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  <id>https://arxiv.org/api/SKrOJXp+44y+8RIYj/SY7Ldv6iY</id>
  <title>arXiv Query: search_query=abs:"digital human" OR abs:"human avatar" OR abs:"gaussian avatar" OR abs:"avatar reconstruction"&amp;id_list=&amp;start=0&amp;max_results=20</title>
  <updated>2026-09-16T17:44:41Z</updated>
  <link href="https://arxiv.org/api/query?search_query=abs:%22digital+human%22+OR+(abs:%22human+avatar%22+OR+(abs:%22gaussian+avatar%22+OR+abs:%22avatar+reconstruction%22))&amp;start=0&amp;max_results=20&amp;id_list=" type="application/atom+xml"/>
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  <entry>
    <id>http://arxiv.org/abs/2609.09368v1</id>
    <title>The Living Library: Transforming Archival Collections into Conversational Knowledge Systems -- Lessons from the Theodore Roosevelt Presidential Library</title>
    <updated>2026-09-08T19:01:22Z</updated>
    <link href="https://arxiv.org/abs/2609.09368v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.09368v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present the Living Library, an end-to-end framework for transforming fragmented digital archives into governed, conversational, in-person exhibit experiences. Developed and deployed at the Theodore Roosevelt Presidential Library, the framework comprises four layers: digitization and corpus creation, AI-powered processing, retrieval and reasoning, and an optional embodied conversational interface. The first three layers aggregate a 300,000-record collection, apply OCR and structured metadata enrichment for expert curatorial review, and publish records to a hybrid dense/semantic index. Expert review is conducted through the Archivist App, a curator-facing interface that supports correction of AI-generated transcriptions and metadata.
  The governed corpus powers both a researcher-facing interface and Talk to TR, a continuously operating exhibit that embodies Theodore Roosevelt as a full-scale digital human within a museum environment. To support live, face-to-face interactions, Cross-Era Analogical Grounding reframes contemporary questions through documented historical parallels, allowing Roosevelt to address present-day topics without inventing facts. Dual-path retrieval and end-to-end streaming keep responses grounded and responsive. Layered watchdogs, visitor-session isolation, automated conversation management, and independently restartable services enable reliable unattended operation for hundreds of visitors. Avatar realism, spatial audio, lighting, staging, and conversational design are developed and evaluated as an integrated experience. Rather than report a controlled benchmark, we describe lessons from operating Talk to TR as a public exhibit and offer a transferable model for transforming archival collections into believable, in-person conversational experiences.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-08T19:01:22Z</published>
    <arxiv:comment>25 pages, 6 figures, 4 tables</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Pengce Wang</name>
    </author>
    <author>
      <name>Lucia Ronchi Darre</name>
    </author>
    <author>
      <name>Matt Briney</name>
    </author>
    <author>
      <name>Michaell Bakalars</name>
    </author>
    <author>
      <name>Dan Rutkowski</name>
    </author>
    <author>
      <name>Ursula Hardy</name>
    </author>
    <author>
      <name>David Wolf</name>
    </author>
    <author>
      <name>Laura Hoffman</name>
    </author>
    <author>
      <name>Allen Kim</name>
    </author>
    <author>
      <name>Shawn Wright</name>
    </author>
    <author>
      <name>Juan Lavista Ferres</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.07159v1</id>
    <title>Unsupervised Domain Adaptation for Symbol Spotting in Historical Encrypted Manuscripts</title>
    <updated>2026-09-07T07:54:42Z</updated>
    <link href="https://arxiv.org/abs/2609.07159v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.07159v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The decipherment of historical encrypted manuscripts poses a fundamental challenge in Digital Humanities: before any transcription can begin, the symbol inventory of the underlying cipher alphabet must first be identified and characterized. We address this challenge through symbol spotting: given a candidate alphabet specified as a set of rendered font glyphs, the task is to determine whether and where its characters appear in an unseen handwritten document, without any labeled examples from the target script. The main difficulty lies in the domain gap between clean, digitally rendered font queries and degraded handwritten manuscript symbols. We propose a three-stage pipeline that bridges this gap without manual annotation, combining a joint SimCLR+DANN encoder for domain-invariant glyph representations with an embedding-space style-adaptation mechanism applied at retrieval time, requiring no re-training. Experiments on fourteen pages from seven encrypted manuscript collections show that our method outperforms zero-shot foundation models, including CLIP and DINOv2, by a large margin ($+0.194$ P@1 over CLIP ViT-L/14), and surpasses task-specific trained baselines by $+0.138$ P@1. We further demonstrate that the Raw-Cover metric, computed in a fully unsupervised setting, provides a meaningful script-family fingerprint that identifies the underlying alphabet of an unknown document. This capability is of direct practical relevance to palaeographers, historians, and other researchers working with undeciphered manuscripts.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-07T07:54:42Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Giuseppe De Gregorio</name>
    </author>
    <author>
      <name>Alicia Fornés</name>
    </author>
    <author>
      <name>Lei Kang</name>
    </author>
    <author>
      <name>Beáta Megyesi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.00995v1</id>
    <title>CQF-HMR: Continuous Quaternion Flows for Probabilistic 3D Human Mesh Recovery from a Single Image</title>
    <updated>2026-09-01T09:45:38Z</updated>
    <link href="https://arxiv.org/abs/2609.00995v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.00995v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recovering 3D digital humans from a single 2D image is an ill-posed computer vision problem due to the loss of depth information. Probabilistic 3D human pose estimation compensates for this by estimating a set of 3D hypotheses from a prior distribution via generative models. However, most prior work focuses only on 3D keypoints, which often leads to implausible poses that are difficult to apply to downstream tasks, e.g. animation or digital humans. SMPL-based methods are more scalable thanks to the explicit body priors, but it requires more complex modeling of the generation process due to the non-additive nature of the joint rotations. In this work, we propose a novel approach for probabilistic 3D humans using quaternion-constrained continuous normalizing flows conditioned on 2D pose estimations. Our proposed quaternion flows show significant advantages over approaches using other rotation representations. Experiments demonstrate state-of-the-art results of our method on Human3.6M, particularly in ambiguous settings, and comparable pose estimation accuracy on challenging 3DPW and EMDB benchmarks.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-01T09:45:38Z</published>
    <arxiv:comment>Under submission</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Cuong Le</name>
    </author>
    <author>
      <name>Bao-Long Tran</name>
    </author>
    <author>
      <name>Pavlo Melnyk</name>
    </author>
    <author>
      <name>Tahereh Dehdarirad</name>
    </author>
    <author>
      <name>Bastian Wandt</name>
    </author>
    <author>
      <name>Mårten Wadenbäck</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.31033v1</id>
    <title>FaceSnap: Real-Time Personalized Lightstage Facial Performance Capture</title>
    <updated>2026-08-31T16:14:21Z</updated>
    <link href="https://arxiv.org/abs/2608.31033v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.31033v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Lightstage facial capture produces production-quality digital humans, but it is resource and labor-intensive. Multi-camera setups, hours of computation, and massive data storage create bottlenecks that hinder iterative workflows. This paper introduces FaceSnap, an end-to-end framework that streamlines capture via a two-stage approach. First, a one-time multi-view optimization from a range-of-motion sequence builds a personalized model encoding both geometry and expression-dependent appearance. This model then enables high-fidelity real-time facial performance capture from a single monocular lightstage camera, with no further multi-view capture required. FaceSnap jointly estimates geometry and dynamic 4K texture at 83 fps. The 4K texture is produced by a novel personalized residual upscaler that recovers subject-specific high-frequency detail, which generic upscalers fail to capture. FaceSnap achieves geometric accuracy competitive with full per-frame multi-view optimization while outperforming feed-forward methods trained on production-quality 3D data, all from a single camera view. Finally, we introduce Multi4D, a public benchmark for evaluating 4D facial reconstruction methods in lightstage environments, enabling topology-invariant geometric comparison across methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-31T16:14:21Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Rukhshanda Hussain</name>
    </author>
    <author>
      <name>Noé Artru</name>
    </author>
    <author>
      <name>Emeline Got</name>
    </author>
    <author>
      <name>Luiz Gustavo Hafemann</name>
    </author>
    <author>
      <name>Alexandre Messier</name>
    </author>
    <author>
      <name>Brandon Dearlove</name>
    </author>
    <author>
      <name>Rafael M. O. Cruz</name>
    </author>
    <author>
      <name>Abdallah Dib</name>
    </author>
    <author>
      <name>Eric Granger</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.05506v1</id>
    <title>ECHO: Dyadic 3D Facial Motion Generation with Asymmetric Deterministic Articulation and Stochastic Reaction</title>
    <updated>2026-08-29T01:48:51Z</updated>
    <link href="https://arxiv.org/abs/2609.05506v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.05506v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose ECHO for dyadic 3D facial motion generation under a strict dual-stream audio-only setting, formulating the problem as an asymmetric task involving speech-constrained articulation and one-to-many listener reactions. To address this asymmetry, ECHO decomposes motion into a deterministic anchor that captures stable speech-correlated structure and a stochastic residual that models the remaining one-to-many interaction dynamics. On top of this backbone, Motion Memory acts as a training-only regularizer during brief late-stage fine-tuning to provide local priors for weakly conditioned listening windows, while semantic-group scaling controls residual injection across expression, jaw, and neck. This design balances speaking-side articulatory fidelity with listening-side realism and diversity in a single generation process. Results from unified, state-wise, and ablation evaluations show that conversational 3D motion benefits from decomposing stable and uncertain components rather than applying stochasticity uniformly. ECHO provides a practical formulation and technical basis for deployable conversational digital humans under strict audio-only conditions.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-29T01:48:51Z</published>
    <arxiv:comment>10 pages, 4 figures, 4 tables. Accepted to ACM Multimedia 2026 (MM '26) as a poster presentation</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Zhuoqiang Cai</name>
    </author>
    <author>
      <name>Yujie Sun</name>
    </author>
    <author>
      <name>Chaoyue Niu</name>
    </author>
    <author>
      <name>Hongyun Yu</name>
    </author>
    <author>
      <name>Zhiwen Chen</name>
    </author>
    <author>
      <name>Chengfei Lv</name>
    </author>
    <author>
      <name>Fan Wu</name>
    </author>
    <arxiv:doi>10.1145/3767308.3834964</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3767308.3834964" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.28213v1</id>
    <title>PAMoR: Parameterized Affective Motion Generation in Real Time for Humanoid Robots</title>
    <updated>2026-08-28T11:32:33Z</updated>
    <link href="https://arxiv.org/abs/2608.28213v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.28213v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>People read a humanoid robot's motion in social settings not only for the action performed but for the affect conveyed. Motion carrying that affect has so far been generated for human avatars, where style is taken from a reference clip or an emotion word, neither of which can be quantitatively parameterized. We present PAMoR, which turns affect into a measured control parameter: a valence-arousal (V-A) coordinate computed natively on robot kinematics. It is obtained in closed form from postural expansion and movement energy, and these measurements serve directly as generation conditions, with no human annotation. An action prior and two affect priors, trained in a shared latent space, are composed at each denoising step: the action prior fixes what is performed, the affect priors modulate how. Whole-body motion rolls out autoregressively on a 29-DoF Unitree G1 in real time, with action and affect both editable. Generated motion tracks the commanded V-A over its full range while text-to-motion fidelity still matches text-only baselines. In a perceptual study, raters identify the commanded emotion on 0.38 of trials, above both baselines and approaching the 0.44 reported for acted human bodies.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-28T11:32:33Z</published>
    <arxiv:comment>Under Review of IEEE Robotics and Automation Letters, 8 pages</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yan Pan</name>
    </author>
    <author>
      <name>Lingfan Bao</name>
    </author>
    <author>
      <name>Tianhu Peng</name>
    </author>
    <author>
      <name>Chengxu Zhou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.20312v1</id>
    <title>Inter-X++: A Comprehensive Benchmark for Multimodal Human-Human Interaction Analysis</title>
    <updated>2026-08-20T17:51:48Z</updated>
    <link href="https://arxiv.org/abs/2608.20312v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.20312v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The capability to perceive and synthesize human-human interactions is fundamental to developing intelligent digital human systems. However, existing datasets and modeling approaches are fundamentally constrained by low-fidelity kinematics, the omission of dexterous hand gestures and a severe lack of rich multimodal annotations. Furthermore, fragmented interaction representations and inconsistent evaluation protocols also impede fair and rigorous benchmarking. To systematically address these bottlenecks, we present Inter-X++, a comprehensive and large-scale benchmark designed to empower versatile HHI analysis. Captured via a novel hybrid motion capture system, Inter-X++ provides 11,388 high-fidelity interaction sequences and over 8.1M frames, featuring precise whole-body movements and detailed finger articulations. Meanwhile, we enrich the data foundation with multifaceted annotations, including hierarchical fine-grained textual descriptions, interaction categories, causal interaction orders, the relationship and personality of the subjects, as well as vertex-level contact maps and physically regularized constraints. Leveraging these elaborate annotations, we formulate a unified testing ground comprising four categories of downstream tasks that symmetrically span both generative and perceptive paradigms. To eliminate benchmarking ambiguities, we systematically standardize the interaction representations and evaluation protocols. Finally, we go beyond dataset construction to propose OpenHHI, a single and unified HHI representation and modeling framework that jointly optimizes interaction reconstruction and semantic understanding. Extensive experiments reveal that OpenHHI achieves state-of-the-art performance on both generation and perception tasks. This definitively proves that our unified representation successfully bridges interaction understanding and generation simultaneously.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-20T17:51:48Z</published>
    <arxiv:comment>24 pages, 10 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Liang Xu</name>
    </author>
    <author>
      <name>Chengqun Yang</name>
    </author>
    <author>
      <name>Zili Lin</name>
    </author>
    <author>
      <name>Xintao Lv</name>
    </author>
    <author>
      <name>Yichao Yan</name>
    </author>
    <author>
      <name>Xin Jin</name>
    </author>
    <author>
      <name>Zhibo Chen</name>
    </author>
    <author>
      <name>Xiaokang Yang</name>
    </author>
    <author>
      <name>Wenjun Zeng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.20038v1</id>
    <title>An Inclusive and Lightweight Approach to Federated Continual Learning for Cultural Heritage</title>
    <updated>2026-08-20T13:44:29Z</updated>
    <link href="https://arxiv.org/abs/2608.20038v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.20038v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Artificial intelligence can support cultural heritage and digital humanities through large-scale retrieval and analysis of digitized collections. However, cultural heritage data are often distributed across institutions, constrained by ownership and access restrictions, and continuously evolving over time. Federated Continual Learning (FCL) is well suited to this setting, as it enables models to learn from distributed and sequential data without sharing raw collections. In this paper, we propose FedCurv-DR, a lightweight, regularisation-based FCL strategy. The method accumulates parameter-importance estimates across clients and experiences to protect learned knowledge, while updating them only at fixed intervals to minimize communication and computation overhead. We evaluate FedCurv-DR in a continual learning scenario using the WikiArt image dataset for genre classification with evolving styles, reporting performance, energy, and fairness metrics. Our results show that FedCurv- DR reduces forgetting and balances performance, fairness, and energy efficiency for sustainable AI in cultural heritage.</summary>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-20T13:44:29Z</published>
    <arxiv:comment>7 pages, 3 figures, Accepted at the 2026 IEEE International Conference on Cyber Humanities (IEEE-CH 2026), Venice, Italy, September 7--9, 2026. Accepted author manuscript. Copyright 2026 IEEE</arxiv:comment>
    <arxiv:primary_category term="cs.LG"/>
    <author>
      <name>Ioannis Theologitis</name>
    </author>
    <author>
      <name>Debin Meng</name>
    </author>
    <author>
      <name>Stylianos Eleftheriadis</name>
    </author>
    <author>
      <name>Vasileios Lolis</name>
    </author>
    <author>
      <name>Konstantinos Votis</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.18957v1</id>
    <title>Institutional Books - Visual Elements: An open-source pipeline for extracting, classifying, deduplicating, and captioning visual elements from digital book collections</title>
    <updated>2026-08-19T14:21:56Z</updated>
    <link href="https://arxiv.org/abs/2608.18957v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.18957v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Historical book collections contain rich visual elements - such as illustrations, photographs, engravings, and decorative art - that are frequently under-explored in large-scale digitization projects. While Optical Character Recognition (OCR) has standardized the extraction of textual content, these visual components offer a layer of nuance and context that remains largely untapped by automated text extraction workflows. This technical report introduces Institutional Books - Visual Elements, an open-source end-to-end pipeline for detecting, classifying, deduplicating, and captioning visual elements from historical book collections. Alongside this pipeline, we release an initial dataset of 22.6 million visual elements extracted from the 983,004 scanned volumes that comprise the Institutional Books: Harvard Library dataset. This work contributes to ongoing, community-wide efforts to enable new use cases for digitized library collections through computational access, from artificial intelligence model training to digital humanities research.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.DL" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-19T14:21:56Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jimmy Mendez</name>
    </author>
    <author>
      <name>Matteo Cargnelutti</name>
    </author>
    <author>
      <name>David Lowry-Duda</name>
    </author>
    <author>
      <name>Catherine Brobston</name>
    </author>
    <author>
      <name>Salwa Ismail</name>
    </author>
    <author>
      <name>Greg Leppert</name>
    </author>
    <author>
      <name>Amanda Watson</name>
    </author>
    <author>
      <name>Jonathan Zittrain</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.17812v1</id>
    <title>On computational approaches to Pop music culture</title>
    <updated>2026-08-18T14:11:22Z</updated>
    <link href="https://arxiv.org/abs/2608.17812v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.17812v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This overview article presents arguments why the computational study of Pop music culture needs to be conducted in a multi-modal way beyond mere audio analysis, gives a survey of already published quantitative work on analyzing Pop music at scale, and discusses challenges and promising research avenues for future work.
  We argue that Pop music culture is a rich tapestry of audio, visual, textual and cultural connotations and relations which needs to be studied in an integrative way as a multi-modal socio-cultural phenomenon. What is needed is an approach which is reminiscent of "distant reading", i.e. algorithmic analysis of thousands of books as a research tool in digital humanities. In addition to listening to audio, algorithms need to view album artwork and music videos, to read meta-information, lyrics, music magazines and books.
  Our review of already available work on distant reading/listening/viewing and multi-modal combinations thereof reveals two major open issues: a scarcity of truly multi-modal approaches and questionable external validity rooted in sampling practices when building music corpora. In trying to overcome these shortcomings we sketch three exemplary avenues for future research on Pop music culture: charting the topic universe of music lyrics, providing an iconography of album cover art, tracking retro cycles in music's timeline.</summary>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-18T14:11:22Z</published>
    <arxiv:comment>18 pages, 1 figure</arxiv:comment>
    <arxiv:primary_category term="cs.MM"/>
    <author>
      <name>Arthur Flexer</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.17314v1</id>
    <title>Scanline-Aware Animatable Gaussian Avatars from Rolling-Shutter Videos</title>
    <updated>2026-08-18T03:08:33Z</updated>
    <link href="https://arxiv.org/abs/2608.17314v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.17314v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Animatable human avatars are routinely reconstructed from multi-view video under a silent assumption: that every pixel of a frame observes the same instant of the body's motion. Rolling-shutter (RS) sensors expose image rows sequentially, so within one frame the head and the feet of a moving person are separated by tens of milliseconds of articulated motion, and every scanline sees a different pose. Feeding such video to a state-of-the-art avatar bakes the distortion into the canonical representation, where it survives as shear and wobble under novel views and novel poses. Worse, every camera in a rig follows its own readout schedule, so the multi-view consistency that drives the reconstruction is violated even when the geometry is correct. We present RS-Avatar, which reconstructs a sharp, undistorted, animatable 3D Gaussian avatar directly from RS video. The formulation is minimal: a motion-aware avatar already renders the body at several sub-frame instants, and where a blur model averages those renderings, a rolling-shutter model composites them scanline by scanline. Changing that operator is the only modification required. On RS-ZJU, a benchmark we build from ZJU-MoCap, this improves novel-view synthesis over training as if the frames were instantaneous, on every subject. A motion-aware blur model built on the same sub-frame machinery does not transfer, and in fact falls below the shutter-oblivious baseline: the machinery is reusable, the operator is not.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-18T03:08:33Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Youxiang Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.13679v1</id>
    <title>Strand-based Hairstyle Generation via Large Reconstruction and Multimodal Models</title>
    <updated>2026-08-13T18:22:08Z</updated>
    <link href="https://arxiv.org/abs/2608.13679v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.13679v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating high-quality strand-based hairstyles in current production pipelines remains heavily dependent on skilled artists and time-consuming manual authoring, making it costly and difficult to scale. Existing learning-based methods have advanced image-driven hair reconstruction, but typically require large, diverse training datasets, struggle to generalize to complex styles such as buns and ponytails, and often operate in representations that are not directly compatible with strand-based modeling, editing, and simulation. We present a novel automatic pipeline that combines the capabilities of Large Reconstruction Models (LRMs), Large Multimodal Models (LMMs), and classical geometry processing to generate high-quality strand-based hairstyles from single-view images. Our approach produces detailed, production-ready strand geometry without task-specific training or data collection and can handle a wide variety of hairstyles, including straight and curly hair, short and long styles, and challenging structured configurations such as ponytails and buns. Across this diverse set of examples, our method generates visually compelling strand-level reconstructions within only a few minutes, making it well-suited for integration into modern digital human workflows.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-13T18:22:08Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Conghui Hao</name>
    </author>
    <author>
      <name>Tao Huang</name>
    </author>
    <author>
      <name>Yuefan Shen</name>
    </author>
    <author>
      <name>Tongtong Wang</name>
    </author>
    <author>
      <name>Zhongtian Zheng</name>
    </author>
    <author>
      <name>Kui Wu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.12107v1</id>
    <title>Avatar-Forever: Decoupled Parallel Training for High-Quality Real-Time Infinite Avatars</title>
    <updated>2026-08-12T14:29:08Z</updated>
    <link href="https://arxiv.org/abs/2608.12107v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.12107v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing streaming video systems often rely on sequential, distillation-centered training pipelines to enable few-step long-video generation. However, this paradigm suffers from two limitations. First, failures or distribution shifts introduced in earlier stages affect later optimization, complicating the training process to converge. Second, the distillation-centric objective favours short-term generation but is prone to quality degradation when autoregressive errors accumulate over long rollouts. We propose Avatar-Forever, a decoupled parallel training framework for high-quality real-time infinite interactive avatars. Instead of coupling generation efficiency and long-horizon robustness under a sequential distillation pipeline, we treat them as two independent capabilities that can be trained in parallel. One branch performs full-parameter distillation to train an efficient generator with high visual quality, while another trains a lightweight long-horizon adapter via Recovery-oriented Rollout Training (RRT), which improves generation robustness under long-horizon inference conditions. Our decoupled parallel training design simplifies the overall training process and avoids unnecessary objective conflicts between few-step generation and long-horizon adaptation. We further introduce ForeverCache, a chunk-wise feature caching mechanism to substantially reduce redundant history computation during streaming inference. Built upon a 22B video foundation model, Avatar-Forever supports unbounded audio-driven avatar generation while maintaining identity consistency, motion coherence, and visual fidelity, enabling an end-to-end throughput of high-resolution 768x512 videos at 27.2 FPS on a single H100 GPU and providing a practical path toward stable digital humans.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-12T14:29:08Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ruibin Li</name>
    </author>
    <author>
      <name>Tao Yang</name>
    </author>
    <author>
      <name>Zhiyuan Ma</name>
    </author>
    <author>
      <name>Fangzhou Ai</name>
    </author>
    <author>
      <name>Shilei Wen</name>
    </author>
    <author>
      <name>Lei Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.10500v1</id>
    <title>DSAR: Dual-Stream Autoregressive Modeling of Temporal Cloth Dynamics for Photorealistic Animatable Avatars</title>
    <updated>2026-08-11T05:19:21Z</updated>
    <link href="https://arxiv.org/abs/2608.10500v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.10500v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating photorealistic and temporally coherent animatable human avatars from RGB videos remains challenging. Current methods struggle to capture realistic cloth dynamics, producing over-smoothed appearance or severe artifacts on out-of-distribution poses. This limitation stems from a fundamental oversight: existing approaches neglect the temporal causality inherent in cloth physics, where current states emerge from previous states through temporal evolution rather than instantaneous skeletal configurations alone. Without explicit modeling of this causal structure, networks learn pose-appearance correlations instead of motion evolution, leading to poor generalization. We introduce a dual-stream autoregressive framework that explicitly models both observable geometric information and implicit internal state. The geometric stream propagates surface displacement from the previous frame, while the state stream fuses current features with historical states retrieved from a memory bank. Motion-adaptive aggregation handles spatially-varying dynamics, and adaptive regularization balances smoothness with flexibility. Experiments on challenging datasets demonstrate significant improvements in rendering quality, temporal consistency, and generalization to motion patterns beyond training distributions, validating that dual-stream temporal modeling enables realistic cloth dynamics.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-11T05:19:21Z</published>
    <arxiv:comment>Accepted to ECCV 2026. 25 pages, 7 figures, including supplementary material</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haozhong Xiong</name>
    </author>
    <author>
      <name>Yao Yu</name>
    </author>
    <author>
      <name>Yu Zhou</name>
    </author>
    <author>
      <name>Sidan Du</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.08283v2</id>
    <title>Do Evaluation Metrics Detect Errors in Classical Chinese to English Translations?</title>
    <updated>2026-08-12T12:56:06Z</updated>
    <link href="https://arxiv.org/abs/2608.08283v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.08283v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Although large language models can translate some historical languages surprisingly well, their usefulness in digital humanities workflows is limited by the lack of reliable evaluation. We investigate whether existing automatic evaluation metrics developed for modern languages are reliable in this setting, using translation from Classical Chinese to English as a test case. We introduce a diagnostic framework based on minimal pairs capturing error types salient in scholarly use, probing both reference-based and reference-free metrics for error sensitivity and tolerance to valid variation. We find that all metrics exhibit blind spots, however MetricX24 performs best overall. Our findings highlight the need for more robust and interpretable metrics for historically and culturally distinct translation settings.</summary>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-08T18:28:43Z</published>
    <arxiv:primary_category term="cs.CL"/>
    <author>
      <name>Osvaldo Quinjica</name>
    </author>
    <author>
      <name>Eric Bennett</name>
    </author>
    <author>
      <name>Xinchen Yang</name>
    </author>
    <author>
      <name>Andrew Schonebaum</name>
    </author>
    <author>
      <name>Marine Carpuat</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.13602v2</id>
    <title>Omni-LiveAvatar: Minute-Level Real-Time Streaming Joint Audio-Video Avatar Generation</title>
    <updated>2026-08-17T03:08:17Z</updated>
    <link href="https://arxiv.org/abs/2608.13602v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.13602v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Joint audio-video generative models serve as foundation for immersive and interactive digital-human generation. Nevertheless, most existing models rely on bidirectional attention and multi-step denoising and can generate only short clips, making them unsuitable for real-time interaction over extended durations. We present Omni-LiveAvatar, the first framework for minute-level, real-time streaming joint audio-video avatar generation. Specifically, we propose (1) a progressive autoregressive distillation pipeline that transfers a large bidirectional joint audio-video diffusion model into a few-step autoregressive generator without auxiliary stabilization mechanisms; (2) a synchronized audio-video long-short-term memory that preserves global consistency under a bounded memory budget; and (3) a hierarchical rolling prompt planning strategy that enables coherent semantic evolution and seamless prompt transitions. Extensive experiments show that Omni-LiveAvatar generates high-quality, synchronized minute-level avatars in real time. In terms of speed, it achieves a 33$\times$ generation speedup over its teacher, LTX-2, on a single NVIDIA H200 GPU; in terms of generation quality, it outperforms accelerated baselines across visual quality, audio quality, cross-modal synchronization, and human fidelity. Our code is available at https://github.com/Aoko955/Omni-LiveAvatar.</summary>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-07T15:34:15Z</published>
    <arxiv:primary_category term="cs.MM"/>
    <author>
      <name>Lunjie Zhu</name>
    </author>
    <author>
      <name>Xingtong Ge</name>
    </author>
    <author>
      <name>Fangyu Lin</name>
    </author>
    <author>
      <name>Yi Zhang</name>
    </author>
    <author>
      <name>Zhening Liu</name>
    </author>
    <author>
      <name>Mengfei Li</name>
    </author>
    <author>
      <name>Yumeng Zhang</name>
    </author>
    <author>
      <name>Guanglu Song</name>
    </author>
    <author>
      <name>Yu Liu</name>
    </author>
    <author>
      <name>Jun Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.06918v1</id>
    <title>BZKO: An Ontology for the Card Index of German Post-War Compensation Records</title>
    <updated>2026-08-07T07:51:24Z</updated>
    <link href="https://arxiv.org/abs/2608.06918v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.06918v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The Central Federal Card Index (Bundeszentralkartei) of Germany is a key archival resource documenting compensation claims submitted by victims of National Socialist persecution and their relatives, within the German Wiedergutmachung process. To enable semantically enriched representation, integration, and reuse of this historically significant collection, we present the BZK Ontology (BZKO). We propose a two-layer ontology for historical archival data that separates ontologically grounded domain semantics from interoperability-oriented extension constructs. The approach combines BFO-based realism with archival standards (RiC-O, PROV-O, PiCo), enabling provenance-preserving semantic integration, while maintaining logical rigor, modularity, and reuse across digital humanities infrastructures. The proposed approach establishes a reusable semantic foundation for the integration of Wiedergutmachung archival materials into digital humanities infrastructures and lays the groundwork for future knowledge graph generation, ontology validation, and the incorporation of additional historical entities and uncertain temporal and spatial information. The ontology is available on https://github.com/ISE-FIZKarlsruhe/bzko.</summary>
    <category term="cs.IR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-07T07:51:24Z</published>
    <arxiv:comment>13 pages, 4 figures, accepted to Ontology Showcase at the 16th International Conference on Formal Ontology in Information Systems (FOIS 2026), to be published in Proceedings of the Joint Ontology Workshops (JOWO) - Episode XII: The Tropical Spring of Ontology, co-located with the 16th International Conference on Formal Ontology in Information Systems (FOIS 2026)</arxiv:comment>
    <arxiv:primary_category term="cs.IR"/>
    <author>
      <name>Dilek Yargan</name>
    </author>
    <author>
      <name>Jörg Waitelonis</name>
    </author>
    <author>
      <name>Mahsa Vafaie</name>
    </author>
    <author>
      <name>Harald Sack</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.04722v1</id>
    <title>Multi-View Face and Gesture Animation with Dynamic Gaussians</title>
    <updated>2026-08-05T11:43:21Z</updated>
    <link href="https://arxiv.org/abs/2608.04722v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.04722v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating photorealistic 3D human avatars with realistic upper-body motion remains challenging. Existing approaches either focus on the head and overlook hand gestures, or reconstruct the full body but fail to preserve fine-grained facial fidelity and hand pose accuracy. As a result, current methods struggle to capture the subtle dynamics of facial expressions and hand gestures that are crucial for natural human communication. While methods based on full-body parametric models enable avatar reconstruction from monocular or multi-view inputs, they often lack accurate facial animation and detailed hand articulation. To address these limitations, we propose MVFGA, a novel multi-view-consistent pipeline for generating realistic upper-body avatars. Our approach models the face and hands separately and fuses them with a parametric upper-body mesh model, enabling the capture of fine-grained facial expressions and hand poses for accurate upper-body avatar reconstruction. We then splat 3D Gaussians onto the obtained mesh, enabling high-quality rendering of dynamic avatars from novel viewpoints. Furthermore, we introduce MVFGA-MoCap, a multi-view upper-body motion capture dataset featuring controlled facial expression sequences, diverse hand gestures, and free-form communication. Experiments show that MVFGA generates visually realistic avatars with high-fidelity facial expressions and hand motions, outperforming baselines for upper-body avatar animation. Project page: https://dfki-av.github.io/MVFGA/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-05T11:43:21Z</published>
    <arxiv:comment>Accepted at SCA 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>Computer Graphics Forum, 45(8), 2026</arxiv:journal_ref>
    <author>
      <name>Alireza Javanmardi</name>
    </author>
    <author>
      <name>Vippin Kumar Jeetmal</name>
    </author>
    <author>
      <name>Christen Millerdurai</name>
    </author>
    <author>
      <name>Alain Pagani</name>
    </author>
    <author>
      <name>Didier Stricker</name>
    </author>
    <arxiv:doi>10.1111/cgf.70567</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1111/cgf.70567" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.04709v1</id>
    <title>EmpaAva: An Open-source Agentic 3D-Avatar Empathetic Live Chatbot</title>
    <updated>2026-08-05T11:23:40Z</updated>
    <link href="https://arxiv.org/abs/2608.04709v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.04709v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper presents EmpaAva, to our knowledge the first open-source, agentic 3D-avatar empathetic chatbot, which carries empathetic response generation (ERG) from text-only exchanges into live, face-to-face interaction. Through a video-call-like interface, a user speaks to a 3D digital human that reads their affect from speech and optional vision, and replies with emotional speech, lip-synced facial motion, and photorealistic 3D Gaussian rendering. At its core, an LLM coordinates a Tri-Agent Architecture, in which perception, empathetic response planning, and embodied rendering form a closed loop, paired with a Response Planning layer that compiles each reply into an executable multimodal plan, keeping voice, expression, and rendering on one empathetic intent. Building on strong open-source modules, EmpaAva supplies the intelligence that binds them into one controllable, inspectable experience. In automatic and human evaluations, EmpaAva surpasses text-only, 2D talking-face, and multimodal avatar baselines in emotion understanding, response quality, and audio-visual consistency. We open-source EmpaAva with an online live demo.</summary>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-05T11:23:40Z</published>
    <arxiv:comment>Project&amp;Demo: https://empaava.top/</arxiv:comment>
    <arxiv:primary_category term="cs.CL"/>
    <author>
      <name>Jie Yang</name>
    </author>
    <author>
      <name>Wenhao Xu</name>
    </author>
    <author>
      <name>Shuhui Lin</name>
    </author>
    <author>
      <name>Hao Fei</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.03984v1</id>
    <title>string2string Studio: An Interactive, In-Browser Platform for String-to-String Algorithms</title>
    <updated>2026-08-04T17:48:15Z</updated>
    <link href="https://arxiv.org/abs/2608.03984v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.03984v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present string2string Studio, an interactive in-browser platform for string-to-string analysis across natural language processing, computational biology, and the digital humanities. The system integrates six main modules (alignment, distance, similarity, search, generation metrics, and BLAST homology search), operating at character, word, token, line, and residue levels. Its C++-based algorithms compile to WebAssembly, so core operations run locally by default without any installation or data upload. The interface reports scores with their "evidence" (alignments, edit paths, metric matches, search hits, and homology traces), making methods inspectable, debuggable, and comparable on shared inputs. Internal benchmarks show speedups of up to 2,500x over the Python predecessor, faster global/local alignment than a general-purpose native C aligner, and exact agreement with independent references under declared settings. For homology search, the scoped client-side blastn path closely matches NCBI BLAST+ rankings and statistics under matched parameters. A curated showcase and Learn mode present canonical algorithms and metrics as reusable demonstrations. string2string Studio is open-source and freely available at string2string.org.</summary>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-04T17:48:15Z</published>
    <arxiv:comment>https://string2string.org/</arxiv:comment>
    <arxiv:primary_category term="cs.CL"/>
    <author>
      <name>Mirac Suzgun</name>
    </author>
    <author>
      <name>James Zou</name>
    </author>
    <author>
      <name>Stuart M. Shieber</name>
    </author>
    <author>
      <name>Dan Jurafsky</name>
    </author>
  </entry>
</feed>
