Abstract:Facial movement and expression are central to face-to-face communication, conveying turn-taking, attention, agreement, and engagement alongside speech. While speech-driven facial animation has made strong progress in lip synchronization and audio-conditioned motion generation, most methods treat conversational behavior as an emergent byproduct of audio, or expose only coarse sequence-level affect control. As a result, key non-verbal channels such as gaze contact and aversion, rhythmic head motion, and emotion remain difficult to explicitly control. We present STEER, a controllable 3D dyadic motion prior for reactive conversational head avatars. STEER factorizes conversational behavior into explicit controls for gaze, head rhythm, and emotion, allowing users to steer how an avatar listens, reacts, and engages with a conversation partner. Since temporally aligned annotations for these behaviors are not available in public dyadic corpora, we introduce a tracking and annotation pipeline that recovers behavioral pseudo-labels from in-the-wild dyadic video. A causal flow-matching transformer then learns partner-aware target motion conditioned on audio, partner motion, emotion and the proposed behavioral controls. We further embed STEER in a photorealistic avatar pipeline by extending a Universal Gaussian Head-Avatar Prior with a learned mapping from tracked parametric motion into its avatar-driving space. This enables controllable animation of high-fidelity Gaussian head avatars without re-training the underlying avatar model. STEER outperforms recent dyadic motion baselines on motion quality, dynamics, and diversity, remains competitive on partner coupling, and enables gaze, head-rhythm, and emotion edits together with an interactive live deployment. We make our code and dataset annotations available at our webpage.
Abstract:Physically based differentiable rendering has proven to be a powerful tool for inverse rendering problems (e.g., 3D reconstruction, reflectance estimation, lighting estimation). However, most existing methods operate solely on radiometric intensity, discarding valuable polarization cues that constrain scene geometry and material properties. While forward simulation of polarized light is well-defined via Mueller-Stokes calculus, extending reverse-mode differentiation to this domain presents significant challenges. The rank-deficient nature of common polarimetric operators, such as linear polarizers and diffuse reflections, violates the invertibility assumptions of standard gradient estimators like path replay backpropagation and results in numerical instability. We address this by proposing a robust, polarization-aware differentiable path tracing method. Our approach estimates unbiased gradients through a combination of path replay and local caching. This formulation enables efficient and stable optimization of material and lighting parameters in complex scenes, broadening the applicability of physically based inverse rendering. Project page: https://vcai.mpi-inf.mpg.de/projects/DPPT/
Abstract:The modern-day surge in popularity of wearable devices poses a fundamentally unique motion capture problem: reconstructing full-body movement from any set of sensing hardware worn at a given moment. Yet, most research efforts assume fixed sensor configurations (e.g. IMU suits or HMD-centric rigs) and cannot generalize across them. In contrast, we argue that motion capture should prioritize unobtrusive and lightweight devices such as smartphones, smartwatches, smart glasses, and smart insoles, and study the interplay between them. To this end, we make three contributions. First, we present a large-scale multi-modal dataset synchronizing these consumer-grade sensors with ground-truth 3D motion, spanning 50 diverse activities including everyday tasks, sports, and social interactions. Second, we propose WHIP, a baseline generative model that reconstructs motion from arbitrary subsets of available sensors, robustly handling missing modalities and producing physically plausible motions. Third, we conduct a systematic study of sensor complementarity, quantifying how different modalities complement one another. Code and dataset are available at https://vcai.mpi-inf.mpg.de/projects/WHIP/
Abstract:With the growing demand for realistic virtual humans, parametric body models have become a cornerstone of modern medicine, sports, and entertainment applications. However, most of these models are inherently limited: they only capture the 3D surface of the skin, offering no insight into the complex bio-mechanical structures that generate motion. As more applications expand towards biomechanics, the need for virtual human models that go beyond the skin has become increasingly evident. Traditional soft-tissue simulations, such as FEM, are accurate but non-scalable and too computationally expensive for most common applications. Alternatively, existing biomechanical tools can simulate muscular forces and activations, but do not model changes in external shape, restricting how activations correlate with actual observable anatomy. This motivates a novel inverse research problem: recovering muscle deformations directly from visible surface observations - i.e., from the skin, and thus the pose. In this work, we present SOMA (from Surface Observations to Muscle Anatomy), a person-specific model that infers spatio-temporal muscle behavior from surface signals obtained using RGB cameras, and SKIM, a subject-specific soft-tissue deformation dataset. To the best of our knowledge, this is the first method that attempts to recover muscle deformations from multi-view RGB data. We show how our method provides anatomically grounded animations without the complexity of traditional simulations, leading to a scalable and cost-effective solution. Data and code are available.
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:Building photorealistic, animatable full-body digital humans remains a longstanding challenge in computer graphics and vision. Recent advances in animatable avatar modeling have largely progressed along two directions: improving the fidelity of dynamic geometry and appearance, or reducing computational complexity to enable deployment on resource-constrained platforms, e.g., VR headsets. However, existing approaches fail to achieve both goals simultaneously: Ultra-high-fidelity avatars typically require substantial computation on server-class GPUs, whereas lightweight avatars often suffer from limited surface dynamics, reduced appearance details, and noticeable artifacts. To bridge this gap, we propose a novel animatable avatar representation, termed Wavelet-guided Multi-level Spatial Factorized Blendshapes, and a corresponding distillation pipeline that transfers motion-aware clothing dynamics and fine-grained appearance details from a pre-trained ultra-high-quality avatar model into a compact, efficient representation. By coupling multi-level wavelet spectral decomposition with low-rank structural factorization in texture space, our method achieves up to 2000X lower computational cost and a 10X smaller model size than the original high-quality teacher avatar model, while preserving visually plausible dynamics and appearance details closely resemble those of the teacher model. Extensive comparisons with state-of-the-art methods show that our approach significantly outperforms existing avatar approaches designed for mobile settings and achieves comparable or superior rendering quality to most approaches that can only run on servers. Importantly, our representation substantially improves the practicality of high-fidelity avatars for immersive applications, achieving over 180 FPS on a desktop PC and real-time native on-device performance at 24 FPS on a standalone Meta Quest 3.
Abstract:Recovering high-fidelity 3D hand geometry from images is a critical task in computer vision, holding significant value for domains such as robotics, animation and VR/AR. Crucially, scalable applications demand both accuracy and deployment flexibility, requiring the ability to leverage massive amounts of unstructured image data from the internet or enable deployment on consumer-grade RGB cameras without complex calibration. However, current methods face a dilemma. While single-view approaches are easy to deploy, they suffer from depth ambiguity and occlusion. Conversely, multi-view systems resolve these uncertainties but typically demand fixed, calibrated setups, limiting their real-world utility. To bridge this gap, we draw inspiration from 3D foundation models that learn explicit geometry directly from visual data. By reformulating hand reconstruction from arbitrary views as a visual-geometry grounded task, we propose a feed-forward architecture that, for the first time in literature, jointly infers 3D hand meshes and camera poses from uncalibrated views. Extensive evaluations show that our approach outperforms state-of-the-art benchmarks and demonstrates strong generalization to uncalibrated, in-the-wild scenarios. Here is the link of our project page: https://lym29.github.io/HGGT/.
Abstract:We present a novel differentiable grid-based representation for efficiently solving differential equations (DEs). Widely used architectures for neural solvers, such as sinusoidal neural networks, are coordinate-based MLPs that are both computationally intensive and slow to train. Although grid-based alternatives for implicit representations (e.g., Instant-NGP and K-Planes) train faster by exploiting signal structure, their reliance on linear interpolation restricts their ability to compute higher-order derivatives, rendering them unsuitable for solving DEs. Our approach overcomes these limitations by combining the efficiency of feature grids with radial basis function interpolation, which is infinitely differentiable. To effectively capture high-frequency solutions and enable stable and faster computation of global gradients, we introduce a multi-resolution decomposition with co-located grids. Our proposed representation, DInf-Grid, is trained implicitly using the differential equations as loss functions, enabling accurate modelling of physical fields. We validate DInf-Grid on a variety of tasks, including the Poisson equation for image reconstruction, the Helmholtz equation for wave fields, and the Kirchhoff-Love boundary value problem for cloth simulation. Our results demonstrate a 5-20x speed-up over coordinate-based MLP-based methods, solving differential equations in seconds or minutes while maintaining comparable accuracy and compactness.
Abstract:3D Gaussian Splatting (3DGS) has become a standard approach to reconstruct and render photorealistic 3D head avatars. A major challenge is to relight the avatars to match any scene illumination. For high quality relighting, existing methods require subjects to be captured under complex time-multiplexed illumination, such as one-light-at-a-time (OLAT). We propose a new generalized relightable 3D Gaussian head model that can relight any subject observed in a single- or multi-view images without requiring OLAT data for that subject. Our core idea is to learn a mapping from flat-lit 3DGS avatars to corresponding relightable Gaussian parameters for that avatar. Our model consists of two stages: a first stage that models flat-lit 3DGS avatars without OLAT lighting, and a second stage that learns the mapping to physically-based reflectance parameters for high-quality relighting. This two-stage design allows us to train the first stage across diverse existing multi-view datasets without OLAT lighting ensuring cross-subject generalization, where we learn a dataset-specific lighting code for self-supervised lighting alignment. Subsequently, the second stage can be trained on a significantly smaller dataset of subjects captured under OLAT illumination. Together, this allows our method to generalize well and relight any subject from the first stage as if we had captured them under OLAT lighting. Furthermore, we can fit our model to unseen subjects from as little as a single image, allowing several applications in novel view synthesis and relighting for digital avatars.
Abstract:Human motion is fundamentally driven by continuous physical interaction with the environment. Whether walking, running, or simply standing, the forces exchanged between our feet and the ground provide crucial insights for understanding and reconstructing human movement. Recent advances in wearable insole devices offer a compelling solution for capturing these forces in diverse, real-world scenarios. Sensor insoles pose no constraint on the users' motion (unlike mocap suits) and are unaffected by line-of-sight limitations (in contrast to optical systems). These qualities make sensor insoles an ideal choice for robust, unconstrained motion capture, particularly in outdoor environments. Surprisingly, leveraging these devices with recent motion reconstruction methods remains largely unexplored. Aiming to fill this gap, we present Step2Motion, the first approach to reconstruct human locomotion from multi-modal insole sensors. Our method utilizes pressure and inertial data-accelerations and angular rates-captured by the insoles to reconstruct human motion. We evaluate the effectiveness of our approach across a range of experiments to show its versatility for diverse locomotion styles, from simple ones like walking or jogging up to moving sideways, on tiptoes, slightly crouching, or dancing.