annotations, leveraging the reasoning capabilities of large language models (LLMs). Unlike prior datasets that either provide synchronized part captions with fixed time segments or rely solely on global sequence labels, our dataset captures asynchronous and semantically distinct part movements at fine temporal resolution. Based on this dataset, we introduce a diffusion-based part-aware motion generation framework, namely FrankenMotion, where each body part is guided by its own temporally-structured textual prompt. This is, to our knowledge, the first work to provide atomic, temporally-aware part-level motion annotations and have a model that allows motion generation with both spatial (body part) and temporal (atomic action) control. Experiments demonstrate that FrankenMotion outperforms all previous baseline models adapted and retrained for our setting, and our model can compose motions unseen during training. Our code and dataset will be publicly available upon publication.
Abstract: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 3D data prior or a 2D generative prior to compensate for missing visual cues in monocular videos. However, 3D data prior methods often struggle to generalize in-the-wild, while 2D generative prior methods are computationally heavy and prone to identity hallucination. We identify a complementary synergy between these two priors and design an efficient system that achieves high-fidelity animatable avatar synthesis with strong in-the-wild generalization. Specifically, we introduce a feed-forward Mesh2Gaussian Prior Model (MGPM) that enables fast initialization of a Gaussian avatar. To further bridge the domain gap at test time, we design a test-time generative adaptation stage, leveraging both real and synthetic images as supervision. Unlike previous full diffusion denoising strategies that are slow and hallucination-prone, we propose a rendering-guided single-step diffusion enhancer that restores missing visual details, grounded on Gaussian avatar renderings. Our experiments demonstrate that ELITE produces visually superior avatars to prior works, even for challenging expressions, while achieving 60x faster synthesis than the 2D generative prior method.
Abstract: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 static scenes. Our key contribution is Deep Gaussian Shadow Maps (DGSM), a modern analogue of the classical shadow mapping algorithm tailored to the volumetric 3DGS representation. Building on the classic deep shadow mapping idea, we show that 3DGS admits closed form light accumulation along light rays, enabling volumetric shadow computation without meshing. For each estimated light, we tabulate transmittance over concentric radial shells and store them in octahedral atlases, which modern GPUs can sample in real time per query to attenuate affected scene Gaussians and thus cast and receive shadows consistently. To relight moving avatars, we approximate the local environment illumination with HDRI probes represented in a spherical harmonic (SH) basis and apply a fast per Gaussian radiance transfer, avoiding explicit BRDF estimation or offline optimization. We demonstrate environment consistent lighting for avatars from AvatarX and ActorsHQ, composited into ScanNet++, DL3DV, and SuperSplat scenes, and show interactions with inserted objects. Across single and multi avatar settings, DGSM and SH relighting operate fully in the volumetric 3DGS representation, yielding coherent shadows and relighting while avoiding meshing.
Abstract: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 diffusion, either on the whole latent at once or auto-regressively over multiple latents. In this paper, we study how to make diffusion on continuous motion latents work best. We focus on two questions: (1) how to build a semantically aligned latent space so diffusion becomes more effective, and (2) how to best inject text conditioning so the motion follows the description closely. We propose a semantic-aligned motion encoder trained with frame-level text labels so that latents with similar text meaning stay close, which makes the latent space more diffusion-friendly. We also compare single-token conditioning with a multi-token cross-attention scheme and find that cross-attention gives better motion realism and text-motion alignment. With semantically aligned latents, auto-regressive generation, and cross-attention text conditioning, our model sets a new state of the art in human motion generation on standard metrics and in a user study. We will release our code and models for further research and downstream usage.
Abstract:Accurate capture of human-object interaction from ubiquitous sensors like RGB cameras is important for applications in human understanding, gaming, and robot learning. However, inferring 4D interactions from a single RGB view is highly challenging due to the unknown object and human information, depth ambiguity, occlusion, and complex motion, which hinder consistent 3D and temporal reconstruction. Previous methods simplify the setup by assuming ground truth object template or constraining to a limited set of object categories. We present CARI4D, the first category-agnostic method that reconstructs spatially and temporarily consistent 4D human-object interaction at metric scale from monocular RGB videos. To this end, we propose a pose hypothesis selection algorithm that robustly integrates the individual predictions from foundation models, jointly refine them through a learned render-and-compare paradigm to ensure spatial, temporal and pixel alignment, and finally reasoning about intricate contacts for further refinement satisfying physical constraints. Experiments show that our method outperforms prior art by 38% on in-distribution dataset and 36% on unseen dataset in terms of reconstruction error. Our model generalizes beyond the training categories and thus can be applied zero-shot to in-the-wild internet videos. Our code and pretrained models will be publicly released.
Abstract:We present a novel framework for animating humans in 3D scenes using 3D Gaussian Splatting (3DGS), a neural scene representation that has recently achieved state-of-the-art photorealistic results for novel-view synthesis but remains under-explored for human-scene animation and interaction. Unlike existing animation pipelines that use meshes or point clouds as the underlying 3D representation, our approach introduces the use of 3DGS as the 3D representation to the problem of animating humans in scenes. By representing humans and scenes as Gaussians, our approach allows for geometry-consistent free-viewpoint rendering of humans interacting with 3D scenes. Our key insight is that the rendering can be decoupled from the motion synthesis and each sub-problem can be addressed independently, without the need for paired human-scene data. Central to our method is a Gaussian-aligned motion module that synthesizes motion without explicit scene geometry, using opacity-based cues and projected Gaussian structures to guide human placement and pose alignment. To ensure natural interactions, we further propose a human-scene Gaussian refinement optimization that enforces realistic contact and navigation. We evaluate our approach on scenes from Scannet++ and the SuperSplat library, and on avatars reconstructed from sparse and dense multi-view human capture. Finally, we demonstrate that our framework allows for novel applications such as geometry-consistent free-viewpoint rendering of edited monocular RGB videos with new animated humans, showcasing the unique advantage of 3DGS for monocular video-based human animation.




Abstract:Modeling human-object interactions (HOI) from an egocentric perspective is a largely unexplored yet important problem due to the increasing adoption of wearable devices, such as smart glasses and watches. We investigate how much information about interaction can be recovered from only head and wrists tracking. Our answer is ECHO (Ego-Centric modeling of Human-Object interactions), which, for the first time, proposes a unified framework to recover three modalities: human pose, object motion, and contact from such minimal observation. ECHO employs a Diffusion Transformer architecture and a unique three-variate diffusion process, which jointly models human motion, object trajectory, and contact sequence, allowing for flexible input configurations. Our method operates in a head-centric canonical space, enhancing robustness to global orientation. We propose a conveyor-based inference, which progressively increases the diffusion timestamp with the frame position, allowing us to process sequences of any length. Through extensive evaluation, we demonstrate that ECHO outperforms existing methods that do not offer the same flexibility, setting a state-of-the-art in egocentric HOI reconstruction.