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  <id>https://arxiv.org/api/RTzTbx2cX//oyDWBeqObmVMGLCI</id>
  <title>arXiv Query: search_query=(abs:"talking head" OR abs:"talking avatar" OR abs:"conversational avatar" OR abs:"interactive avatar" OR abs:"digital human") AND (abs:real-time OR abs:streaming OR abs:interactive OR abs:duplex)&amp;id_list=&amp;start=0&amp;max_results=60</title>
  <updated>2026-09-28T19:05:08Z</updated>
  <link href="https://arxiv.org/api/query?search_query=(abs:%22talking+head%22+OR+(abs:%22talking+avatar%22+OR+(abs:%22conversational+avatar%22+OR+(abs:%22interactive+avatar%22+OR+abs:%22digital+human%22))))+AND+(abs:real-time+OR+(abs:streaming+OR+(abs:interactive+OR+abs:duplex)))&amp;start=0&amp;max_results=60&amp;id_list=" type="application/atom+xml"/>
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  <entry>
    <id>http://arxiv.org/abs/2609.28131v1</id>
    <title>DEAL-Grasp: Decoupled Alignment Representation for Geometry-Aware Dexterous Grasp Generation</title>
    <updated>2026-09-23T13:56:26Z</updated>
    <link href="https://arxiv.org/abs/2609.28131v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.28131v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Synthesizing realistic articulated hand-object interactions is a fundamental problem in virtual reality, embodied intelligence, and digital human applications. Existing methods for dexterous grasp synthesis typically regress or denoise poses in a joint space that couples global rigid motion with local articulation, which often yields unstable samples and physically implausible contacts. We introduce DEAL-Grasp, built upon the Decoupled Alignment (DEAL) representation, which reformulates grasp synthesis as alignment-space generation: the interaction state comprises task-space geometric anchors and articulation parameters, from which the rigid transform is recovered via closed-form Procrustes alignment while preserving local articulation. On this mixed state, we model grasp generation using heterogeneous-state flow matching with component-wise vector fields, incorporating time-adaptive physical regularization during training. At inference, grasps are synthesized solely by integrating the learned vector field, without test-time optimization or auxiliary physical guidance. Across MultiDex and zero-shot RealDex benchmarks, DEAL-Grasp attains high force-perturbation success rates alongside minimal penetration and high diversity of generated grasps, while substantially reducing native inference latency compared to optimization-heavy baselines. The project page is available at https://wmtlab.github.io/DEAL-Grasp/.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-23T13:56:26Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Fuqiang Zhao</name>
    </author>
    <author>
      <name>Qian Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.22913v1</id>
    <title>AVTR-1: Open Stack for Real-Time Interactive Avatars</title>
    <updated>2026-09-19T09:45:26Z</updated>
    <link href="https://arxiv.org/abs/2609.22913v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.22913v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Talking-head and dyadic models now achieve real-time inference, yet fast motion generation alone does not produce an interactive conversation. A live system must synchronize the model's output with speech from an external voice agent, schedule video frames for playback, and handle interruptions. We introduce AVTR-1, an open stack for real-time interactive avatar conversations, built around a compact 153M-parameter autoregressive flow-matching motion generator conditioned on both participants' audio. We adapt its audio encoder for streaming through self-distillation. The stack turns the model's chunk-based generation into a continuous, synchronized audio-video stream driven by an external voice agent, and we analytically derive its contribution to the user-facing latencies and validate the resulting bounds with two commercial voice agents. Further experiments demonstrate that AVTR-1 leads the compared dyadic systems on all reported visual-quality metrics and most conventional listening-motion metrics while remaining competitive in lip synchronization. Its inference runtime operates in real time on data-center and consumer GPUs. However, conventional listening metrics do not establish whether the paired speaker's speech contributes to generated motion. We therefore introduce the Reference-Based Directed Granger Gain (R-DGG), which measures the additional predictive information carried by speaker speech after accounting for listener history and speaker motion. R-DGG finds statistically supported predictive dependence for recorded listeners and all evaluated dyadic systems, but not for talking-head generators without paired audio or mismatched speaker-listener pairs. We release the model weights, renderer, and serving backend under component-specific licenses.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-19T09:45:26Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Artem Kravtsov</name>
    </author>
    <author>
      <name>Dmitrii Ziganshin</name>
    </author>
    <author>
      <name>Vsevolod Poletaev</name>
    </author>
    <author>
      <name>Gleb Balitskiy</name>
    </author>
    <author>
      <name>Anastasia Tikhonova</name>
    </author>
    <author>
      <name>Egor Burkov</name>
    </author>
    <author>
      <name>Vadim Lebedev</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.20509v1</id>
    <title>Automated Goldsmith's Mark Retrieval in Silverware</title>
    <updated>2026-09-17T14:51:46Z</updated>
    <link href="https://arxiv.org/abs/2609.20509v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.20509v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>For art historians, goldsmith marks play a critical role in the identification and dating of artifacts. In practice, experts must manually compare a query mark against hundreds of documented examples, a process that is both tedious and highly dependent on specialist knowledge. To address this, we present an AI-assisted retrieval pipeline that combines mark localization with metric-learning fine-tuning across three backbone architectures: an ImageNet-pretrained ResNet-50, a supervised ViT-S/16, and a self-supervised DINOv2 ViT-S/14. We conduct a systematic evaluation of cropping strategies, where we measure the impact of no cropping, manual ground-truth cropping, and learned detection-based cropping, and assess their interaction with each backbone. Our strongest configuration, DINOv2 ViT-S/14 with manual crop and metric-learning fine-tuning, achieves an mAP of 62.63% and a Top-1 accuracy of 73.74%. Our experiments show that self-supervised pretraining and mark localization are the two most impactful factors, with learned cropping recovering the majority of the gain from manual cropping without requiring ground-truth annotations at inference time. To enable reproducibility and adoption in the digital humanities, we release our manually annotated dataset and codebase, and deploy the system via a public web interface.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.DL" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-17T14:51:46Z</published>
    <arxiv:comment>Accepted at the VISART workshop, ECCV 2026. 18 pages, 8 figures, 1 table</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Atmik Tiwari</name>
    </author>
    <author>
      <name>Vincent Christlein</name>
    </author>
    <author>
      <name>Mark Fichtner</name>
    </author>
    <author>
      <name>Freya Gohlke</name>
    </author>
    <author>
      <name>Birgit Schübel</name>
    </author>
    <author>
      <name>Theresa Witting</name>
    </author>
    <author>
      <name>Heike Zech</name>
    </author>
    <author>
      <name>Mathias Zinnen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.10317v1</id>
    <title>Decoupled Self-Forcing Distillation for Streaming Talking Head Generation</title>
    <updated>2026-09-09T15:22:49Z</updated>
    <link href="https://arxiv.org/abs/2609.10317v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.10317v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Streaming talking-head generation produces each frame as its driving audio arrives, yet fidelity and efficiency have so far pulled in opposite directions: end-to-end methods condition a video diffusion model on audio directly and achieve high quality but only at large scale, while cheaper two-stage methods generate an intermediate motion representation and trail in fidelity. We argue the cost of the former lies in the target of fusion: the video latent is dominated by identity, appearance and background, none of which audio bears on, so coupling audio to every pixel blurs detail and wastes capacity. We instead fuse conditions in a low-dimensional identity-disentangled motion space, routing audio and motion captions by their temporal granularity, and generate motion latents with a small causal autoregressive transformer that a pretrained diffusion renderer turns into video. Conditions thus control video transitively, and high fidelity no longer requires a large backbone. Streaming this decomposition needs both models to be causal, and the exposure-bias problem could be solved by self-forcing given a bidirectional teacher. But there is no such teacher in motion space. Our decoupled self-forcing distillation resolves both models under one frozen teacher: conditioned on motion, it distills the renderer into a block-causal student; unconditionally, it scores rendered rollouts against real videos, supervising motion by the video it produces. This lifts the fidelity ceiling from the motion generator onto the stronger renderer. The two models run as parallel causal streams, reaching 15.4 FPS at 1.3 s latency with no quality degradation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-09T15:22:49Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yanru An</name>
    </author>
    <author>
      <name>Ruiyan Wang</name>
    </author>
    <author>
      <name>Wenwu Wei</name>
    </author>
    <author>
      <name>Rui Bu</name>
    </author>
    <author>
      <name>Qi Wang</name>
    </author>
    <author>
      <name>Hongwei Hu</name>
    </author>
    <author>
      <name>Zhengxue Cheng</name>
    </author>
    <author>
      <name>Rong Xie</name>
    </author>
    <author>
      <name>Li Song</name>
    </author>
    <author>
      <name>Wenjun Zhang</name>
    </author>
  </entry>
  <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/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/2608.20312v1</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/2608.16143v1</id>
    <title>AnyTalk: Speech Animation for Arbitrary Characters Leveraging a Video Generation Model</title>
    <updated>2026-08-17T05:53:42Z</updated>
    <link href="https://arxiv.org/abs/2608.16143v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.16143v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present AnyTalk, a novel method for generating 3D speech animations for arbitrary characters without requiring any animation data. While existing audio-driven 3D speech animation methods rely on character-specific training data or laborious rigging/re-meshing, AnyTalk circumvents these limitations by leveraging recent video diffusion models trained on extensive video datasets. We first adapt a pre-trained video diffusion model to a target character through our Character-specific Fine-tuning (\textit{CsF}) technique. By fine-tuning on rendered images of the 3D character paired with zeroed-out audio embeddings (representing "no motion"), we eliminate the need for animation data while preserving the motion prior of large-scale video diffusion model. We then uplift the resulting talking-head video into a 3D speech animation by estimating blendshape parameters through a proposed optimization process. AnyTalk enables lip-synced animations across diverse face meshes and blendshape configurations, significantly reducing manual effort and data requirements. We further enhance usability by distilling AnyTalk into a streamlined network, $\text{AnyTalk}_{RT}$, thereby enabling real-time performance. By leveraging talking-head video generation, our method broadens access to audio-driven speech animation technology for arbitrary characters. The code is publicly available at https://serin-yoon.github.io/projects/anytalk/.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-17T05:53:42Z</published>
    <arxiv:comment>accepted to TVCG, Project page at https://serin-yoon.github.io/projects/anytalk/</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Kwan Yun</name>
    </author>
    <author>
      <name>Serin Yoon</name>
    </author>
    <author>
      <name>Sunjin Jung</name>
    </author>
    <author>
      <name>Jung Eun Yoo</name>
    </author>
    <author>
      <name>Inyup Lee</name>
    </author>
    <author>
      <name>Junyong Noh</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/2608.13602v2</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/2608.04709v1</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>
  <entry>
    <id>http://arxiv.org/abs/2608.01905v2</id>
    <title>PhotoHOI: Synthesizing 3D Hand-Object Interactions from a Single RGB Photograph</title>
    <updated>2026-08-06T13:24:49Z</updated>
    <link href="https://arxiv.org/abs/2608.01905v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.01905v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Hand-object interaction (HOI) is a fundamental human behavior with broad applications in AR/VR, digital humans, and embodied interaction. Existing methods typically require predefined object geometry, object trajectories, or task-specific conditions, limiting their use with natural real-world inputs. To address this, we study a more practical problem of synthesizing 3D hand-object interaction sequences from a single RGB photograph and an open-vocabulary language instruction, and introduce PhotoHOI. PhotoHOI first uses a vision-language model to parse the input image and instruction into a structured task specification, including the interaction object, target region, and spatial relation. It then recovers a compact task-relevant 3D scene and plans a smooth collision-aware object trajectory based on the recovered object states, support relations, and surrounding scene geometry. To synthesize hand motion that generalizes to real-world photographs and unseen objects, it learns transferable task-conditioned contact and contact-conditioned grasp priors from large-scale affordance and HOI data. The grasp is further refined in a learned latent space, constraining the optimization to a plausible hand-pose manifold. Experiments on GRAB and H2O demonstrate improved contact quality and reduced penetration over representative baselines. Results on real-world photographs further demonstrate higher task success and scene consistency, together with generalization to unseen objects and open-vocabulary instructions.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-03T08:39:31Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhenhao Zhang</name>
    </author>
    <author>
      <name>Jiajun Zhang</name>
    </author>
    <author>
      <name>Wei Min</name>
    </author>
    <author>
      <name>Yebin Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.28144v1</id>
    <title>ReGenVC: End-to-End Real-Time Generative Video Coding at Ultra-Low Bitrate</title>
    <updated>2026-07-30T12:52:51Z</updated>
    <link href="https://arxiv.org/abs/2607.28144v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.28144v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present ReGenVC, an end-to-end generative video codec that compresses talking-head video to an ultra-low bitrate and decodes it in real time. The encoder reduces a source clip to a compact bitstream -- a neurally compressed first frame, per-frame pose keypoints, and metadata -- totaling about 26 kB for a 77-frame sequence. The decoder is a four-step distilled diffusion transformer that reconstructs the video conditioned on the transmitted pose and reference frame. Compared with x264/x265, ReGenVC reduces the bitrate to roughly one tenth of that required by traditional codecs (about 26 kB vs. 250--280 kB for essentially artifact-free reconstruction); at a matched ultra-low bitrate, conventional codecs collapse into blocking artifacts while ReGenVC stays sharp by exploiting a strong generative prior. The central obstacle to deploying such a codec is decoder latency: multi-step sampling with transformer and VAE components is too slow for interactive use. We make the decoder real-time through four-step distillation and three model-preserving system techniques: (i) eight-GPU unified sequence parallelism (Ulysses &amp; Ring), (ii) a spatially-split VAE, and (iii) a three-stage overlapped pipeline; an analytical timing model characterizes the real-time feasibility region. On an 8-GPU node, the system sustains 24 fps output (972 ms per 25-frame window, within the 1000 ms budget), enabling a live browser stream without observed frame underruns. A hybrid CPU-GPU deployment further runs the encoder on the CPU at 24 fps and offloads the decoder-side one-shot conditioning encoders to the CPU, reducing the per-GPU memory peak from 21.1 GB to about 7.7 GB. To our knowledge, ReGenVC is the first end-to-end generative video codec to combine ultra-low-bitrate encoding with real-time decoding on an 8-GPU system.</summary>
    <category term="eess.IV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-30T12:52:51Z</published>
    <arxiv:comment>12 pages, 5 figures, 5 tables</arxiv:comment>
    <arxiv:primary_category term="eess.IV"/>
    <author>
      <name>Zheyuan Zhang</name>
    </author>
    <author>
      <name>Johnson Wu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.00079v1</id>
    <title>LeapTalk: Breaking the Latency-Quality Trade-off in Talking Head Generation</title>
    <updated>2026-07-29T14:44:57Z</updated>
    <link href="https://arxiv.org/abs/2608.00079v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.00079v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Long-form and real-time talking-head generation remains challenging due to a latency-quality trade-off: inefficient multi-step diffusion prohibits streaming generation, whereas real-time autoregressive approaches suffer from error accumulation and identity drift. To address this drawback, we propose LeapTalk, a novel framework that achieves stable and real-time talking-head generation with a single forward step, scaling to arbitrarily long videos. At the heart of our approach lies a single-step bridge distillation scheme. On the one hand, departing from the conventional noise-to-data paradigm, we introduce a data-to-data transport formulation based on a Brownian bridge. Anchored by a persistent reference, this strategy effectively mitigates identity drift and enhances long-term temporal stability. On the other hand, to enable smooth knowledge transfer from a pre-trained diffusion teacher to the student bridge model, we explore a heterogeneous distillation framework with an SNR-aligned time transformation $Φ(τ)$, which bridges the functional discrepancy between the two models. Moreover, we propose an audio-driven classifier-free guidance mechanism to maintain fine-grained lip synchronization under extreme step reduction. Extensive experiments demonstrate that our method achieves high-fidelity and temporally consistent video generation with only 1 step at up to 200 FPS, significantly outperforming existing approaches in both efficiency and stability. Project Page: https://zhangrongxiang.github.io/leaptalk-page/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-29T14:44:57Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Rongxiang Zhang</name>
    </author>
    <author>
      <name>Songhua Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.24359v1</id>
    <title>TaoMate: Anchor-Guided Memory Bridging Evolving and Reference States for Real-Time Audio-Video Digital Human Generation</title>
    <updated>2026-07-27T12:35:32Z</updated>
    <link href="https://arxiv.org/abs/2607.24359v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.24359v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Real-time long-form digital-human generation relies on causal models to extend audio-visual content while preserving subject appearance and audio-video synchronization across successive segments. A bounded cache retains local motion and phonetic context but discards older evidence, whereas attending to the complete generated history is computationally expensive and can propagate accumulated errors. We present \method, an anchor-guided persistent-memory framework for few-step joint audio-video generation. The framework preserves an immutable visual anchor, compresses completed video and audio blocks into fixed-capacity dynamic states, and retrieves those states through modality-specific residual attention without extending the active cache. A reference-aware modulation method additionally conditions video features on dynamic and anchor appearance statistics. Anchor-preserving causal-context distillation varies rollout horizon, prefix provenance, and cache-history reliability while keeping the immutable visual anchor unperturbed. By separating persistent memory from stage-local denoising dependencies, \method further admits stage-parallel execution across blocks, accelerating autoregressive inference without pipeline-specific retraining. We evaluate long-form video continuations with appearance, temporal, synchronization, facial, and speech diagnostics. Results show that \method preserves stable appearance across prompt-conditioned segments and strong audio-visual synchronization under autoregressive generation. Our project page is https://taoliveaigc.github.io/TaoMate.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-27T12:35:32Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Qijun Gan</name>
    </author>
    <author>
      <name>Chenwei Zhang</name>
    </author>
    <author>
      <name>Meiguang Jin</name>
    </author>
    <author>
      <name>Junfeng Ma</name>
    </author>
    <author>
      <name>Qiu Shen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.23657v1</id>
    <title>GRAPE: Graduated Routing for Articulated Portrait mesh Estimation</title>
    <updated>2026-07-26T13:46:04Z</updated>
    <link href="https://arxiv.org/abs/2607.23657v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.23657v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Articulated portrait mesh estimation is fundamental to 3D understanding, avatar generation, and immersive interaction. Existing approaches primarily rely on 3D Morphable Models (3DMMs). However, face-centric models suffer from the "floating head" assumption, conflating head pose with global rotation due to the lack of neck kinematics. Conversely, body-centric models lack high-fidelity facial expression capabilities. Furthermore, current methods struggle to disentangle jaw articulation from expression blendshapes, often over-relying on expressions for mouth opening. These limitations make monocular portrait recovery difficult across representation, supervision, and anatomical parameter estimation. To address these limitations, we introduce GRAPE(Graduated Routing for Articulated Portrait mesh Estimation). We build a Portrait Parametric Model (PPM) with an explicit torso-to-head kinematic chain and a canonical injection step to merge FLAME and the SMPL-X torso. We propose a Progressive Anatomical Alignment (PAA) network, which is composed of a pretrained portrait encoder, a Graduated-Mask Router, and coarse-to-fine experts that follow the portrait anatomical prior. We then train this network with multi-source supervision that combines sparse anatomical keypoints, feature distillation, foreground mask constraints, and relative geometry constraints. Experiments show that GRAPE improves portrait mesh recovery quality, pose alignment, and jaw--expression disentanglement over prior methods. We also demonstrate that our method can benefit the downstream tasks of audio-driven talking-head generation and 3D portrait generation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-26T13:46:04Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yunfei Liu</name>
    </author>
    <author>
      <name>Lijian Lin</name>
    </author>
    <author>
      <name>Ye Zhu</name>
    </author>
    <author>
      <name>Yu Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.23023v2</id>
    <title>OmniMate: Open-Ended Real-Time Streaming Audio-Visual Generation for Interactive Avatars</title>
    <updated>2026-07-28T02:01:27Z</updated>
    <link href="https://arxiv.org/abs/2607.23023v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.23023v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances in diffusion-based generative models have enabled real-time audio-driven avatar generation and unified audio-visual synthesis, providing a promising foundation for interactive avatar systems. However, extending unified audio-visual synthesis to real-time interactive streaming remains challenging, as the generation horizon is unknown in advance and the generated identity may drift over long-term generation. To address these challenges, we propose OmniMate, a unified framework for open-ended real-time interactive audio-visual avatar generation. OmniMate jointly synthesizes visual content, speech, and sound effects in real time, enabling natural and immersive multi-turn interactions. To achieve adaptive response progression, we introduce a Generation Progress Controller (GPC) that explicitly models the generation progress of each streaming chunk, allowing the model to complete responses according to the desired progress and achieve seamless transitions between execution and listening states. To preserve long-term cross-modal identity consistency, we propose a Multi-Reference Conditioning Module (MRCM), which leverages multiple reference images and a reference speech segment to provide persistent visual and speaker identity cues throughout long-duration streaming interactions. Extensive experiments on an interaction-oriented adaptation of VerseBench demonstrate that OmniMate achieves high-quality, low-latency streaming generation while maintaining strong long-term audio-visual consistency. The results further show that OmniMate supports realistic, coherent, and responsive interactive avatar experiences over extended multi-turn conversations.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-25T03:42:52Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Quanyue Song</name>
    </author>
    <author>
      <name>Yishan He</name>
    </author>
    <author>
      <name>Yanbo Ding</name>
    </author>
    <author>
      <name>Zhixiang He</name>
    </author>
    <author>
      <name>Yongxiang Li</name>
    </author>
    <author>
      <name>Caigui Jiang</name>
    </author>
    <author>
      <name>Zhi Zhi Guo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.24909v1</id>
    <title>Super Star: Towards Streaming Real-time Interactive Agents for Digital Humans</title>
    <updated>2026-07-22T13:53:57Z</updated>
    <link href="https://arxiv.org/abs/2608.24909v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.24909v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing co-speech gesture generation methods are predominantly studied in offline settings, where gestures are synthesized from complete speech segments. However, interactive digital humans in real-world scenarios are required to generate speech-synchronous gestures online, using only currently available response audio under strict latency constraints. As a result, prior methods are unsuitable for real-time interaction, as they either rely on future speech information or incur substantial inference delay. In this paper, we formulate online co-speech gesture generation for interactive digital humans and propose a real-time interactive framework that couples a streaming speech response module with an online gesture generation module. Specifically, the gesture generator is designed as a causal multimodal autoregressive model that predicts body motion from streaming response speech and motion history, enabling low-latency and speech-aligned gesture synthesis without access to future speech. To support this setting, we further propose an offline data synthesis pipeline tailored to virtual companion scenarios, which leverages topic- and emotion-aware subject corpora to construct diverse human-agent dialogues and then generates co-speech gestures conditioned on the agent responses. Moreover, to bridge the gap between offline data construction and online deployment, we establish a self-evolving training loop by incorporating user feedback collected during online interaction into the data generation process, enabling continual adaptation to user preferences. Extensive experiments demonstrate that our framework achieves superior better latency-quality trade-off, stronger speech-motion synchronization, and higher user preference than competitive existing baselines. Project Page: https://super-star-2026.github.io/</summary>
    <category term="cs.HC" 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>2026-07-22T13:53:57Z</published>
    <arxiv:comment>Accepted by ACM Multimedia 2026. Project Page: \url{https://super-star-2026.github.io/}</arxiv:comment>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Wentao Jiang</name>
    </author>
    <author>
      <name>Youchen Xie</name>
    </author>
    <author>
      <name>Haidi Fan</name>
    </author>
    <author>
      <name>Yajing Chen</name>
    </author>
    <author>
      <name>Xin Wang</name>
    </author>
    <author>
      <name>Ye Shi</name>
    </author>
    <author>
      <name>Jingya Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.17422v1</id>
    <title>Talking Head Synthesis with Facial Landmark Guidance via 3D Gaussian Splatting</title>
    <updated>2026-07-16T00:36:51Z</updated>
    <link href="https://arxiv.org/abs/2609.17422v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.17422v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Audio-driven digital human generation plays an important role in virtual communication, immersive interaction, and media production. With the development of Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS), recent talking-head systems have obtained more faithful 3D facial geometry and appearance modeling. A remaining difficulty is that speech features mainly describe temporal acoustic patterns rather than explicit facial layouts. As a result, directly driving 3D facial deformation with audio may produce inaccurate mouth motion, weak expression details, and local artifacts. To address this issue, we propose a facial-keypoint-guided spatial enhancement module. The predicted landmarks provide structural cues for selecting and enriching spatial points around expression-sensitive facial regions. We further introduce a global landmark compensation mechanism, where the full set of keypoints is encoded into a conditioning vector to refine 3DGS attributes. This compensation supplies whole-face structural information to the underlying shape representation. Experiments under self-driven and cross-driven settings show that the proposed method improves visual quality, facial realism, and lip synchronization.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.SP" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-16T00:36:51Z</published>
    <arxiv:comment>Main paper (6 pages). Accepted for publication by IEEE International Conference on Systems, Man, and Cybernetics 2026 (IEEE SMC 2026)</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Ziheng Yang</name>
    </author>
    <author>
      <name>Yinfeng Yu</name>
    </author>
    <author>
      <name>Yongming Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.12329v2</id>
    <title>Real-time Generation of Listener Nodding via Prediction of Kinematic Parameters for Avatar Dialogue Systems</title>
    <updated>2026-08-20T02:43:54Z</updated>
    <link href="https://arxiv.org/abs/2607.12329v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.12329v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>In human dialogue, we achieve smooth communication by expressing nonverbal cues such as eye contact, nodding, and facial expressions with precise timing. It is expected for conversational avatars to express these cues appropriately to realize natural and human-like interactions. This study focuses on nodding, which is crucial for demonstrating active listening and encouraging further user utterances. We propose a model that predicts both timing and kinematic parameters representing the motion features of listener nodding in real time. The proposed model consists of a timing prediction module and a kinematic parameter prediction module. Each implements a dyadic attention network over the speaker and listener channels based on the technique of Voice Activity Projection (VAP). Unlike conventional models, this approach enables real-time prediction of kinematic parameters based on the specific context of the dialogue rather than just predicting the timing. Furthermore, we demonstrate the effectiveness of fine-tuning the kinematic parameter prediction module initialized from the trained timing prediction module. The proposed model is lightweight and capable of real-time operation, and it has been integrated into an avatar dialogue system. Subjective evaluation experiments shows that our proposed method significantly outperforms both a baseline with stochastic timing and another with fixed-motion nodding. The code and trained models are available at https://github.com/MaAI-Kyoto/MaAI.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-14T04:18:06Z</published>
    <arxiv:comment>Accepted by 28th ACM International Conference on Multimodal Interaction (ICMI '26), Long paper</arxiv:comment>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Kazushi Kato</name>
    </author>
    <author>
      <name>Koji Inoue</name>
    </author>
    <author>
      <name>Taiga Mori</name>
    </author>
    <author>
      <name>Divesh Lala</name>
    </author>
    <author>
      <name>Tatsuya Kawahara</name>
    </author>
    <arxiv:doi>10.1145/3776574.3831145</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3776574.3831145" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.10313v1</id>
    <title>Learn2Chat: Rethinking Dyadic Talking Heads via Interaction-Modulated Monologic Priors</title>
    <updated>2026-07-11T13:38:20Z</updated>
    <link href="https://arxiv.org/abs/2607.10313v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.10313v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Dyadic conversational motion generation is essential for realistic interactive digital humans. Existing approaches typically model conversational behaviors within unified dyadic generators. However, such holistic formulations tend to couple self-speech-driven motion with partner-responsive social feedback, leaving the interaction-specific component implicit and underutilizing the speech-motion correspondence already learned by pretrained monologic motion models. We propose Learn2Chat, a unified framework that models dyadic motion as interaction modulation over pretrained monologic motion priors. This design separates intrinsic speech-driven motion from social interaction effects and enables more structured interaction modeling. Specifically, we introduce a Monologic-Anchored Motion Factorization scheme that leverages the semantic motion manifold learned from monologic data to disentangle audio-driven motion dynamics from interaction-induced modulation, yielding clean interaction representations from dyadic sequences. On top of this representation space, a Cross-Attentive Interaction Latent Prediction module maps paired speech signals to interaction latents through cross-branch attention and interaction alignment. During inference, the predicted interaction latents modulate canonical monologic motion to generate coherent and synchronized dyadic behaviors in a data-efficient manner. Extensive experiments on the DualTalk benchmark demonstrate that Learn2Chat achieves state-of-the-art performance across both quantitative metrics and perceptual evaluations. Moreover, the framework is model-agnostic and seamlessly integrates with diverse pretrained monologic motion backbones, highlighting the effectiveness of prior reuse and interaction adaptation for scalable conversational motion generation. More visual results are available on the project page.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-11T13:38:20Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Zikai Huang</name>
    </author>
    <author>
      <name>Siyue Chen</name>
    </author>
    <author>
      <name>Xuemiao Xu</name>
    </author>
    <author>
      <name>Haoxin Yang</name>
    </author>
    <author>
      <name>Cheng Xu</name>
    </author>
    <author>
      <name>Yihong Lin</name>
    </author>
    <author>
      <name>Shengfeng He</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.10552v1</id>
    <title>Design and Operation of a Federated GPU Cluster for Digital Humanities within DHinfra.at</title>
    <updated>2026-07-07T10:53:44Z</updated>
    <link href="https://arxiv.org/abs/2609.10552v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.10552v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We describe the design, implementation, and operation of a small federated GPU cluster built for Digital Humanities (DH) research within the Austrian DHinfra.at project. The system spans two university sites, brokers logins from a national identity federation, and exposes compute through three interfaces: interactive notebooks, SSH, and an OpenAI-compatible inference API. The core of the platform is a control plane that maps federated identity, per-project quotas, and a model catalogue onto self-service interfaces. We document this control plane in detail, including the request-and-approval queue that mediates every privileged cluster effect and the two-tier model-serving setup, which combines always-on services with on-demand model swapping and lets researchers consume large language models over HTTPS without holding a cluster account. We report the constraints that shaped the build: a fixed power budget, EU-wide procurement, a team of about 1.5 full-time equivalents, and the relationship between prioritized access and utilization. We also record the main build decisions against the alternatives we researched and did not adopt. The platform is released under the Apache License 2.0. We close with a playbook for teams building a domain-specific GPU cluster on a limited budget. This is a living technical report, versioned and updated as the platform evolves.</summary>
    <category term="cs.DC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-07T10:53:44Z</published>
    <arxiv:comment>This is an extended version of our contribution to ASHPC'26, Vienna, Austria</arxiv:comment>
    <arxiv:primary_category term="cs.DC"/>
    <author>
      <name>Florian Atzenhofer-Baumgartner</name>
    </author>
    <author>
      <name>David Fleischhacker</name>
    </author>
    <author>
      <name>Max Resch</name>
    </author>
    <author>
      <name>Lukas Waldhofer</name>
    </author>
    <author>
      <name>Michael Otto</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.02799v1</id>
    <title>Conversational Human Audio-visual Talking Dialogue Generation</title>
    <updated>2026-07-02T22:17:55Z</updated>
    <link href="https://arxiv.org/abs/2607.02799v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.02799v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Large-scale dyadic interactive audio-visual dialogue (DIAD) datasets provide fundamental data resources for developing humanoid interactive virtual agents and digital humans. However, collecting such data is time-consuming, expensive, and ethically sensitive. To address this, we propose CHAT, a new dyadic interactive audio-visual dialogue generation (DIADG) framework that generates diverse, paired, and mutually responsive speech-face dialogue clips from a single textual prompt. CHAT unifies large language models and talking face models with interactive audio and facial behaviour refinement modules, enabling the generation of aligned dyadic dialogue clips with diverse contents and facial identities. Experiments show that CHAT outperforms existing related methods designed for similar tasks under both objective and subjective evaluations. Moreover, our synthesised CHAT-AVD-50k dataset serves as effective pre-training data for downstream interactive head generation, consistently improving PerFRDiff and ReactDiff on REACT 2024. CHAT offers a scalable alternative to the costly and ethically sensitive collection of real dyadic interaction data.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-02T22:17:55Z</published>
    <arxiv:comment>Accepted to ECCV 2026 as a main paper</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>ECCV 2026. Lecture Notes in Computer Science, vol 17017. Springer, Cham</arxiv:journal_ref>
    <author>
      <name>Junhao Song</name>
    </author>
    <author>
      <name>Lluis Guasch</name>
    </author>
    <author>
      <name>Xilin He</name>
    </author>
    <author>
      <name>Zhongyu Yang</name>
    </author>
    <author>
      <name>Yingfang Yuan</name>
    </author>
    <author>
      <name>Weicheng Xie</name>
    </author>
    <author>
      <name>Linlin Shen</name>
    </author>
    <author>
      <name>Haijun Lin</name>
    </author>
    <author>
      <name>Shizhe Liu</name>
    </author>
    <author>
      <name>Wei Pang</name>
    </author>
    <author>
      <name>Siyang Song</name>
    </author>
    <arxiv:doi>10.1007/978-3-032-37252-9_33</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1007/978-3-032-37252-9_33" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.00959v1</id>
    <title>GaussianEmoTalker: Real-Time Emotional Talking Head Synthesis with Audio-Driven and Blendshape-Based 3D Gaussian Splatting</title>
    <updated>2026-07-01T13:56:38Z</updated>
    <link href="https://arxiv.org/abs/2607.00959v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.00959v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Audio-driven talking head synthesis has achieved impressive progress in lip synchronization and visual quality, yet generating expressive emotional avatars with controllable intensity remains challenging, especially under real-time constraints. In this paper, we present GaussianEmoTalker, an audio-driven framework for real-time emotional talking head synthesis based on 3D Gaussian Splatting. Instead of directly predicting the final emotional avatar from speech, we formulate emotional animation as a neutral-to-emotional residual deformation problem. GaussianEmoTalker first constructs an identity-specific neutral talking space with GaussianBlendshapes, which provides high-fidelity Gaussian attributes and phoneme-synchronized neutral motion. It then predicts an emotion-conditioned residual deformation by combining mesh displacement cues, audio features, emotion categories, and intensity encodings. To fuse these heterogeneous signals, we introduce a spatial-audio-emotion attention module that estimates the offsets of Gaussian attributes for expressive and temporally stable rendering. Extensive experiments demonstrate that GaussianEmoTalker achieves competitive video quality, accurate lip synchronization, controllable emotional expression, and real-time rendering compared with recent emotional talking head methods. Our project page is available at https://njust-yang.github.io/GaussianEmoTalker.github.io/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-01T13:56:38Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haijie Yang</name>
    </author>
    <author>
      <name>Zhenyu Zhang</name>
    </author>
    <author>
      <name>Yixuan Dong</name>
    </author>
    <author>
      <name>Jianjun Qian</name>
    </author>
    <author>
      <name>Jian Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.28981v1</id>
    <title>Bad company corrupts good morals: Understanding and Measuring Narrative-Induced Moral Reasoning Degradation in LLMs</title>
    <updated>2026-06-27T15:30:42Z</updated>
    <link href="https://arxiv.org/abs/2606.28981v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.28981v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Large language models are deployed in long-context, emotionally interactive environments like digital humans, AI companions, educational assistants, and counseling systems. Unlike jailbreak attacks with explicit adversarial prompts, these systems interact with emotionally charged narratives involving bullying, betrayal, loneliness, social hostility, and institutional unfairness. This raises an important question: can prolonged narrative exposure reshape the reasoning and alignment stability of LLMs? We present the first systematic study of narrative-induced alignment degradation in LLMs. We design BreakingBad, a three-stage framework that measures how negative narrative immersion affects moral reasoning, behaviors, and deployment risks. It combines ethical decision evaluation, behavioral probing, and digital-human interaction analysis. Our experiments reveal three findings. First, negative narrative exposure degrades moral accuracy across multiple LLMs, with average drops of 12%-31%, especially in ambiguous scenarios and those involving vulnerable individuals. Second, the degradation is structured: different narratives induce distinct shifts, and first-person narratives produce stronger effects than third-person. Third, these shifts propagate into real deployments. Across counseling, education, medical, and financial/legal scenarios, narrative-conditioned models increasingly normalize hopelessness, cynicism, emotional detachment, and ethically questionable reasoning while remaining superficially policy-compliant. More broadly, our findings suggest alignment robustness is not static but a dynamically conditioned state shaped by long-term semantic environments and interaction history. These results reveal a new class of alignment risk that existing safety defenses largely fail to capture.</summary>
    <category term="cs.CY" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-27T15:30:42Z</published>
    <arxiv:primary_category term="cs.CY"/>
    <author>
      <name>Wanying Yu</name>
      <arxiv:affiliation>Shandong University</arxiv:affiliation>
    </author>
    <author>
      <name>Boyang Ma</name>
      <arxiv:affiliation>Shandong University</arxiv:affiliation>
    </author>
    <author>
      <name>Zhibo Eric Sun</name>
      <arxiv:affiliation>Drexel University</arxiv:affiliation>
    </author>
    <author>
      <name>Minghui Xu</name>
      <arxiv:affiliation>Shandong University</arxiv:affiliation>
    </author>
    <author>
      <name>Yue Zhang</name>
      <arxiv:affiliation>Shandong University</arxiv:affiliation>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.15966v2</id>
    <title>VEPHand: View-Efficient Photometric Hand Performance Capture at Scale</title>
    <updated>2026-06-18T16:39:41Z</updated>
    <link href="https://arxiv.org/abs/2606.15966v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.15966v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Robust, high-fidelity 3D hand capture, while fundamental to digital human creation, remains challenging with practical multi-view systems that balance rich photometry with the geometric ambiguities of reconstruction arising from limited viewpoint density. This paper presents an end-to-end pipeline for dynamic hand performance capture and registration, specifically designed for view-efficient setups ($\sim$20 views). We address key challenges with two primary innovations. First, to overcome reconstruction difficulties like limited view overlap and background clutter, our mask-free neural method robustly extracts detailed hand geometry and appearance from unmasked images using scene parameterization and scenario-specific density regularization. Second, addressing registration challenges such as accurately capturing non-linear skin deformations and ensuring plausible results during severe self-contact, we propose a physics-inspired framework. It aligns reconstructions to a personalized hand model by optimizing intrinsic volumetric offsets within its canonical tetrahedral mesh, alongside pose parameters. This approach, supported by robust losses and optimization, captures fine surface deformations, ensures plausible results under severe articulation and self-contact, and demonstrates strong tolerance to input noise. We demonstrate the scalability and robustness of our automated pipeline on an extensive dataset of over 12,000 sequences, from which we also derive a large-scale, high-quality synthetic 2D/3D hand dataset for training downstream tasks. This showcases its effectiveness for single hands, intricate two-hand interactions, and natural hand-object manipulations. Our method achieves state-of-the-art reconstruction fidelity in view-efficient, unmasked scenarios and highly accurate registration. Our project page are available at https://vephand.github.io/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-14T18:47:44Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhengyang Shen</name>
    </author>
    <author>
      <name>Kai-Hung Chang</name>
    </author>
    <author>
      <name>Erroll Wood</name>
    </author>
    <author>
      <name>Deying Kong</name>
    </author>
    <author>
      <name>Bo Peng</name>
    </author>
    <author>
      <name>Timo Bolkart</name>
    </author>
    <author>
      <name>Jinlong Yang</name>
    </author>
    <author>
      <name>Bowen Zhao</name>
    </author>
    <author>
      <name>Danhang Tang</name>
    </author>
    <author>
      <name>Sasa Petrovic</name>
    </author>
    <author>
      <name>Emre Aksan</name>
    </author>
    <author>
      <name>Jérémy Riviere</name>
    </author>
    <author>
      <name>Vassilis Choutas</name>
    </author>
    <author>
      <name>Delio Vicini</name>
    </author>
    <author>
      <name>Jay Busch</name>
    </author>
    <author>
      <name>Shichen Liu</name>
    </author>
    <author>
      <name>Zhe Cao</name>
    </author>
    <author>
      <name>Hugh Liu</name>
    </author>
    <author>
      <name>JingJing Shen</name>
    </author>
    <author>
      <name>Jonathan Taylor</name>
    </author>
    <author>
      <name>Mingsong Dou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.15659v1</id>
    <title>SpatialAvatar-0: High-Quality 4D Head Avatar with Multi-Stage Reconstruction</title>
    <updated>2026-06-14T07:55:57Z</updated>
    <link href="https://arxiv.org/abs/2606.15659v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.15659v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-quality 4D head avatars from one or a few source portraits are central to telepresence, AR/VR, and digital-human interaction. 3D Gaussian Splatting (3DGS) has emerged as the dominant representation, with two complementary regimes (generalizable feed-forward predictors and per-subject refiners) maturing in parallel. However, existing feed-forward predictors are trained on a single dataset family with a hard-coded source count, inheriting the corresponding domain bias. Per-subject refiners require 300K--600K iterations and rely on adaptive densification that destroys upstream Gaussian layouts, preventing the two regimes from sharing a representation end-to-end. To bridge both regimes we propose SpatialAvatar-0 on a shared FLAME-mesh-bound Gaussian representation: a feed-forward generator with a parameter-free K-source mean-pool and a monocular-temporal to multi-view-spatial two-phase schedule that anchors against identity-prior collapse onto the smaller multi-view set. We further introduce a 10K-iter layout-preserving per-subject refinement loop that freezes the FLAME-binding and Gaussian count and replaces densification with a three-component anti-spike regularization. On VFHQ/HDTF cross-domain zero-shot we surpass the in-domain leader GAGAvatar by +1.5 dB PSNR despite never training on either test domain, and on the SplattingAvatar monocular benchmark we lead every reported metric, surpassing the 300K-iter GeoAvatar by +1.3 dB PSNR at up to 60x shorter per-subject schedule than common SOTA baselines. Website: https://spatialwalk.github.io/SpatialAvatar-0.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-14T07:55:57Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yiran Wang</name>
    </author>
    <author>
      <name>Zeyu Zhang</name>
    </author>
    <author>
      <name>Yuanming Li</name>
    </author>
    <author>
      <name>Ziming Wang</name>
    </author>
    <author>
      <name>Yang Zhao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.09798v1</id>
    <title>SynManDex: Synthesizing Human-like Dexterous Grasps from Synthetic Human Pre-Grasps</title>
    <updated>2026-06-08T17:52:45Z</updated>
    <link href="https://arxiv.org/abs/2606.09798v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.09798v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Human hand-object interactions encode functional intent, but direct transfer to robotic hands often fails under morphology, contact, and reachability constraints. We present SynManDex, a synthetic pipeline that uses generated human pre-grasps as affordance-aware proposals and resolves the final contacts with robot-native optimization. SynManDex samples object-conditioned digital human pre-grasps, retargets them to dexterous robotic hand poses, optimizes force-closure contacts on the target embodiment, and admits trajectories that pass checks from each step. The resulting keyframes support both grasp-and-lift demonstrations and various prehensile manipulation tasks such as tea pouring, photo taking, and flute playing, designed via VLM agents. As a result, SynManDex combines high grasp quality (86.4\% grasp stability) with 4.67/5 human-likeness (93.4\%). It achieves 80.7\% successes in simulation and 25/30 (83.3\%) real-robot successes when applied to a 36-DOF bimanual dexterous robotic platform.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-08T17:52:45Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yanming Shao</name>
    </author>
    <author>
      <name>Zanxin Chen</name>
    </author>
    <author>
      <name>Wenwei Lin</name>
    </author>
    <author>
      <name>Mingjie Zhou</name>
    </author>
    <author>
      <name>Tianxing Chen</name>
    </author>
    <author>
      <name>Xiaokang Yang</name>
    </author>
    <author>
      <name>Yichen Chi</name>
    </author>
    <author>
      <name>Yao Mu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.05896v2</id>
    <title>Resonant Minds: Closed-Loop Social Avatars with Theory of Mind</title>
    <updated>2026-06-22T18:29:42Z</updated>
    <link href="https://arxiv.org/abs/2606.05896v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.05896v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating lifelike digital humans with genuine social intelligence requires unifying cognitive reasoning and multimodal generation within a coherent framework. Current approaches treat these as separate tasks: Large Language Models excel at dialogue but lack embodied expression, while diffusion-based talking head models achieve visual fidelity but ignore social cognition. To bridge this gap, we propose a closed-loop dual-agent framework integrating perception, social reasoning, and expression into a continuous interaction cycle. The perception module analyzes partners' multimodal behaviors from video, while the social reasoning module infers hidden mental states through Theory of Mind and selects responses via an ensemble mechanism. The expression module then generates emotion-controllable videos that jointly synthesize speaker speech and facial expressions with listener reactive behaviors, capturing bidirectional dynamics absent in prior work. We further construct a hierarchical Persona-Scenario dataset with psychologically grounded personas and private social goals to support evaluation under information asymmetry. Experiments on this dataset demonstrate competitive or superior performance on both dialogue quality and video generation metrics. Notably, our method surpasses even the full-information Script mode on key dialogue quality dimensions, suggesting that explicit mental state inference under uncertainty can elicit more thoughtful dialogue than unrestricted information access. Project page: https://resonantminds.github.io/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-04T09:03:43Z</published>
    <arxiv:comment>Project page: https://resonantminds.github.io/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jianxu Shangguan</name>
    </author>
    <author>
      <name>Jing Xu</name>
    </author>
    <author>
      <name>Hang Ye</name>
    </author>
    <author>
      <name>Xiaoxuan Ma</name>
    </author>
    <author>
      <name>Yizhou Wang</name>
    </author>
    <author>
      <name>Jenq-Neng Hwang</name>
    </author>
    <author>
      <name>Wentao Zhu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.31294v1</id>
    <title>TokTalk: Expressive Real-time Facial Animation from Audio-LLM Tokens</title>
    <updated>2026-05-29T13:31:11Z</updated>
    <link href="https://arxiv.org/abs/2605.31294v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.31294v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances in Audio-LLMs like GPT-4o have ushered in an era of conversational interaction with language models. Conversational avatars however, still seem robotic in facial expression and conversational flow, in part due to sequential stages of speech recognition, text generation, turn-based text response, speech synthesis, and audio driven facial animation. Based on our insight that audio-tokens produced by current Audio-LLMs carry sufficient information to reconstruct a plausible facial performance, we present TokTalk, a system that directly outputs expressive facial animation in real-time from streaming audio-tokens. We construct a novel audio-token to 3D facial motion dataset, on which TokTalk is trained using a Chunk-based Conditional Flow Matching model. A lightweight adaptation strategy allows our trained model to seamlessly connect to any token-based Audio-LLM at minimal computational overhead. Our chunk-based processing further enables parametric trade-off between latency and facial quality, shown through ablation studies. We further show that the real-time performance of TokTalk is comparable in latency to prior art solutions, and significantly favorable (via a perceptual study) in terms of quality, expressivity and control of the 3D facial performance. We showcase TokTalk's flexibility using a chatbot Avatar, a voice-driven user Avatar, and an animation Director's interface, as diverse audio-visual face applications.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-29T13:31:11Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Qingcheng Zhao</name>
    </author>
    <author>
      <name>Yifang Pan</name>
    </author>
    <author>
      <name>Karan Singh</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.30311v1</id>
    <title>Archon: A Unified Multimodal Model for Holistic Digital Human Generation</title>
    <updated>2026-05-28T17:53:27Z</updated>
    <link href="https://arxiv.org/abs/2605.30311v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.30311v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Digital humans are fundamental to immersive interaction, yet creating a unified model for holistic modalities, including text, audio, motion, and visual content, remains an open challenge. In this paper, we present Archon, a fully pretrained, human-centric unified multimodal model for holistic avatar generation. Archon unifies seven modalities with modality-specific tokenizers, and a native autoregressive unified multimodal model pretrained on synchronized modalities and 72 diverse tasks to model holistic joint distributions. To address the token explosion challenge in high-fidelity talking videos, we introduce a memory-efficient semantic video reparameterization, achieving 4x token reduction while preserving fine-grained dynamics, coupled with a semantic-driven video diffusion decoder. We further propose a "Thinking in Modality" that decomposes ambiguous cross-modal tasks into stepwise thinking in an alternative chain of modality, progressively enhancing fidelity and controllability. Extensive experiments demonstrate that Archon achieves superior or comparable performance across diverse digital human generation tasks, validating the effectiveness of our unified framework. Project page: https://zju3dv.github.io/archon/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-28T17:53:27Z</published>
    <arxiv:comment>Accepted to CVPR 2026. Project Page: https://zju3dv.github.io/archon/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Chong Bao</name>
    </author>
    <author>
      <name>Shichen Liu</name>
    </author>
    <author>
      <name>Lijun Yu</name>
    </author>
    <author>
      <name>David Futschik</name>
    </author>
    <author>
      <name>Stylianos Moschoglou</name>
    </author>
    <author>
      <name>Shefali Srivastava</name>
    </author>
    <author>
      <name>Ziqian Bai</name>
    </author>
    <author>
      <name>Feitong Tan</name>
    </author>
    <author>
      <name>Guofeng Zhang</name>
    </author>
    <author>
      <name>Zhaopeng Cui</name>
    </author>
    <author>
      <name>Sean Fanello</name>
    </author>
    <author>
      <name>Yinda Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.29316v1</id>
    <title>CapTalk: Text-Guided Stylization and Speech-Driven 3D Head Animation</title>
    <updated>2026-05-28T03:46:11Z</updated>
    <link href="https://arxiv.org/abs/2605.29316v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.29316v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Audio-driven 3D facial animation aims to generate synchronized lip movements and vivid facial expressions from arbitrary audio clips. While existing methods can produce synchronized lip motions, they often rely on predefined identity or style latent features, which limits users' ability to freely control speaking styles. Moreover, applying a fixed style or identity to an entire audio segment typically results in facial animation styles that do not adapt to the emotional content of the audio. To address these challenges, we revisit the entanglement between style and emotion, construct a large-scale dataset with textual descriptions of both style and emotion, and propose a novel talking head generation framework that enables separate control over style and emotion. Our model takes as input both textual descriptions of speaking style and character emotion, as well as the driving audio stream, enabling real-time generation of highly synchronized lip movements and facial expressions that match the provided descriptions. Furthermore, our model supports dynamic emotion control during inference, allowing it to handle scenarios where the target emotion changes throughout the speech.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-28T03:46:11Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xuangeng Chu</name>
    </author>
    <author>
      <name>Yuan Gan</name>
    </author>
    <author>
      <name>Ziteng Cui</name>
    </author>
    <author>
      <name>Shuhong Liu</name>
    </author>
    <author>
      <name>Jian Wang</name>
    </author>
    <author>
      <name>Bing Zhou</name>
    </author>
    <author>
      <name>Tatsuya Harada</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.28272v1</id>
    <title>EchoAvatar: Real-time Generative Avatar Animation from Audio Streams</title>
    <updated>2026-05-27T10:18:16Z</updated>
    <link href="https://arxiv.org/abs/2605.28272v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.28272v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Real-time synthesis of high-fidelity 3D character motion from audio is a pivotal component for next-generation interactive avatars and virtual assistants. However, most existing approaches are limited to offline processing of complete audio sequences or are constrained to specific domains, rarely handling both speech and music effectively. In this paper, we introduce a novel framework designed to generate continuous, coherent full-body motion from streaming speech and music with low latency. Central to our approach is a unified streaming architecture capable of synthesizing continuous motion from incremental audio inputs. We employ a robust training strategy that enforces strong audio dependency, allowing the model to seamlessly generalize across conversational speech and rhythmic music without requiring explicit domain labels or mode switching. Additionally, we explored Reinforcement Learning to refine the quality of online generation. Furthermore, we bridge reactive animation with intent-driven behavior via a tool-call interface that allows upstream Large Language Models to inject explicit semantic control. By combining this controllability with stream audio-driven synthesis, our framework serves as a plug-and-play solution for transforming voice agents into interactive humanoid avatars. Extensive experiments demonstrate that our method outperforms state-of-the-art realtime baselines in motion quality and synchronization while maintaining the flexibility required for live deployment. Our code, pre-trained models, and videos are available at https://robinwitch.github.io/EchoAvatar-Page.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-27T10:18:16Z</published>
    <arxiv:comment>SIGGRAPH 2026; Project Page: https://robinwitch.github.io/EchoAvatar-Page</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Bohong Chen</name>
    </author>
    <author>
      <name>Yumeng Li</name>
    </author>
    <author>
      <name>Yinglin Xu</name>
    </author>
    <author>
      <name>Youyi Zheng</name>
    </author>
    <author>
      <name>Yanlin Weng</name>
    </author>
    <author>
      <name>Kun Zhou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.15505v2</id>
    <title>X-SYNTH: Beyond Retrieval -- Enterprise Context Synthesis from Observed Digital Human Attention</title>
    <updated>2026-05-20T23:24:18Z</updated>
    <link href="https://arxiv.org/abs/2605.15505v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.15505v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>In enterprise operations, the context required for an AI agent task is scattered across systems of record, static information stores, and communication channels. What is stored is system state, a lossy representation of the work that actually happened. The prevailing approach retrieves by matching request content to what is stored; for narrow requests this works well. But synthesis quality depends on knowing what to surface and how to interpret it: knowledge specific to each organization, team, and individual, present in behavioral patterns, absent from any retrieval index. For the agentic task of proposing enterprise-valuable leads to sellers, this approach breaks down: True Lead Rate is low, False Lead Rate is high, and the model has no mechanism to improve. We present X-SYNTH, a framework for enterprise context synthesis grounded in digital human attention, the digitally observable interaction signatures of each worker, encoding what they did, the sequence in which they did it, and implicit reward signals. Behavioral traces preceding positive outcomes are distinguishable from those that did not, without external labeling. X-SYNTH models each individual's behavioral baseline as a Digital Twin Signature (DTS) and selects among seven attention filters, Proportional, Inverse, Differential, Recurrent, Comparative, Sequential, and Collective, per individual and per query, to identify causally relevant activity signatures. A four-stage pipeline assembles ranked context grounded in behavioral patterns rather than query embeddings. A frontier model unaided achieves 9.5% True Lead Rate (TLR) with 90.5% False Lead Rate (FLR). Augmented with X-SYNTH, TLR rises to 61.9% (6.5x) while FLR falls to 18.8%. Enterprise context synthesis is not a retrieval problem. It is a relevance problem, and digital human attention is its most reliable ground truth.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.IR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-15T00:54:02Z</published>
    <arxiv:comment>11 pages, 7 figures, 5 tables</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Guruprasad Raghavan</name>
    </author>
    <author>
      <name>George Nychis</name>
    </author>
    <author>
      <name>Rohan Narayana Murthy</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.09956v1</id>
    <title>SDTalk: Structured Facial Priors and Dual-Branch Motion Fields for Generalizable Gaussian Talking Head Synthesis</title>
    <updated>2026-05-11T04:05:20Z</updated>
    <link href="https://arxiv.org/abs/2605.09956v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.09956v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-quality, real-time talking head synthesis remains a fundamental challenge in computer vision. Existing reconstruction- and rendering-based methods typically rely on identity-specific models, limiting cross-identity generalization. To address this issue, we propose SDTalk, a one-shot 3D Gaussian Splatting (3DGS)-based framework that generalizes to unseen identities without personalized training or fine-tuning. Our framework comprises two modules with a two-stage training strategy. In the first stage, we incorporate structured facial priors into the reconstruction module and separately predict 3DGS parameters for visible and occluded regions, enabling complete head reconstruction from a single image. In the second stage, we introduce a dual-branch motion field to model coarse and fine facial dynamics, improving detail fidelity and lip synchronization. Experiments demonstrate that SDTalk surpasses existing methods in both visual quality and inference efficiency.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-11T04:05:20Z</published>
    <arxiv:comment>5 pages, 4 figures, 4 tables</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Peng Jia</name>
    </author>
    <author>
      <name>Zhen Xiao</name>
    </author>
    <author>
      <name>Jia Li</name>
    </author>
    <author>
      <name>Xueliang Liu</name>
    </author>
    <author>
      <name>Zhenzhen Hu</name>
    </author>
    <author>
      <name>Lingyun Yu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.08050v1</id>
    <title>MoCoTalk: Multi-Conditional Diffusion with Adaptive Router for Controllable Talking Head Generation</title>
    <updated>2026-05-08T17:40:01Z</updated>
    <link href="https://arxiv.org/abs/2605.08050v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.08050v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Talking-head generation requires joint modeling of identity, head pose, facial expression, and mouth dynamics. Existing methods typically address only a subset of these factors, and rely on fixed-weight or heuristic fusion when multiple conditions are involved. We present MoCoTalk, a multi-conditional video diffusion framework that unifies four complementary control signals: a reference image, facial keypoints, 3DMM-rendered shading meshes, and the corresponding speech audio. To resolve destructive interference among heterogeneous conditions, we introduce an Adaptive Multi-Condition Router that computes channel-wise, timestep-aware gating over the four condition streams, allowing the fusion strategy to vary with both feature subspace and noise level. To better capture speech-related facial dynamics, we design a Mouth-Augmented Shading Mesh, a 3DMM-based representation that decouples head motion, mouth motion, expression, and lighting. This design provides a temporally consistent geometric prior and allows flexible recombination of these attributes at inference. We further introduce a lip consistency loss to tighten audio-visual alignment. Extensive experiments show that MoCoTalk achieves state-of-the-art performance on the majority of structural, motion, and perceptual metrics, while offering attribute-level controllability that single-condition methods do not provide.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-08T17:40:01Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xinyan Ye</name>
    </author>
    <author>
      <name>Jiankang Deng</name>
    </author>
    <author>
      <name>Abbas Edalat</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.03485v1</id>
    <title>MHPR: Multidimensional Human Perception and Reasoning Benchmark for Large Vision-Languate Models</title>
    <updated>2026-05-05T08:20:48Z</updated>
    <link href="https://arxiv.org/abs/2605.03485v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.03485v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Multidimensional human understanding is essential for real-world applications such as film analysis and virtual digital humans, yet current LVLM benchmarks largely focus on single-task settings and lack fine-grained, human-centric evaluation. In this work, we introduce MHPR, a comprehensive benchmark for joint perception-reasoning over human-centric scenes spanning individual, multi-person, and human-object interaction dimensions. MHPR comprises a multi-level data design-Captioned Raw Data (C-RD), Supervised Fine-Tuning Data (SFT-D), Reinforcement Learning Data (RL-D), and Test Data (T-D)-together with an automated caption/VQA generation pipeline (ACVG) that performs category-wise attribute decomposition, attribute-specific rewriting, and multi-model voting to ensure high-quality, scalable annotations. We evaluate state-of-the-art vision-language models on fine-grained attributes (appearance, clothing, pose, parts) and high-level semantics (social relations, action semantics, spatial relations, intent and functionality). Our findings show that: 1) format-aligned SFT data substantially improves instruction following and stability; 2) challenge-focused RL data derived from bad-case analysis further enhances perception and reasoning on difficult instances; and 3) training Qwen2.5-VL-7B with MHPR yields significant gains, achieving near-parity with considerably larger models. We release ACVG and MHPR to facilitate reproducible, extensible research on human-centric perception and reasoning.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-05T08:20:48Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kangkang Wang</name>
    </author>
    <author>
      <name>Qinting Jiang</name>
    </author>
    <author>
      <name>Wanping Zhang</name>
    </author>
    <author>
      <name>Bowen Ren</name>
    </author>
    <author>
      <name>Shengzhao Wen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.02948v3</id>
    <title>AsymTalker: Identity-Consistent Long-Term Talking Head Generation via Asymmetric Distillation</title>
    <updated>2026-05-11T03:04:55Z</updated>
    <link href="https://arxiv.org/abs/2605.02948v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.02948v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Diffusion-based talking head generation has achieved remarkable visual quality, yet scaling it to long-term videos remains challenging. The widely adopted chunk-wise paradigm introduces two fundamental failures: (1) temporal-spatial misalignment between static identity references and dynamic audio streams, and (2) cascading identity drift propagated through self-generated continuity references across chunks. To address both issues, we propose AsymTalker, a novel diffusion-based talking head generation method comprising Temporal Reference Encoding (TRE) and Asymmetric Knowledge Distillation (AKD). First, TRE mitigates temporal-spatial misalignment by transforming the static identity image into a temporally coherent latent representation through encoding of a temporally replicated pseudo-video, without introducing additional parameters. Second, AKD resolves the inherent conditioning dilemma in chunk-wise training: using ground-truth references causes train-inference mismatch, while self-generated references entangle supervision with identity drift. Our asymmetric design circumvents this by anchoring the teacher model with ground-truth continuity references to provide drift-free, chunk-level supervision, thereby avoiding the teacher bottleneck. Meanwhile, the student model learns under inference-aligned conditions, conditioned only on self-generated references, and is trained via distribution matching to preserve identity over long horizons. Extensive experiments show AsymTalker achieves state-of-the-art results on HDTF and VFHQ. It guarantees high-fidelity, identity-consistent synthesis over 600-second videos and reaches a real-time inference speed of 66 FPS.</summary>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-01T16:38:06Z</published>
    <arxiv:primary_category term="cs.LG"/>
    <author>
      <name>Yuxin Lu</name>
    </author>
    <author>
      <name>Jiayang Sun</name>
    </author>
    <author>
      <name>Guibo Zhu</name>
    </author>
    <author>
      <name>Min Cao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.21291v1</id>
    <title>Exploring the Role of Synthetic Data Augmentation in Controllable Human-Centric Video Generation</title>
    <updated>2026-04-23T05:10:15Z</updated>
    <link href="https://arxiv.org/abs/2604.21291v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.21291v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Controllable human video generation aims to produce realistic videos of humans with explicitly guided motions and appearances,serving as a foundation for digital humans, animation, and embodied AI.However, the scarcity of largescale, diverse, and privacy safe human video datasets poses a major bottleneck, especially for rare identities and complex actions.Synthetic data provides a scalable and controllable alternative,yet its actual contribution to generative modeling remains underexplored due to the persistent Sim2Real gap.In this work,we systematically investigate the impact of synthetic data on controllable human video generation. We propose a diffusion-based framework that enables fine-grained control over appearance and motion while providing a unfied testbed to analyze how synthetic data interacts with real world data during training. Through extensive experiments, we reveal the complementary roles of synthetic and real data and demonstrate possible methods for efficiently selecting synthetic samples to enhance motion realism,temporal consistency,and identity preservation.Our study offers the first comprehensive exploration of synthetic data's role in human-centric video synthesis and provides practical insights for building data-efficient and generalizable generative models.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-23T05:10:15Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuanchen Fei</name>
    </author>
    <author>
      <name>Yude Zou</name>
    </author>
    <author>
      <name>Zejian Kang</name>
    </author>
    <author>
      <name>Ming Li</name>
    </author>
    <author>
      <name>Jiaying Zhou</name>
    </author>
    <author>
      <name>Xiangru Huang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.19055v2</id>
    <title>ATRIE: Adaptive Tuning for Robust Inference and Emotion in Persona-Driven Speech Synthesis</title>
    <updated>2026-04-23T13:29:24Z</updated>
    <link href="https://arxiv.org/abs/2604.19055v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.19055v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-fidelity character voice synthesis is a cornerstone of immersive multimedia applications, particularly for interacting with anime avatars and digital humans. However, existing systems struggle to maintain consistent persona traits across diverse emotional contexts. To bridge this gap, we present ATRIE, a unified framework utilizing a Persona-Prosody Dual-Track (P2-DT) architecture. Our system disentangles generation into a static Timbre Track (via Scalar Quantization) and a dynamic Prosody Track (via Hierarchical Flow-Matching), distilled from a 14B LLM teacher. This design enables robust identity preservation (Zero-Shot Speaker Verification EER: 0.04) and rich emotional expression. Evaluated on our extended AnimeTTS-Bench (50 characters), ATRIE achieves state-of-the-art performance in both generation and cross-modal retrieval (mAP: 0.75), establishing a new paradigm for persona-driven multimedia content creation.</summary>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-21T04:01:36Z</published>
    <arxiv:comment>10 pages, 6 figures. Accepted to ACM ICMR 2026</arxiv:comment>
    <arxiv:primary_category term="cs.SD"/>
    <author>
      <name>Aoduo Li</name>
    </author>
    <author>
      <name>Haoran Lv</name>
    </author>
    <author>
      <name>Hongjian Xu</name>
    </author>
    <author>
      <name>Shengmin Li</name>
    </author>
    <author>
      <name>Sihao Qin</name>
    </author>
    <author>
      <name>Zimeng Li</name>
    </author>
    <author>
      <name>Chi Man Pun</name>
    </author>
    <author>
      <name>Xuhang Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.18583v1</id>
    <title>MUA: Mobile Ultra-detailed Animatable Avatars</title>
    <updated>2026-04-20T17:59:43Z</updated>
    <link href="https://arxiv.org/abs/2604.18583v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.18583v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-20T17:59:43Z</published>
    <arxiv:comment>Project page: https://vcai.mpi-inf.mpg.de/projects/MUA/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Heming Zhu</name>
    </author>
    <author>
      <name>Guoxing Sun</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.17871v1</id>
    <title>Design and Evaluation of a Culturally Adapted Multimodal Virtual Agent for PTSD Screening</title>
    <updated>2026-04-20T06:31:30Z</updated>
    <link href="https://arxiv.org/abs/2604.17871v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.17871v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Post-traumatic stress disorder (PTSD) is highly prevalent yet chronically underreported among combat-exposed military personnel. This paper presents Molhim, a culturally adapted multimodal conversational AI platform that supports purpose-specific interactions through a configurable conversational pipeline consisting of session setup, real-time dialogue with a high-fidelity virtual avatar, and post-session analysis and feedback. In this work, we examine the PTSD screening configuration of the Molhim platform in a military healthcare context. The system employs a conversational avatar driven by a large language model, integrating real-time speech recognition, visual understanding of user input, text-to-speech synthesis, and a high-fidelity human avatar to support structured multi-turn dialogue and automated post-session analysis, including administration of the PTSD Checklist for DSM-5 (PCL-5). These findings suggest the feasibility of Molhim as a conversational platform for PTSD screening and highlight design considerations for socially cooperative human-AI systems in clinical environments.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-20T06:31:30Z</published>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Cengiz Ozel</name>
    </author>
    <author>
      <name>Waleed Nadeem</name>
    </author>
    <author>
      <name>Samuel Potter</name>
    </author>
    <author>
      <name>Yahya Bokhari</name>
    </author>
    <author>
      <name>Bdour Alwuqaysi</name>
    </author>
    <author>
      <name>Wejdan Alotaibi</name>
    </author>
    <author>
      <name>Rahaf Fahad Alnufaie</name>
    </author>
    <author>
      <name>Sabri Boughorbel</name>
    </author>
    <author>
      <name>Abdulrhman Aljouie</name>
    </author>
    <author>
      <name>Rakan Altasan</name>
    </author>
    <author>
      <name>Ehsan Hoque</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.17211v1</id>
    <title>EmbodiedHead: Real-Time Listening and Speaking Avatar for Conversational Agents</title>
    <updated>2026-04-19T02:43:00Z</updated>
    <link href="https://arxiv.org/abs/2604.17211v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.17211v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present EmbodiedHead, a speech-driven talking-head framework that equips LLMs with real-time visual avatars for conversation. A practical embodied avatar must achieve real-time generation, unified listening-speaking behavior, and high rendered visual quality simultaneously. Our framework couples the first Rectified-Flow Diffusion Transformer (DiT) for this task with a differentiable renderer, enabling diverse, high-fidelity generation in as few as four sampling steps. Prior listening-speaking methods rely on dual-stream audio, introducing an interlocutor look-ahead dependency incompatible with causal user--LLM interaction. We instead adopt a single-stream interface with explicit per-frame listening-speaking state conditioning and a Streaming Audio Scheduler, suppressing spurious mouth motion during listening while enabling seamless turn-taking. A two-stage training scheme of coefficient-space pretraining and joint image-domain refinement further closes the gap between motion-level supervision and rendered quality. Extensive experiments demonstrate state-of-the-art visual quality and motion fidelity in both speaking and listening scenarios.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-19T02:43:00Z</published>
    <arxiv:comment>24 pages</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yu Zhang</name>
    </author>
    <author>
      <name>Kaiyuan Shen</name>
    </author>
    <author>
      <name>Yang Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.14580v2</id>
    <title>TurboTalk: Progressive Distillation for One-Step Audio-Driven Talking Avatar Generation</title>
    <updated>2026-05-05T22:56:58Z</updated>
    <link href="https://arxiv.org/abs/2604.14580v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.14580v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing audio-driven video digital human generation models rely on multi-step denoising, resulting in substantial computational overhead that severely limits their deployment in real-world settings. While one-step distillation approaches can significantly accelerate inference, they often suffer from training instability. To address this challenge, we propose TurboTalk, a two-stage progressive distillation framework that effectively compresses a multi-step audio-driven video diffusion model into a single-step generator. We first adopt Distribution Matching Distillation to obtain a strong and stable 4-step student, and then progressively reduce the denoising steps from 4 to 1 through adversarial distillation. To ensure stable training under extreme step reduction, we introduce a progressive timestep sampling strategy and a self-compare adversarial objective that provides an intermediate adversarial reference that stabilizes progressive distillation. Our method achieve single-step generation of video talking avatar, boosting inference speed by 120 times while maintaining high generation quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-16T03:19:29Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xiangyu Liu</name>
    </author>
    <author>
      <name>Feng Gao</name>
    </author>
    <author>
      <name>Xiaomei Zhang</name>
    </author>
    <author>
      <name>Yong Zhang</name>
    </author>
    <author>
      <name>Xiaoming Wei</name>
    </author>
    <author>
      <name>Zhen Lei</name>
    </author>
    <author>
      <name>Xiangyu Zhu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.10367v1</id>
    <title>Beyond Monologue: Interactive Talking-Listening Avatar Generation with Conversational Audio Context-Aware Kernels</title>
    <updated>2026-04-11T22:34:21Z</updated>
    <link href="https://arxiv.org/abs/2604.10367v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.10367v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Audio-driven human video generation has achieved remarkable success in monologue scenarios, largely driven by advancements in powerful video generation foundation models. Moving beyond monologues, authentic human communication is inherently a full-duplex interactive process, requiring virtual agents not only to articulate their own speech but also to react naturally to incoming conversational audio. Most existing methods simply extend conventional audio-driven paradigms to listening scenarios. However, relying on strict frame-to-frame alignment renders the model's response to long-range conversational dynamics rigid, whereas directly introducing global attention catastrophically degrades lip synchronization. Recognizing the unique temporal Scale Discrepancy between talking and listening behaviors, we introduce a multi-head Gaussian kernel to explicitly inject this physical intuition into the model as a progressive temporal inductive bias. Building upon this, we construct a full-duplex interactive virtual agent capable of simultaneously processing dual-stream audio inputs for both talking and listening. Furthermore, we introduce a rigorously cleaned Talking-Listening dataset VoxHear featuring perfectly decoupled speech and background audio tracks. Extensive experiments demonstrate that our approach successfully fuses strong temporal alignment with deep contextual semantics, setting a new state-of-the-art for generating highly natural and responsive full-duplex interactive digital humans. The project page is available at https://warmcongee.github.io/beyond-monologue/ .</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-11T22:34:21Z</published>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Yuzhe Weng</name>
    </author>
    <author>
      <name>Haotian Wang</name>
    </author>
    <author>
      <name>Xinyi Yu</name>
    </author>
    <author>
      <name>Xiaoyan Wu</name>
    </author>
    <author>
      <name>Haoran Xu</name>
    </author>
    <author>
      <name>Shan He</name>
    </author>
    <author>
      <name>Jun Du</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.08509v1</id>
    <title>Visually-grounded Humanoid Agents</title>
    <updated>2026-04-09T17:50:09Z</updated>
    <link href="https://arxiv.org/abs/2604.08509v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.08509v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Digital human generation has been studied for decades and supports a wide range of real-world applications. However, most existing systems are passively animated, relying on privileged state or scripted control, which limits scalability to novel environments. We instead ask: how can digital humans actively behave using only visual observations and specified goals in novel scenes? Achieving this would enable populating any 3D environments with digital humans at scale that exhibit spontaneous, natural, goal-directed behaviors. To this end, we introduce Visually-grounded Humanoid Agents, a coupled two-layer (world-agent) paradigm that replicates humans at multiple levels: they look, perceive, reason, and behave like real people in real-world 3D scenes. The World Layer reconstructs semantically rich 3D Gaussian scenes from real-world videos via an occlusion-aware pipeline and accommodates animatable Gaussian-based human avatars. The Agent Layer transforms these avatars into autonomous humanoid agents, equipping them with first-person RGB-D perception and enabling them to perform accurate, embodied planning with spatial awareness and iterative reasoning, which is then executed at the low level as full-body actions to drive their behaviors in the scene. We further introduce a benchmark to evaluate humanoid-scene interaction in diverse reconstructed environments. Experiments show our agents achieve robust autonomous behavior, yielding higher task success rates and fewer collisions than ablations and state-of-the-art planning methods. This work enables active digital human population and advances human-centric embodied AI. Data, code, and models will be open-sourced.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-09T17:50:09Z</published>
    <arxiv:comment>Project page: https://alvinyh.github.io/VGHuman/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hang Ye</name>
    </author>
    <author>
      <name>Xiaoxuan Ma</name>
    </author>
    <author>
      <name>Fan Lu</name>
    </author>
    <author>
      <name>Wayne Wu</name>
    </author>
    <author>
      <name>Kwan-Yee Lin</name>
    </author>
    <author>
      <name>Yizhou Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.08405v3</id>
    <title>SyncBreaker:Stage-Aware Multimodal Adversarial Attacks on Audio-Driven Talking Head Generation</title>
    <updated>2026-07-30T09:16:54Z</updated>
    <link href="https://arxiv.org/abs/2604.08405v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.08405v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Diffusion-based audio-driven talking-head generation enables realistic portrait animation, but also introduces risks of misuse, such as fraud and misinformation. Existing protection methods are largely limited to a single modality, and neither image-only nor audio-only attacks can effectively suppress speech-driven facial dynamics. To address this gap, we propose SyncBreaker, a stage-aware multimodal protection framework that jointly perturbs portrait and audio inputs under modality-specific perceptual constraints. Our key contributions are twofold. First, for the image stream, we introduce nullifying supervision with Multi-Interval Sampling (MIS) across diffusion stages to steer the generation toward the static reference portrait by aggregating guidance from multiple denoising intervals. Second, for the audio stream, we propose Cross-Attention Fooling (CAF), which suppresses interval-specific audio-conditioned cross-attention responses. Both streams are optimized independently and combined at inference time to enable flexible deployment. We evaluate SyncBreaker in a white-box proactive protection setting. Extensive experiments demonstrate that SyncBreaker more effectively degrades lip synchronization and facial dynamics than strong single-modality baselines, while preserving input perceptual quality and remaining robust under purification. Code: https://github.com/kitty384/SyncBreaker.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-09T16:03:24Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Wenli Zhang</name>
    </author>
    <author>
      <name>Xianglong Shi</name>
    </author>
    <author>
      <name>Sirui Zhao</name>
    </author>
    <author>
      <name>Xinqi Chen</name>
    </author>
    <author>
      <name>Guo Cheng</name>
    </author>
    <author>
      <name>Yifan Xu</name>
    </author>
    <author>
      <name>Tong Xu</name>
    </author>
    <author>
      <name>Yong Liao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.05436v1</id>
    <title>Human Interaction-Aware 3D Reconstruction from a Single Image</title>
    <updated>2026-04-07T05:09:41Z</updated>
    <link href="https://arxiv.org/abs/2604.05436v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.05436v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing textured 3D human models from a single image is fundamental for AR/VR and digital human applications. However, existing methods mostly focus on single individuals and thus fail in multi-human scenes, where naive composition of individual reconstructions often leads to artifacts such as unrealistic overlaps, missing geometry in occluded regions, and distorted interactions. These limitations highlight the need for approaches that incorporate group-level context and interaction priors. We introduce a holistic method that explicitly models both group- and instance-level information. To mitigate perspective-induced geometric distortions, we first transform the input into a canonical orthographic space. Our primary component, Human Group-Instance Multi-View Diffusion (HUG-MVD), then generates complete multi-view normals and images by jointly modeling individuals and group context to resolve occlusions and proximity. Subsequently, the Human Group-Instance Geometric Reconstruction (HUG-GR) module optimizes the geometry by leveraging explicit, physics-based interaction priors to enforce physical plausibility and accurately model inter-human contact. Finally, the multi-view images are fused into a high-fidelity texture. Together, these components form our complete framework, HUG3D. Extensive experiments show that HUG3D significantly outperforms both single-human and existing multi-human methods, producing physically plausible, high-fidelity 3D reconstructions of interacting people from a single image. Project page: https://jongheean11.github.io/HUG3D_project</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-07T05:09:41Z</published>
    <arxiv:comment>Accepted to CVPR 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Gwanghyun Kim</name>
    </author>
    <author>
      <name>Junghun James Kim</name>
    </author>
    <author>
      <name>Suh Yoon Jeon</name>
    </author>
    <author>
      <name>Jason Park</name>
    </author>
    <author>
      <name>Se Young Chun</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.05120v4</id>
    <title>Designing Digital Humans with Ambient Intelligence</title>
    <updated>2026-04-29T18:58:16Z</updated>
    <link href="https://arxiv.org/abs/2604.05120v4" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.05120v4" rel="related" type="application/pdf" title="pdf"/>
    <summary>Digital humans are lifelike virtual agents capable of natural conversation and are increasingly deployed in domains like retail and finance. However, most current digital humans operate in isolation from their surroundings and lack contextual awareness beyond the dialogue itself. We address this limitation by integrating ambient intelligence (AmI) - i.e., environmental sensors, IoT data, and contextual modeling - with digital human systems. This integration enables situational awareness of the user's environment, anticipatory and proactive assistance, seamless cross-device interactions, and personalized long-term user support. We present a conceptual framework defining key roles that AmI can play in shaping digital human behavior, a design space highlighting dimensions such as proactivity levels and privacy strategies, and application-driven patterns with case studies in financial and retail services. We also discuss an architecture for ambient-enabled digital humans and provide guidelines for responsible design regarding privacy and data governance. Together, our work positions ambient intelligent digital humans as a new class of interactive agents powered by AI that respond not only to users' queries but also to the context and situations in which the interaction occurs.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MA" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-06T19:33:19Z</published>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Mengyu Chen</name>
    </author>
    <author>
      <name>Pranav Deshpande</name>
    </author>
    <author>
      <name>Runqing Yang</name>
    </author>
    <author>
      <name>Elvir Azanli</name>
    </author>
    <author>
      <name>Joseph Ligman</name>
    </author>
    <author>
      <name>Shaohan Hu</name>
    </author>
    <author>
      <name>Chun-Fu Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.04395v2</id>
    <title>BiTDiff: Fine-Grained 3D Conducting Motion Generation via BiMamba-Transformer Diffusion</title>
    <updated>2026-04-23T03:50:19Z</updated>
    <link href="https://arxiv.org/abs/2604.04395v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.04395v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D conducting motion generation aims to synthesize fine-grained conductor motions from music, with broad potential in music education, virtual performance, digital human animation, and human-AI co-creation. However, this task remains underexplored due to two major challenges: (1) the lack of large-scale fine-grained 3D conducting datasets and (2) the absence of effective methods that can jointly support long-sequence generation with high quality and efficiency. To address the data limitation, we develop a quality-oriented 3D conducting motion collection pipeline and construct CM-Data, a fine-grained SMPL-X dataset with about 10 hours of conducting motion data. To the best of our knowledge, CM-Data is the first and largest public dataset for 3D conducting motion generation. To address the methodological limitation, we propose BiTDiff, a novel framework for 3D conducting motion generation, built upon a BiMamba-Transformer hybrid model architecture for efficient long-sequence modeling and a Diffusion-based generative strategy with human-kinematic decomposition for high-quality motion synthesis. Specifically, BiTDiff introduces auxiliary physical-consistency losses and a hand-/body-specific forward-kinematics design for better fine-grained motion modeling, while leveraging BiMamba for memory-efficient long-sequence temporal modeling and Transformer for cross-modal semantic alignment. In addition, BiTDiff supports training-free joint-level motion editing, enabling downstream human-AI interaction design. Extensive quantitative and qualitative experiments demonstrate that BiTDiff achieves state-of-the-art (SOTA) performance for 3D conducting motion generation on the CM-Data dataset. Code will be available upon acceptance.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-06T03:49:36Z</published>
    <arxiv:comment>15 pages, 7 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Tianzhi Jia</name>
    </author>
    <author>
      <name>Kaixing Yang</name>
    </author>
    <author>
      <name>Xiaole Yang</name>
    </author>
    <author>
      <name>Xulong Tang</name>
    </author>
    <author>
      <name>Ke Qiu</name>
    </author>
    <author>
      <name>Shikui Wei</name>
    </author>
    <author>
      <name>Yao Zhao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.02908v2</id>
    <title>SentiAvatar: Towards Expressive and Interactive Digital Humans</title>
    <updated>2026-04-19T15:13:54Z</updated>
    <link href="https://arxiv.org/abs/2604.02908v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.02908v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present SentiAvatar, a framework for building expressive interactive 3D digital humans, and use it to create SuSu, a virtual character that speaks, gestures, and emotes in real time. Achieving such a system remains challenging, as it requires jointly addressing three key problems: the lack of large-scale, high-quality multimodal data, robust semantic-to-motion mapping, and fine-grained frame-level motion-prosody synchronization. To solve these problems, first, we build SuSuInterActs (21K clips, 37 hours), a dialogue corpus captured via optical motion capture around a single character with synchronized speech, full-body motion, and facial expressions. Second, we pre-train a Motion Foundation Model on 200K+ motion sequences, equipping it with rich action priors that go well beyond the conversation. We then propose an audio-aware plan-then-infill architecture that decouples sentence-level semantic planning from frame-level prosody-driven interpolation, so that generated motions are both semantically appropriate and rhythmically aligned with speech. Experiments show that SentiAvatar achieves state-of-the-art on both SuSuInterActs (R@1 43.64%, nearly 2 times the best baseline) and BEATv2 (FGD 4.941, BC 8.078), producing 6s of output in 0.3s with unlimited multi-turn streaming. The source code, model, and dataset are available at https://sentiavatar.github.io.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-03T09:26:28Z</published>
    <arxiv:comment>19 pages, 4 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Chuhao Jin</name>
    </author>
    <author>
      <name>Rui Zhang</name>
    </author>
    <author>
      <name>Qingzhe Gao</name>
    </author>
    <author>
      <name>Haoyu Shi</name>
    </author>
    <author>
      <name>Dayu Wu</name>
    </author>
    <author>
      <name>Yichen Jiang</name>
    </author>
    <author>
      <name>Yihan Wu</name>
    </author>
    <author>
      <name>Ruihua Song</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.23353v1</id>
    <title>Design Space and Implementation of RAG-Based Avatars for Virtual Archaeology</title>
    <updated>2026-03-24T15:54:14Z</updated>
    <link href="https://arxiv.org/abs/2603.23353v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.23353v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Immersive technologies, such as virtual and augmented reality, are transforming digital heritage by enabling users to explore and interact with culturally significant sites. It is now possible to view and augment digital twins, or digitally reconstructed versions of them, and to enable access to previously unreachable locations for a broader audience. Here, we investigate retrieval-augmented generation (RAG)-based avatars as an interface for accessing further information about digital cultural heritage objects while immersed in dedicated virtual environments. We present a requirement design space that spans the application realm, avatar personality, and I/O modalities. We instantiate it with a RAG system coupled to a conversational avatar in a virtual reality (VR) environment, using the Maxentius mausoleum from the 4th century AD as a case study, through which users gain access to curated on-demand information of the digitised heritage object. Our workflow utilises scholarly texts and enriches them with metadata. We evaluate various RAG configurations in terms of answer quality on a small expert-crafted question-answer set, as well as the perceived workload of users of a VR setup using such a RAG avatar. We demonstrate evidence that users perceive the overall workload for interacting with such an avatar as below average and that such avatars help to gain topical engagement. Overall, our work demonstrates how to utilise RAG-driven VR avatars for archaeological purposes and provides evidence that they can offer a pathway for immersive, AI-enhanced digital heritage applications.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-24T15:54:14Z</published>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Wilhelm Kerle-Malcharek</name>
    </author>
    <author>
      <name>Giulio Biondi</name>
    </author>
    <author>
      <name>Karsten Klein</name>
    </author>
    <author>
      <name>Ulf Hailer</name>
    </author>
    <author>
      <name>Steffen Diefenbach</name>
    </author>
    <author>
      <name>Fabrizio Grosso</name>
    </author>
    <author>
      <name>Marco Legittimo</name>
    </author>
    <author>
      <name>Paola Venuti</name>
    </author>
    <author>
      <name>Carla Binucci</name>
    </author>
    <author>
      <name>Giuseppe Liotta</name>
    </author>
    <author>
      <name>Falk Schreiber</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.26763v3</id>
    <title>A Camera-Native Talking-Head Video Dataset for Various Computer Vision Tasks</title>
    <updated>2026-08-17T16:13:02Z</updated>
    <link href="https://arxiv.org/abs/2603.26763v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.26763v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Talking-head videos constitute a predominant content type in real-time communication, yet publicly available datasets for video processing research in this domain remain scarce and limited in signal fidelity. In this paper, we open-source a camera-native dataset of 838 talking-head recordings (approximately 210 minutes), each 15s in duration, captured from 799 participants across 443 camera-code categories in their natural environments. All recordings are stored using the FFV1 lossless codec, preserving the camera-native signal---uncompressed (24.7%) or MJPEG-encoded (75.3%)---without additional lossy processing. Each recording is annotated with a Mean Opinion Score (MOS) and ten perceptual quality tokens that jointly explain 64.4% of the MOS variance. From this corpus, we curate a stratified benchmarking subset of 120 clips in three content conditions: original, background blur, and background replacement. Codec efficiency evaluation across four datasets and four codecs, namely H.264, H.265, H.266, and AV1, yields VMAF BD-rate savings up to $-71.3%$ (H.266) relative to H.264, with significant encoder$\times$dataset ($η_p^2 = .112$) and encoder$\times$content condition ($η_p^2 = .149$) interactions, demonstrating that both content type and background processing affect compression efficiency. A preliminary super-resolution evaluation with four SR models confirms that the dataset significantly affects absolute performance while preserving model rankings, demonstrating applicability beyond codec benchmarking. The dataset offers 5$\times$ the scale of the largest prior talking-head webcam dataset (838 vs. 160 clips) and preserves the camera-native signal without additional lossy compression, establishing a resource for benchmarking video compression, super-resolution, quality assessment, and enhancement models in real-time communication.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.IV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-23T20:51:35Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Babak Naderi</name>
    </author>
    <author>
      <name>Ross Cutler</name>
    </author>
    <author>
      <name>Nabakumar Singh Khongbantabam</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.19795v1</id>
    <title>Controllable Text-to-Motion Generation via Modular Body-Part Phase Control</title>
    <updated>2026-03-20T09:37:16Z</updated>
    <link href="https://arxiv.org/abs/2603.19795v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.19795v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Text-to-motion (T2M) generation is becoming a practical tool for animation and interactive avatars. However, modifying specific body parts while maintaining overall motion coherence remains challenging. Existing methods typically rely on cumbersome, high-dimensional joint constraints (e.g., trajectories), which hinder user-friendly, iterative refinement. To address this, we propose Modular Body-Part Phase Control, a plug-and-play framework enabling structured, localized editing via a compact, scalar-based phase interface. By modeling body-part latent motion channels as sinusoidal phase signals characterized by amplitude, frequency, phase shift, and offset, we extract interpretable codes that capture part-specific dynamics. A modular Phase ControlNet branch then injects this signal via residual feature modulation, seamlessly decoupling control from the generative backbone. Experiments on both diffusion- and flow-based models demonstrate that our approach provides predictable and fine-grained control over motion magnitude, speed, and timing. It preserves global motion coherence and offers a practical paradigm for controllable T2M generation. Project page: https://jixiii.github.io/bp-phase-project-page/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-20T09:37:16Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Minyue Dai</name>
    </author>
    <author>
      <name>Ke Fan</name>
    </author>
    <author>
      <name>Anyi Rao</name>
    </author>
    <author>
      <name>Jingbo Wang</name>
    </author>
    <author>
      <name>Bo Dai</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.20307v1</id>
    <title>EARTalking: End-to-end GPT-style Autoregressive Talking Head Synthesis with Frame-wise Control</title>
    <updated>2026-03-19T15:15:17Z</updated>
    <link href="https://arxiv.org/abs/2603.20307v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.20307v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Audio-driven talking head generation aims to create vivid and realistic videos from a static portrait and speech. Existing AR-based methods rely on intermediate facial representations, which limit their expressiveness and realism. Meanwhile, diffusion-based methods generate clip-by-clip, lacking fine-grained control and causing inherent latency due to overall denoising across the window. To address these limitations, we propose EARTalking, a novel end-to-end, GPT-style autoregressive model for interactive audio-driven talking head generation. Our method introduces a novel frame-by-frame, in-context, audio-driven streaming generation paradigm. For inherently supporting variable-length video generation with identity consistency, we propose the Sink Frame Window Attention (SFA) mechanism. Furthermore, to avoid the complex, separate networks that prior works required for diverse control signals, we propose a streaming Frame Condition In-Context (FCIC) scheme. This scheme efficiently injects diverse control signals in a streaming, in-context manner, enabling interactive control at every frame and at arbitrary moments. Experiments demonstrate that EARTalking outperforms existing autoregressive methods and achieves performance comparable to diffusion-based methods. Our work demonstrates the feasibility of in-context streaming autoregressive control, unlocking a scalable direction for flexible, efficient generation. The code will be released for reproducibility.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-19T15:15:17Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuzhe Weng</name>
    </author>
    <author>
      <name>Haotian Wang</name>
    </author>
    <author>
      <name>Yuanhong Yu</name>
    </author>
    <author>
      <name>Jun Du</name>
    </author>
    <author>
      <name>Shan He</name>
    </author>
    <author>
      <name>Xiaoyan Wu</name>
    </author>
    <author>
      <name>Haoran Xu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.14331v2</id>
    <title>AvatarForcing: One-Step Streaming Talking Avatars via Local-Future Sliding-Window Denoising</title>
    <updated>2026-03-18T06:34:30Z</updated>
    <link href="https://arxiv.org/abs/2603.14331v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.14331v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Real-time talking avatar generation requires low latency and minute-level temporal stability. Autoregressive (AR) forcing enables streaming inference but suffers from exposure bias, which causes errors to accumulate and become irreversible over long rollouts. In contrast, full-sequence diffusion transformers mitigate drift but remain computationally prohibitive for real-time long-form synthesis. We present AvatarForcing, a one-step streaming diffusion framework that denoises a fixed local-future window with heterogeneous noise levels and emits one clean block per step under constant per-step cost. To stabilize unbounded streams, the method introduces dual-anchor temporal forcing: a style anchor that re-indexes RoPE to maintain a fixed relative position with respect to the active window and applies anchor-audio zero-padding, and a temporal anchor that reuses recently emitted clean blocks to ensure smooth transitions. Real-time one-step inference is enabled by two-stage streaming distillation with offline ODE backfill and distribution matching. Experiments on standard benchmarks and a new 400-video long-form benchmark show strong visual quality and lip synchronization at 34 ms/frame using a 1.3B-parameter student model for realtime streaming. Our page is available at: https://cuiliyuan121.github.io/AvatarForcing/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-15T11:42:07Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Liyuan Cui</name>
    </author>
    <author>
      <name>Wentao Hu</name>
    </author>
    <author>
      <name>Wenyuan Zhang</name>
    </author>
    <author>
      <name>Zesong Yang</name>
    </author>
    <author>
      <name>Fan Shi</name>
    </author>
    <author>
      <name>Xiaoqiang Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.10680v1</id>
    <title>A Platform-Agnostic Multimodal Digital Human Modelling Framework: Neurophysiological Sensing in Game-Based Interaction</title>
    <updated>2026-03-11T11:45:17Z</updated>
    <link href="https://arxiv.org/abs/2603.10680v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.10680v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Digital Human Modelling (DHM) is increasingly shaped by advances in AI, wearable biosensing, and interactive digital environments, particularly in research addressing accessibility and inclusion. However, many AI-enabled DHM approaches remain tightly coupled to specific platforms, tasks, or interpretative pipelines, limiting reproducibility, scalability, and ethical reuse. This paper presents a platform-agnostic DHM framework designed to support AI-ready multimodal interaction research by explicitly separating sensing, interaction modelling, and inference readiness. The framework integrates the OpenBCI Galea headset as a unified multimodal sensing layer, providing concurrent EEG, EMG, EOG, PPG, and inertial data streams, alongside a reproducible, game-based interaction environment implemented using SuperTux. Rather than embedding AI models or behavioural inference, physiological signals are represented as structured, temporally aligned observables, enabling downstream AI methods to be applied under appropriate ethical approval. Interaction is modelled using computational task primitives and timestamped event markers, supporting consistent alignment across heterogeneous sensors and platforms. Technical verification via author self-instrumentation confirms data integrity, stream continuity, and synchronisation; no human-subjects evaluation or AI inference is reported. Scalability considerations are discussed with respect to data throughput, latency, and extension to additional sensors or interaction modalities. Illustrative use cases demonstrate how the framework can support AI-enabled DHM and HCI studies, including accessibility-oriented interaction design and adaptive systems research, without requiring architectural modifications. The proposed framework provides an emerging-technology-focused infrastructure for future ethics-approved, inclusive DHM research.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-11T11:45:17Z</published>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Daniel J. Buxton</name>
    </author>
    <author>
      <name>Mufti Mahmud</name>
    </author>
    <author>
      <name>Jordan J. Bird</name>
    </author>
    <author>
      <name>Thomas Hughes-Roberts</name>
    </author>
    <author>
      <name>David J. Brown</name>
    </author>
    <arxiv:doi>10.1007/978-3-032-29839-3_8</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1007/978-3-032-29839-3_8" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.08674v1</id>
    <title>Talking Together: Synthesizing Co-Located 3D Conversations from Audio</title>
    <updated>2026-03-09T17:46:52Z</updated>
    <link href="https://arxiv.org/abs/2603.08674v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.08674v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We tackle the challenging task of generating complete 3D facial animations for two interacting, co-located participants from a mixed audio stream. While existing methods often produce disembodied "talking heads" akin to a video conference call, our work is the first to explicitly model the dynamic 3D spatial relationship -- including relative position, orientation, and mutual gaze -- that is crucial for realistic in-person dialogues. Our system synthesizes the full performance of both individuals, including precise lip-sync, and uniquely allows their relative head poses to be controlled via textual descriptions. To achieve this, we propose a dual-stream architecture where each stream is responsible for one participant's output. We employ speaker's role embeddings and inter-speaker cross-attention mechanisms designed to disentangle the mixed audio and model the interaction. Furthermore, we introduce a novel eye gaze loss to promote natural, mutual eye contact. To power our data-hungry approach, we introduce a novel pipeline to curate a large-scale conversational dataset consisting of over 2 million dyadic pairs from in-the-wild videos. Our method generates fluid, controllable, and spatially aware dyadic animations suitable for immersive applications in VR and telepresence, significantly outperforming existing baselines in perceived realism and interaction coherence.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-09T17:46:52Z</published>
    <arxiv:comment>Accepted to CVPR 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Mengyi Shan</name>
    </author>
    <author>
      <name>Shouchieh Chang</name>
    </author>
    <author>
      <name>Ziqian Bai</name>
    </author>
    <author>
      <name>Shichen Liu</name>
    </author>
    <author>
      <name>Yinda Zhang</name>
    </author>
    <author>
      <name>Luchuan Song</name>
    </author>
    <author>
      <name>Rohit Pandey</name>
    </author>
    <author>
      <name>Sean Fanello</name>
    </author>
    <author>
      <name>Zeng Huang</name>
    </author>
  </entry>
</feed>
