Abstract:Fitting an underlying body model to 3D clothed human assets has been extensively studied, yet most approaches focus on either single-modal inputs such as point clouds or multi-view images alone, often requiring a known metric scale. This constraint is frequently impractical, especially for AI-generated assets where scale distortion is common. We propose OmniFit, a method that can seamlessly handle diverse multi-modal inputs, including full scans, partial depth observations, and image captures, while remaining scale-agnostic for both real and synthetic assets. Our key innovation is a simple yet effective conditional transformer decoder that directly maps surface points to dense body landmarks, which are then used for SMPL-X parameter fitting. In addition, an optional plug-and-play image adapter incorporates visual cues to compensate for missing geometric information. We further introduce a dedicated scale predictor that rescales subjects to canonical body proportions. OmniFit substantially outperforms state-of-the-art methods by 57.1 to 80.9 percent across daily and loose clothing scenarios. To the best of our knowledge, it is the first body fitting method to surpass multi-view optimization baselines and the first to achieve millimeter-level accuracy on the CAPE and 4D-DRESS benchmarks.
Abstract:Human body fitting, which aligns parametric body models such as SMPL to raw 3D point clouds of clothed humans, serves as a crucial first step for downstream tasks like animation and texturing. An effective fitting method should be both locally expressive-capturing fine details such as hands and facial features-and globally robust to handle real-world challenges, including clothing dynamics, pose variations, and noisy or partial inputs. Existing approaches typically excel in only one aspect, lacking an all-in-one solution.We upgrade ETCH to ETCH-X, which leverages a tightness-aware fitting paradigm to filter out clothing dynamics ("undress"), extends expressiveness with SMPL-X, and replaces explicit sparse markers (which are highly sensitive to partial data) with implicit dense correspondences ("dense fit") for more robust and fine-grained body fitting. Our disentangled "undress" and "dense fit" modular stages enable separate and scalable training on composable data sources, including diverse simulated garments (CLOTH3D), large-scale full-body motions (AMASS), and fine-grained hand gestures (InterHand2.6M), improving outfit generalization and pose robustness of both bodies and hands. Our approach achieves robust and expressive fitting across diverse clothing, poses, and levels of input completeness, delivering a substantial performance improvement over ETCH on both: 1) seen data, such as 4D-Dress (MPJPE-All, 33.0% ) and CAPE (V2V-Hands, 35.8% ), and 2) unseen data, such as BEDLAM2.0 (MPJPE-All, 80.8% ; V2V-All, 80.5% ). Code and models will be released at https://xiaobenli00.github.io/ETCH-X/.
Abstract:Free-form bones, that conform closely to the surface, can effectively capture non-rigid deformations, but lack a kinematic structure necessary for intuitive control. Thus, we propose a Scaffold-Skin Rigging System, termed "Skelebones", with three key steps: (1) Bones: compress temporally-consistent deformable Gaussians into free-form bones, approximating non-rigid surface deformations; (2) Skeleton: extract a Mean Curvature Skeleton from canonical Gaussians and refine it temporally, ensuring a category-agnostic, motion-adaptive, and topology-correct kinematic structure; (3) Binding: bind the skeleton and bones via non-parametric partwise motion matching (PartMM), synthesizing novel bone motions by matching, retrieving, and blending existing ones. Collectively, these three steps enable us to compress the Level of Dynamics of 4D shapes into compact skelebones that are both controllable and expressive. We validate our approach on both synthetic and real-world datasets, achieving significant improvements in reanimation performance across unseen poses-with 17.3% PSNR gains over Linear Blend Skinning (LBS) and 21.7% over Bag-of-Bones (BoB)-while maintaining excellent reconstruction fidelity, particularly for characters exhibiting complex non-rigid surface dynamics. Our Partwise Motion Matching algorithm demonstrates strong generalization to both Gaussian and mesh representations, especially under low-data regime (~1000 frames), achieving 48.4% RMSE improvement over robust LBS and outperforming GRU- and MLP-based learning methods by >20%. Code will be made publicly available for research purposes at cookmaker.cn/gaussianimate.
Abstract:We present, to our knowledge, the first language-driven agent system capable of executing end-to-end collider phenomenology tasks, instantiated within a decoupled, domain-agnostic architecture for autonomous High-Energy Physics phenomenology. Guided only by natural-language prompts supplemented with standard physics notation, ColliderAgent carries out workflows from a theoretical Lagrangian to final phenomenological outputs without relying on package-specific code. In this framework, a hierarchical multi-agent reasoning layer is coupled to Magnus, a unified execution backend for phenomenological calculations and simulation toolchains. We validate the system on representative literature reproductions spanning leptoquark and axion-like-particle scenarios, higher-dimensional effective operators, parton-level and detector-level analyses, and large-scale parameter scans leading to exclusion limits. These results point to a route toward more automated, scalable, and reproducible research in collider physics, cosmology, and physics more broadly.
Abstract:Visual simultaneous localization and mapping (V-SLAM) is a fundamental capability for autonomous perception and navigation. However, endoscopic scenes violate the rigidity assumption due to persistent soft-tissue deformations, creating a strong coupling ambiguity between camera ego-motion and intrinsic deformation. Although recent monocular non-rigid SLAM methods have made notable progress, they often lack effective decoupling mechanisms and rely on sparse or low-fidelity scene representations, which leads to tracking drift and limited reconstruction quality. To address these limitations, we propose NRGS-SLAM, a monocular non-rigid SLAM system for endoscopy based on 3D Gaussian Splatting. To resolve the coupling ambiguity, we introduce a deformation-aware 3D Gaussian map that augments each Gaussian primitive with a learnable deformation probability, optimized via a Bayesian self-supervision strategy without requiring external non-rigidity labels. Building on this representation, we design a deformable tracking module that performs robust coarse-to-fine pose estimation by prioritizing low-deformation regions, followed by efficient per-frame deformation updates. A carefully designed deformable mapping module progressively expands and refines the map, balancing representational capacity and computational efficiency. In addition, a unified robust geometric loss incorporates external geometric priors to mitigate the inherent ill-posedness of monocular non-rigid SLAM. Extensive experiments on multiple public endoscopic datasets demonstrate that NRGS-SLAM achieves more accurate camera pose estimation (up to 50\% reduction in RMSE) and higher-quality photo-realistic reconstructions than state-of-the-art methods. Comprehensive ablation studies further validate the effectiveness of our key design choices. Source code will be publicly available upon paper acceptance.
Abstract:Reconstructing deformable surgical scenes from endoscopic videos is challenging and clinically important. Recent state-of-the-art methods based on implicit neural representations or 3D Gaussian splatting have made notable progress. However, most are designed for deformable scenes with fixed endoscope viewpoints and rely on stereo depth priors or accurate structure-from-motion for initialization and optimization, limiting their ability to handle monocular sequences with large camera motion in real clinical settings. To address this, we propose Local-EndoGS, a high-quality 4D reconstruction framework for monocular endoscopic sequences with arbitrary camera motion. Local-EndoGS introduces a progressive, window-based global representation that allocates local deformable scene models to each observed window, enabling scalability to long sequences with substantial motion. To overcome unreliable initialization without stereo depth or accurate structure-from-motion, we design a coarse-to-fine strategy integrating multi-view geometry, cross-window information, and monocular depth priors, providing a robust foundation for optimization. We further incorporate long-range 2D pixel trajectory constraints and physical motion priors to improve deformation plausibility. Experiments on three public endoscopic datasets with deformable scenes and varying camera motions show that Local-EndoGS consistently outperforms state-of-the-art methods in appearance quality and geometry. Ablation studies validate the effectiveness of our key designs. Code will be released upon acceptance at: https://github.com/IRMVLab/Local-EndoGS.
Abstract:We present Muses, the first training-free method for fantastic 3D creature generation in a feed-forward paradigm. Previous methods, which rely on part-aware optimization, manual assembly, or 2D image generation, often produce unrealistic or incoherent 3D assets due to the challenges of intricate part-level manipulation and limited out-of-domain generation. In contrast, Muses leverages the 3D skeleton, a fundamental representation of biological forms, to explicitly and rationally compose diverse elements. This skeletal foundation formalizes 3D content creation as a structure-aware pipeline of design, composition, and generation. Muses begins by constructing a creatively composed 3D skeleton with coherent layout and scale through graph-constrained reasoning. This skeleton then guides a voxel-based assembly process within a structured latent space, integrating regions from different objects. Finally, image-guided appearance modeling under skeletal conditions is applied to generate a style-consistent and harmonious texture for the assembled shape. Extensive experiments establish Muses' state-of-the-art performance in terms of visual fidelity and alignment with textual descriptions, and potential on flexible 3D object editing. Project page: https://luhexiao.github.io/Muses.github.io/.
Abstract:3D morphing remains challenging due to the difficulty of generating semantically consistent and temporally smooth deformations, especially across categories. We present MorphAny3D, a training-free framework that leverages Structured Latent (SLAT) representations for high-quality 3D morphing. Our key insight is that intelligently blending source and target SLAT features within the attention mechanisms of 3D generators naturally produces plausible morphing sequences. To this end, we introduce Morphing Cross-Attention (MCA), which fuses source and target information for structural coherence, and Temporal-Fused Self-Attention (TFSA), which enhances temporal consistency by incorporating features from preceding frames. An orientation correction strategy further mitigates the pose ambiguity within the morphing steps. Extensive experiments show that our method generates state-of-the-art morphing sequences, even for challenging cross-category cases. MorphAny3D further supports advanced applications such as decoupled morphing and 3D style transfer, and can be generalized to other SLAT-based generative models. Project page: https://xiaokunsun.github.io/MorphAny3D.github.io/.
Abstract:Generating high-quality cartoon animations multimodal control is challenging due to the complexity of non-human characters, stylistically diverse motions and fine-grained emotions. There is a huge domain gap between real-world videos and cartoon animation, as cartoon animation is usually abstract and has exaggerated motion. Meanwhile, public multimodal cartoon data are extremely scarce due to the difficulty of large-scale automatic annotation processes compared with real-life scenarios. To bridge this gap, We propose the MagicAnime dataset, a large-scale, hierarchically annotated, and multimodal dataset designed to support multiple video generation tasks, along with the benchmarks it includes. Containing 400k video clips for image-to-video generation, 50k pairs of video clips and keypoints for whole-body annotation, 12k pairs of video clips for video-to-video face animation, and 2.9k pairs of video and audio clips for audio-driven face animation. Meanwhile, we also build a set of multi-modal cartoon animation benchmarks, called MagicAnime-Bench, to support the comparisons of different methods in the tasks above. Comprehensive experiments on four tasks, including video-driven face animation, audio-driven face animation, image-to-video animation, and pose-driven character animation, validate its effectiveness in supporting high-fidelity, fine-grained, and controllable generation.
Abstract:Recent research on generative models has primarily focused on creating product-ready visual outputs; however, designers often favor access to standardized asset libraries, a domain that has yet to be significantly enhanced by generative capabilities. Although open-world scenes provide ample raw materials for designers, efficiently extracting high-quality, standardized assets remains a challenge. To address this, we introduce AssetDropper, the first framework designed to extract assets from reference images, providing artists with an open-world asset palette. Our model adeptly extracts a front view of selected subjects from input images, effectively handling complex scenarios such as perspective distortion and subject occlusion. We establish a synthetic dataset of more than 200,000 image-subject pairs and a real-world benchmark with thousands more for evaluation, facilitating the exploration of future research in downstream tasks. Furthermore, to ensure precise asset extraction that aligns well with the image prompts, we employ a pre-trained reward model to fulfill a closed-loop with feedback. We design the reward model to perform an inverse task that pastes the extracted assets back into the reference sources, which assists training with additional consistency and mitigates hallucination. Extensive experiments show that, with the aid of reward-driven optimization, AssetDropper achieves the state-of-the-art results in asset extraction. Project page: AssetDropper.github.io.