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  <id>https://arxiv.org/api/+esvPGyZlkceMGwXyCW90X8e0H4</id>
  <title>arXiv Query: search_query=abs:"full-body" AND abs:avatar&amp;id_list=&amp;start=0&amp;max_results=60</title>
  <updated>2026-09-28T16:39:02Z</updated>
  <link href="https://arxiv.org/api/query?search_query=abs:%22full-body%22+AND+abs:avatar&amp;start=0&amp;max_results=60&amp;id_list=" type="application/atom+xml"/>
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  <opensearch:totalResults>113</opensearch:totalResults>
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  <entry>
    <id>http://arxiv.org/abs/2609.04250v2</id>
    <title>Motion-Omni: End-to-End Joint Speech and Full-Body Motion for Spoken Dialogue</title>
    <updated>2026-09-25T08:30:42Z</updated>
    <link href="https://arxiv.org/abs/2609.04250v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.04250v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>An avatar that holds a conversation should decide what to say and to move while saying it, yet these abilities live in separate model families: spoken dialogue models produce speech without motion, and co-speech motion models produce motion only from audio handed to them. The standard remedy is a cascade that first generates the spoken response and then runs a motion model over the finished audio, which requires a second full inference pass and precludes any joint optimisation between the two. We present Motion-Omni, an end-to-end framework in which a spoken dialogue model natively outputs explicit facial expression together with hand, upper-body and lower-body motion, generated directly from the hidden states that produce the speech. Joint training is not optional here: with the speech pathway frozen, motion remains misaligned with the audio, and co-adapting the LLM, Speech Generator and Motion Generator under both objectives is what recovers alignment while retaining spoken-dialogue ability. Supervision comes from a scalable, model-agnostic pipeline that pseudo-labels consistent-voice speech responses with a replaceable motion teacher, yielding 422,856 quality-ranked pairs (1,402 hours). We further release SwDA-500 and, to our knowledge, the first public evaluation protocol for stochastic open-ended full-body spoken dialogue, matching audio across motion systems while unifying rendering, automatic metrics, human evaluation, and latency measurement. Instantiated with a Qwen2.5-7B-Instruct backbone, Motion-Omni-Q7 matches the same-audio teacher cascade to within 2% on reference-free motion metrics while responding 5.4 x faster (RTF=0.78, faster than real time), surpasses all non-teacher cascades on beat correlation and diversity, and reaches a 2.62% word error rate, the lowest among the omni-modal systems compared.</summary>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.AS" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-28T21:02:39Z</published>
    <arxiv:comment>30 pages, 6 figures, 12 tables. Updated figures, presentation, and author notes. Project page: https://step-out.github.io/Motion-Omni-Page/ Code: https://github.com/step-out/Motion-Omni Data: https://huggingface.co/datasets/ChengqianMa/Motion-Omni</arxiv:comment>
    <arxiv:primary_category term="cs.SD"/>
    <author>
      <name>Chengqian Ma</name>
    </author>
    <author>
      <name>Wei Tao</name>
    </author>
    <author>
      <name>Haoyu Zhang</name>
    </author>
    <author>
      <name>Yiwen Guo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.19900v1</id>
    <title>AvatarDynamizer: From Static to Dynamic Human Avatars via Generative Dynamic Textures</title>
    <updated>2026-08-20T11:10:53Z</updated>
    <link href="https://arxiv.org/abs/2608.19900v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.19900v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>For full-body avatars, modeling surface dynamics is crucial for overcoming the uncanny valley and achieving perceptual realism. Person-agnostic methods recover static 3D avatars from monocular images, videos, or text prompts, but their skeleton-driven animations lack realistic surface dynamics such as clothing wrinkles. In contrast, person-specific methods achieve high-quality rendering and realistic dynamics, but require expensive multi-view captures for each individual. Recent generalizable dynamic avatar methods struggle to embed surface dynamics, leading to either limited multi-view consistency or dynamic expressiveness. To this end, we propose AvatarDynamizer, a generative method that transforms an off-the-shelf static 3D avatar into a controllable, realistic, and multi-view-consistent 4D avatar. We introduce a novel texture-space surface-dynamics embedding and formulate avatar dynamics modeling as conditional texture generation. Our encoder--decoder representation embeds pose-dependent dynamics into dynamic texture maps, enabling compatibility with pre-trained video diffusion models while decoding them into 3D Gaussians for multi-view consistent rendering. Since existing datasets are limited in scale, sequence length, or motion diversity, we collect a large-scale multi-view dataset with long sequences covering diverse skeletal motions and surface dynamics. Experiments show that our method effectively animates static avatars with faithful surface dynamics and outperforms competing generalizable methods in visual fidelity, especially under limited dynamic training data.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-20T11:10:53Z</published>
    <arxiv:comment>Project page: https://vcai.mpi-inf.mpg.de/projects/AvatarDynamizer</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Guoxing Sun</name>
    </author>
    <author>
      <name>Heming Zhu</name>
    </author>
    <author>
      <name>Linjie Lyu</name>
    </author>
    <author>
      <name>Pascal Fua</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.11745v2</id>
    <title>LiveAnimate: Stable Long-Form Streaming Human Animation in Real-Time</title>
    <updated>2026-08-13T06:21:16Z</updated>
    <link href="https://arxiv.org/abs/2608.11745v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.11745v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Pose-driven human animation synthesizes a video of a target person from a single reference image and a driving pose stream. Real-time generation is essential for interactive applications such as live streaming, telepresence, and virtual avatars, yet diffusion-based systems require minutes to hours per clip, precluding responsive interaction. We present LiveAnimate, to our knowledge the first animation system to combine real-time streaming with stable long-form generation at billion scale, built on a 14B-parameter video Diffusion Transformer (DiT). A two-stage training pipeline first adapts a pretrained bidirectional DiT into a block-causal autoregressive generator through Reference-Anchored Teacher-Forcing Adaptation, and then reduces the sampling budget to three steps through Block-wise Self-Forcing Distillation. To preserve appearance over extended streams, we introduce Pose-Retrieval Sink Attention (PR-Sink), a bounded KV-cache mechanism combining a Static Sink that permanently anchors the first generated block, a Dynamic Sink that holds a pose-retrieved historical block, and a three-slot Rolling Window. When a pose recurs, PR-Sink restores the relevant appearance context without retaining the entire sequence, so memory and per-block latency remain constant regardless of stream duration. Together with Ulysses sequence parallelism and operator fusion, these designs enable 19.63\,FPS streaming inference on two NVIDIA H100 GPUs. On a three-minute benchmark, LiveAnimate maintains nearly constant perceptual quality and identity from the first 30 seconds to the final minute, while prior systems degrade substantially or require hours of offline computation for the same rollout. These results establish a new operating point in quality, latency, and duration for interactive full-body animation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-12T07:35:52Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuxuan Zhang</name>
    </author>
    <author>
      <name>Haozhong Xiong</name>
    </author>
    <author>
      <name>Yubo Huang</name>
    </author>
    <author>
      <name>Jiayi Song</name>
    </author>
    <author>
      <name>Jinpeng Yu</name>
    </author>
    <author>
      <name>Haofan Wang</name>
    </author>
    <author>
      <name>Jiaming Liu</name>
    </author>
    <author>
      <name>Ruihua Huang</name>
    </author>
    <author>
      <name>Liwei Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.04722v1</id>
    <title>Multi-View Face and Gesture Animation with Dynamic Gaussians</title>
    <updated>2026-08-05T11:43:21Z</updated>
    <link href="https://arxiv.org/abs/2608.04722v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.04722v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating photorealistic 3D human avatars with realistic upper-body motion remains challenging. Existing approaches either focus on the head and overlook hand gestures, or reconstruct the full body but fail to preserve fine-grained facial fidelity and hand pose accuracy. As a result, current methods struggle to capture the subtle dynamics of facial expressions and hand gestures that are crucial for natural human communication. While methods based on full-body parametric models enable avatar reconstruction from monocular or multi-view inputs, they often lack accurate facial animation and detailed hand articulation. To address these limitations, we propose MVFGA, a novel multi-view-consistent pipeline for generating realistic upper-body avatars. Our approach models the face and hands separately and fuses them with a parametric upper-body mesh model, enabling the capture of fine-grained facial expressions and hand poses for accurate upper-body avatar reconstruction. We then splat 3D Gaussians onto the obtained mesh, enabling high-quality rendering of dynamic avatars from novel viewpoints. Furthermore, we introduce MVFGA-MoCap, a multi-view upper-body motion capture dataset featuring controlled facial expression sequences, diverse hand gestures, and free-form communication. Experiments show that MVFGA generates visually realistic avatars with high-fidelity facial expressions and hand motions, outperforming baselines for upper-body avatar animation. Project page: https://dfki-av.github.io/MVFGA/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-05T11:43:21Z</published>
    <arxiv:comment>Accepted at SCA 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>Computer Graphics Forum, 45(8), 2026</arxiv:journal_ref>
    <author>
      <name>Alireza Javanmardi</name>
    </author>
    <author>
      <name>Vippin Kumar Jeetmal</name>
    </author>
    <author>
      <name>Christen Millerdurai</name>
    </author>
    <author>
      <name>Alain Pagani</name>
    </author>
    <author>
      <name>Didier Stricker</name>
    </author>
    <arxiv:doi>10.1111/cgf.70567</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1111/cgf.70567" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.25219v1</id>
    <title>SONG: A Photorealistic 3D Gaussian Simulation Platform for Benchmarking Social Navigation</title>
    <updated>2026-07-28T02:51:24Z</updated>
    <link href="https://arxiv.org/abs/2607.25219v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.25219v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Social navigation has progressed from simplified 2D environments toward a more general vision-based setting, in which a robot needs to achieve socially compliant behavior purely from onboard visual observations. Yet supporting simulation platforms have not kept pace: existing options either lack visual observations, lack moving human avatars, or fall short of real-world fidelity in appearance and pedestrian behavior, offering limited support for advancing vision-based social navigation. We introduce SONG, a SOcial Navigation platform powered by 3D Gaussian splatting (3DGS). It leverages 3DGS for both scene and avatar representations, drives pedestrians using semantically grounded trajectories generated by a large language model, and synthesizes their full-body motion with a trajectory-conditioned generator to produce continuous, natural movement. On top of the platform, we curate SONG-Bench, a set of evaluation episodes stratified by difficulty, and propose a multi-dimensional metric suite covering effectiveness, safety, and social compliance. A systematic evaluation of representative navigation baselines reveals three findings: (a) vision-based social navigation is far from solved; (b) a critical safety deficit precedes social etiquette; (c) real-world data matters more than model scale. Crucially, we demonstrate that fine-tuning on our curated data effectively improves the success rate in real-world environments. We hope our platform provides a faithful and rigorous testbed for the next generation of vision-based social navigation research.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-28T02:51:24Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Weiqi Huang</name>
    </author>
    <author>
      <name>Dianyi Yang</name>
    </author>
    <author>
      <name>Jiaxin Li</name>
    </author>
    <author>
      <name>Shuangyi Dong</name>
    </author>
    <author>
      <name>Hao Xu</name>
    </author>
    <author>
      <name>Zan Wang</name>
    </author>
    <author>
      <name>Wei Liang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.19100v1</id>
    <title>FlexiAvatar: Unified 3D Gaussian Human Avatars Under Arbitrary Body Visibility</title>
    <updated>2026-07-21T13:43:31Z</updated>
    <link href="https://arxiv.org/abs/2607.19100v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.19100v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing animatable 3D human avatars from monocular video is a fundamental problem in computer vision with broad applications in AR/VR and digital content creation. Existing approaches typically couple parametric body models with neural rendering or 3D Gaussian splatting and optimize all body regions jointly from short videos, which often degrades fidelity in the visible areas. To overcome this limitation, we introduce FlexiAvatar, a unified framework that explicitly optimizes only the visible body regions, effectively eliminating artifacts arising from unobserved limbs. Our method integrates occlusion-robust SMPL-X tracking with part-specific residual refinement to capture high-frequency geometric and appearance details. To complete entirely unseen regions (e.g., back views), we leverage a diffusion-based approach to generate texture consistent with the observed appearance. Experiments on full-body (NeuMan, ZJU-MoCap, WildAvatar), upper/half-body (talk-show clips), and head-only (INSTA) inputs show that FlexiAvatar delivers consistently higher reconstruction quality, outperforming state-of-the-art methods by an average PSNR improvement of approximately 3% across datasets. Finally, by restricting optimization to observed regions, our method reduces the effective number of Gaussians that must be optimized and rendered, leading to reduced runtime and memory overhead in partial-visibility scenarios.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-21T13:43:31Z</published>
    <arxiv:comment>Accepted in ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yihalem Yimolal Tiruneh</name>
    </author>
    <author>
      <name>Muhammad Salman Ali</name>
    </author>
    <author>
      <name>Uyoung Jeong</name>
    </author>
    <author>
      <name>Muneeb A. Khan</name>
    </author>
    <author>
      <name>MD Khalequzzaman Chowdhury Sayem</name>
    </author>
    <author>
      <name>Allanur Bayramgeldiyev</name>
    </author>
    <author>
      <name>Binod Bhattarai</name>
    </author>
    <author>
      <name>Seungryul Baek</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.04341v1</id>
    <title>How to Build Digital Humans? From Priors to Photorealistic Avatars</title>
    <updated>2026-07-05T14:51:43Z</updated>
    <link href="https://arxiv.org/abs/2607.04341v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.04341v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This state-of-the-art report provides an overview of controllable 3D human avatar creation. We describe current 3D avatar systems, which typically consist of three stages: (i) learning priors of human appearance and motion, (ii) creating a personalized avatar, and (iii) animating the avatar. To limit the scope, we focus on the prior learning and avatar creation stages. We define current avatar representations and introduce a taxonomy that categorizes existing work along multiple axes, including body regions and employed priors. We review methods for full-body and head avatars, as well as layered representations that decompose the body into components such as hands, hair, and garments. Finally, we outline common underlying principles, reference key literature for newcomers, and discuss open challenges and future research directions.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.IV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-05T14:51:43Z</published>
    <arxiv:comment>Eurographics 2026 State-of-the-Art Report (STAR). Project page: https://wojciechzielonka.com/how-to-build-digital-humans/</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Wojciech Zielonka</name>
    </author>
    <author>
      <name>Tobias Kirschstein</name>
    </author>
    <author>
      <name>Timo Bolkart</name>
    </author>
    <author>
      <name>Simon Giebenhain</name>
    </author>
    <author>
      <name>Vanessa Sklyarova</name>
    </author>
    <author>
      <name>Xiang Deng</name>
    </author>
    <author>
      <name>Donglai Xiang</name>
    </author>
    <author>
      <name>Shunsuke Saito</name>
    </author>
    <author>
      <name>Yebin Liu</name>
    </author>
    <author>
      <name>Matthias Niessner</name>
    </author>
    <author>
      <name>Justus Thies</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.23771v1</id>
    <title>Integrated Sensing and Communications for Real-time Avatar Control in XR over 5G</title>
    <updated>2026-06-22T17:27:42Z</updated>
    <link href="https://arxiv.org/abs/2606.23771v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.23771v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Extended Reality (XR) presents a challenging use case for 5G and 6G networks, requiring high data-rates and lowlatency communication to deliver a truly immersive experience. Moreover, in order to seamlessly translate physical actions to the virtual world, accurate gesture recognition and pose estimation are required. Current XR interaction solutions based on handheld controllers and cameras cannot easily capture full-body poses, inhibit the free use of hands, and require good visibility and a clear line of sight. In this work, we propose a multimodal sensing architecture for XR that combines 5G MillimeterWave (mmWave) Integrated sensing and communication (ISAC) and surface electromyography (sEMG) signals. 5G mmWave ISAC cannot only be used to deliver content wirelessly to the Head-mounted display (HMD), but also the same communication signals can be used to derive coarse body-level gestures and poses of the user, to support real-time avatar control. For fine-grained finger-level gestures, our architecture leverages lightweight sEMG sensors that capture forearm muscle activity. To illustrate the need of both modalities, we present evaluations of both sensing technologies. At the body level (5G), our architecture relies on power-per-beam-pair (PPBP), which can be computed from standard beam management or beam sweeping procedures of the 5G NR standard. PPBP-based sensing achieves 82.2$\pm$5.9% average accuracy when evaluated on users not seen during training. For fine-grained finger-level interactions, we show that surface electromyography (sEMG) carries strong discriminative information achieving consistent promising performance across different movement settings. Thus, combining the two modalities enables multi-scale gesture recognition, at the body level via existing 5G signals and finger level via lightweight sEMG sensors, forming a complete XR framework.</summary>
    <category term="eess.SP" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-22T17:27:42Z</published>
    <arxiv:primary_category term="eess.SP"/>
    <author>
      <name>Nabeel Nisar Bhat</name>
    </author>
    <author>
      <name>Javad Sameri</name>
    </author>
    <author>
      <name>Rreze Halili</name>
    </author>
    <author>
      <name>Rafael Berkvens</name>
    </author>
    <author>
      <name>Maria Torres Vega</name>
    </author>
    <author>
      <name>Jeroen Famaey</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.22718v2</id>
    <title>Generative Relightable Avatars</title>
    <updated>2026-07-30T13:03:09Z</updated>
    <link href="https://arxiv.org/abs/2606.22718v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.22718v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present Generative Relightable Avatars (GRA), a person-specific method for photorealistic free-view rendering and environment-map relighting of full-body humans. We postulate that modeling fine-grained appearance details is inherently a one-to-many problem that can benefit from a generative formulation. In contrast to fully regressive relightable avatar methods, GRA follows a hybrid approach that combines controllable, physics-grounded relighting with probabilistic refinement. Starting from a tracked animated mesh, we optimize material parameters in UV-space and render a coarse relit appearance under a target HDR environment map. Next, we refine the textures with a feed-forward model to capture pose-dependent texture dynamics and illumination effects beyond simplified reflectance assumptions. Finally, a fine-tuned video-to-video diffusion model transforms the physically grounded renderings into temporally coherent, high-detail videos while preserving 3D control, with an error-recycling strategy for generating long videos. Experimental evaluations demonstrate our method's improved perceptual quality over prior relightable avatar baselines. Project Page: https://vcai.mpi-inf.mpg.de/projects/GRA/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-21T23:36:00Z</published>
    <arxiv:comment>Project Page: https://vcai.mpi-inf.mpg.de/projects/GRA/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kunwar Maheep Singh</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <author>
      <name>Rishabh Dabral</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.08099v1</id>
    <title>Cybernetic Android Avatar "Yui": System Integration, Field Deployment, and Evaluation</title>
    <updated>2026-06-06T10:59:32Z</updated>
    <link href="https://arxiv.org/abs/2606.08099v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.08099v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Remote communication technologies have become widely used; however, supporting a sense of shared physical space and conveying rich non-verbal cues remain challenging in many social interaction scenarios. This study presents "Yui," a full-body cybernetic android avatar designed to integrate operator-side immersive teleoperation with interlocutor-side human-like social signaling. Yui combines a 55-degrees of freedom full-body mechanism with a previously developed android head, facial expression and gaze control, upper-body and arm motion, hand actuation, and a mobile platform. It can be operated through either the immersive mode using a head mounted display-based interface or desktop mode using a webcam-based interface. We evaluated the system through three real-world deployments: a long-term public exhibition at Expo 2025 in Osaka, Kansai, Japan; a remote educational exchange between elementary school students; and a public interaction study with general participants. During the Expo deployment, two units accumulated approximately 1131 h of operation, demonstrating both operational feasibility and maintenance challenges. In the public study, both operators and interlocutors reported positive impressions of co-presence and willingness to use the system. Interlocutors also rated the avatar positively in terms of human likeness and the transmission of emotions and intentions. The results indicate usability for general operators while suggesting room for improvement in precise controllability. These findings provide field-derived evidence and design implications for socially deployable full-body android avatars.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-06T10:59:32Z</published>
    <arxiv:comment>47 pages, 20 figures, 10 tables. Submitted to International Journal of Social Robotics</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Kaoruko Shinkawa</name>
    </author>
    <author>
      <name>Mizuki Nakajima</name>
    </author>
    <author>
      <name>Taisei Mogi</name>
    </author>
    <author>
      <name>Yoshihiro Nakata</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.03506v1</id>
    <title>AvatarMix: Identity-Preserving Cross-Avatar Composition for Outfit Personalization</title>
    <updated>2026-06-02T11:24:31Z</updated>
    <link href="https://arxiv.org/abs/2606.03506v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.03506v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing 3D avatar outfit transfer methods face distinct challenges: approaches that lift 2D edits to 3D often suffer from outfit or identity quality degradation, while those that separately model body and clothing layers are prone to intersection artifacts. We introduce AvatarMix, a compositional paradigm that bypasses these issues by directly composing the head and body from two high-fidelity Gaussian avatars. While this paradigm inherently preserves outfit quality and avoids intersections, it introduces challenges in creating a seamless join and maintaining appearance fidelity after body reshaping. To this end, we propose a two-tier refinement strategy: SeamFix, a localized diffusion module that refines hair and neck to ensure an artifact-free join, and an optional full-body refinement, FullbodyFix, that restores garment appearance when retargeting degrades the clothed body. Both operate on renders from an already 3D-consistent Gaussian avatar, which limits multi-view artifacts compared to 2D-to-3D lifting. To preserve the user's body identity, our mesh-based Gaussian representation enables the adaptation of a robust mesh retargeting technique, precisely reshaping the clothed body to the user's physique and robustly handling diverse body shapes. Extensive experiments demonstrate that our method achieves state-of-the-art results in outfit fidelity and identity preservation, providing a new perspective for realistic 3D outfit personalization. Project page: https://larsph.github.io/avatarmix/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-02T11:24:31Z</published>
    <arxiv:comment>CVPR 2026 Findings. 16 pages, including supplementary material</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR) Findings, 2026, pp. 425-435</arxiv:journal_ref>
    <author>
      <name>Zhaorong Wang</name>
    </author>
    <author>
      <name>Yoshihiro Kanamori</name>
    </author>
    <author>
      <name>Yuki Endo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.28491v1</id>
    <title>DiscoForcing: A Unified Framework for Real-Time Audio-Driven Character Control with Diffusion Forcing</title>
    <updated>2026-05-27T13:47:40Z</updated>
    <link href="https://arxiv.org/abs/2605.28491v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.28491v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We study real-time audio-responsive character control as a deployment-faithful problem: strictly causal, bounded-latency streaming that must generate coherent full-body motion at interactive frame rates while the audio condition can change abruptly, including tempo shifts, drops, or user edits. Prior music-to-motion systems are largely optimized for offline generation with global context, and degrade in streaming rollouts where conditioning history becomes stale or unreliable. We introduce DiscoForcing, a streaming audio-driven diffusion framework that combines a causal music encoder that captures rhythmic structure and phase dynamics with a diffusion-forcing sequence model trained under heterogeneous noise levels across the temporal horizon. Building on this, we design a hybrid temporal schedule and a history-guided streaming sampler to explicitly trade off responsiveness against long-horizon consistency under non-stationary audio. Implemented in an end-to-end real-time interactive system with online avatar playback and humanoid deployment workflows, DiscoForcing delivers more stable long-horizon rollouts and sharper audio-motion alignment than prior baselines under matched causality and latency constraints while maintaining real-time throughput.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-27T13:47:40Z</published>
    <arxiv:comment>accepted by ICML 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kaiyang Ji</name>
    </author>
    <author>
      <name>Bingsheng Qian</name>
    </author>
    <author>
      <name>Binghuan Wu</name>
    </author>
    <author>
      <name>Kangyi Chen</name>
    </author>
    <author>
      <name>Ye Shi</name>
    </author>
    <author>
      <name>Jingya Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.28401v1</id>
    <title>EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering</title>
    <updated>2026-05-27T12:38:10Z</updated>
    <link href="https://arxiv.org/abs/2605.28401v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.28401v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating appearance under novel lighting, and understanding the environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to live egocentric camera observations. We demonstrate our system through a social telepresence application, where remote users are coherently relit according to their physical environment. Extensive experiments show that our components and the integrated system significantly outperform state-of-the-art baselines in geometric accuracy and rendering as well as relighting fidelity.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-27T12:38:10Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jianchun Chen</name>
    </author>
    <author>
      <name>Yinda Zhang</name>
    </author>
    <author>
      <name>Rohit Pandey</name>
    </author>
    <author>
      <name>Thabo Beeler</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <arxiv:doi>10.1145/3811346</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3811346" title="doi"/>
  </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/2605.26486v1</id>
    <title>LongCat-Video-Avatar 1.5 Technical Report</title>
    <updated>2026-05-26T02:54:12Z</updated>
    <link href="https://arxiv.org/abs/2605.26486v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.26486v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Despite advances in audio-driven video generation, achieving commercial-grade stability remains challenging. We present LongCat-Video-Avatar 1.5, an upgraded open-source framework prioritizing systematic engineering and production-readiness over architectural novelty. By upgrading the audio encoder to Whisper Large and meticulously scaling our training recipes, v1.5 achieves accurate lip-synchronization, full-body temporal stability, and robust long-video generation with strict identity consistency. Through rigorous data curation and RLHF Training, the model readily generalizes to stylized domains such as anime and animals, and natively handles complex real-world conditions, such as multi-person interactions and object handling. Furthermore, addressing the practical demands of industrial deployment, we employ advanced step distillation to accelerate inference to an optimal 8 NFE, achieving a favorable trade-off between serving efficiency and visual fidelity. The superiority of our approach is validated through extensive quantitative metrics and a rigorous human evaluation conducted on a comprehensive benchmark of over 500 diverse test cases. Results show that v1.5 achieves competitive or superior performance compared to leading closed-source systems (e.g., HeyGen, OmniHuman 1.5, Kling Avatar 2.0) across human-likeness ratings and expert-level quality assessments on our benchmark. With its open-source release, LongCat-Video-Avatar 1.5 narrows the gap between academic research prototypes and commercial-grade deployment.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-26T02:54:12Z</published>
    <arxiv:comment>Homepage: https://meigen-ai.github.io/LongCat-Video-Avatar-1.5-Page/ Github: https://github.com/meituan-longcat/LongCat-Video</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name> Meituan LongCat Team</name>
    </author>
    <author>
      <name>Xunliang Cai</name>
    </author>
    <author>
      <name>Meng Cheng</name>
    </author>
    <author>
      <name>Feng Gao</name>
    </author>
    <author>
      <name>Zhe Kong</name>
    </author>
    <author>
      <name>Jiamu Li</name>
    </author>
    <author>
      <name>Le Li</name>
    </author>
    <author>
      <name>Weiheng Li</name>
    </author>
    <author>
      <name>Hongyu Liu</name>
    </author>
    <author>
      <name>Shuai Tan</name>
    </author>
    <author>
      <name>Xiaoming Wei</name>
    </author>
    <author>
      <name>Tianyu Yang</name>
    </author>
    <author>
      <name>Yong Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.21478v1</id>
    <title>Latent Dynamics for Full Body Avatar Animation</title>
    <updated>2026-05-20T17:58:03Z</updated>
    <link href="https://arxiv.org/abs/2605.21478v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.21478v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Pose-driven full-body avatars built on neural rendering produce high-quality novel views of a captured subject. Yet loose clothing and other dynamic elements deform in ways pose alone cannot explain: the same pose can correspond to many different states, because their motion depends on history, inertia, and contact. Explicit simulation and layered-garment methods can model such dynamics, but they require either a dedicated garment template, which raw multi-view capture does not naturally provide, or a test-time physics simulator with non-trivial runtime cost. A parallel line of work learns data-driven clothing avatars that avoid explicit garment layers. These methods add an auxiliary latent for variation beyond pose; at inference, they fix it, regress it from pose, or retrieve it from training data, without explicitly modeling how the latent evolves with its own dynamics. Additionally, even in everyday motion with loose clothing, existing architectures often struggle to capture fine-grained detail, producing blurry renderings and temporal artifacts. We augment a pose-conditioned 3D Gaussian avatar with a transformer-based decoder and a dynamics residual latent that captures temporal appearance and geometry variation beyond the driving signals. At inference, a learned latent dynamics model evolves the residual latent from a short pose history and the previous latent state. The model decomposes each update into driving, restoring, and dissipative forces, producing temporally coherent, history-dependent rollouts with negligible added cost. Different initial conditions yield diverse yet plausible motion trajectories, and the force decomposition exposes controls such as stiffness. Across nine captured sequences of everyday motion with diverse loose garments, quantitative metrics and a perceptual user study show improved animation quality over recent data-driven baselines.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-20T17:58:03Z</published>
    <arxiv:comment>Supplementary video: https://youtu.be/xjnr3YM0yIE</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Shichong Peng</name>
    </author>
    <author>
      <name>Chengxiang Yin</name>
    </author>
    <author>
      <name>Fei Jiang</name>
    </author>
    <author>
      <name>Zhongshi Jiang</name>
    </author>
    <author>
      <name>Lingchen Yang</name>
    </author>
    <author>
      <name>Qingyang Tan</name>
    </author>
    <author>
      <name>Amin Jourabloo</name>
    </author>
    <author>
      <name>Jason Saragih</name>
    </author>
    <author>
      <name>Ke Li</name>
    </author>
    <author>
      <name>Christian Häne</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.01854v1</id>
    <title>High-Fidelity Mobile Avatars with Pruned Local Blendshapes</title>
    <updated>2026-05-03T12:51:05Z</updated>
    <link href="https://arxiv.org/abs/2605.01854v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.01854v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose a method to reconstruct high-fidelity human avatars from multi-view video that can run on mobile devices. Many works can model high-quality Gaussian-based full-body avatars from multi-view video. However, these methods require heavy computation to obtain pose-dependent appearance, making deployment on mobile devices very difficult. Recent methods distill from pretrained models and model pose-dependent nonlinear Gaussian attributes by linearly combining global pose features with blendshapes. Although they can run on mobile devices, they suffer some loss of detail. We observe that nearby Gaussians are often highly correlated within a local region of the body, and can be linearly modeled with less error. Therefore, we use local linear blendshapes in small body parts to capture global nonlinear changes of Gaussian attributes. To further reduce computation and model size, we propose to remove blendshapes for Gaussians whose attributes change little, yielding a minimal blendshape representation. Our method is an end-to-end training method without a pretrained model. To make it run on multiple devices, we implement our method using WebGPU. Experiments show that our method can render high-quality human avatars with better details, and can reach 120 FPS at 2K resolution on mobile devices.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-03T12:51:05Z</published>
    <arxiv:comment>CVPR 2026. Project page https://gapszju.github.io/webavatar/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Youyi Zhan</name>
    </author>
    <author>
      <name>He Wang</name>
    </author>
    <author>
      <name>Tianjia Shao</name>
    </author>
    <author>
      <name>Kun Zhou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.28197v2</id>
    <title>OmniRobotHome: A Multi-Camera Home Platform for Real-Time Human-Robot Interaction</title>
    <updated>2026-06-25T17:13:48Z</updated>
    <link href="https://arxiv.org/abs/2604.28197v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.28197v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Robots in homes must continuously sense the people around them, yet most prior work relies on limited or offline perception. We argue that perception quality is the dominant factor governing what interaction is achievable at home, and build a testbed to test this claim. OmniRobotHome instruments a furnished home with 48 hardware-synchronized cameras and three manipulators in a unified world frame, delivering real-time markerless full-body human pose, 6D object pose, anticipatory motion forecasting, and a social avatar agent that converses with residents. Using the platform, we treat perception quality as an experimental variable across safety, human assistance, and social interaction, and find that interaction quality degrades measurably as real-timeness, granularity, coverage, accuracy, forecasting, or memory is weakened. All code and data will be released.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-30T17:59:58Z</published>
    <arxiv:comment>Project Page: https://junc0ng.github.io/omnirobothome</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Junyoung Lee</name>
    </author>
    <author>
      <name>Inhee Lee</name>
    </author>
    <author>
      <name>Sookwan Han</name>
    </author>
    <author>
      <name>Jeonghwan Kim</name>
    </author>
    <author>
      <name>Kyungwon Cho</name>
    </author>
    <author>
      <name>Mingi Choi</name>
    </author>
    <author>
      <name>Lee Chae-Yeon</name>
    </author>
    <author>
      <name>Wonjung Woo</name>
    </author>
    <author>
      <name>Gunhee Kim</name>
    </author>
    <author>
      <name>Jisoo Kim</name>
    </author>
    <author>
      <name>Jeonghyeon Na</name>
    </author>
    <author>
      <name>Hanbyul Joo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.27871v1</id>
    <title>D-Rex : Diffusion Rendering for Relightable Expressive Avatars</title>
    <updated>2026-04-30T13:53:03Z</updated>
    <link href="https://arxiv.org/abs/2604.27871v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.27871v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present D-Rex, a person-specific framework for photorealistic, relightable, expressive, and animatable full-body human avatars with free-viewpoint rendering. Existing methods for relightable full-body avatars rely on explicit 3D intrinsic decomposition with analytic reflectance models, which require accurate geometry registration and careful optimization to capture realistic light transport effects. This tight coupling of relighting with avatar modeling has hindered expressiveness: to our knowledge, no existing method demonstrates strong facial animation alongside relighting, limiting applicability in telepresence, gaming, and virtual production. We propose to decouple relighting entirely from avatar modeling by treating it as an image-space post-process: a learned translation from flat-lit, albedo-like renderings to a target HDR illumination. To this end, we leverage the strong generative prior of a pre-trained video diffusion relighting model, fine-tuned via LoRA on paired flat-lit and relit frames captured in a light stage. The flat-lit driving frames are produced by an independent expressive full-body avatar framework trained under white-light conditions, requiring no modification to support relighting, making D-Rex directly applicable to any white-light avatar system. We demonstrate that D-Rex enables view- and temporally consistent relighting while faithfully preserving expressive motion and fine-grained facial detail, outperforming physically-based relightable avatar baselines. Project page is https://vcai.mpi-inf.mpg.de/projects/DRex/</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-30T13:53:03Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Timo Teufel</name>
    </author>
    <author>
      <name>Xilong Zhou</name>
    </author>
    <author>
      <name>Umar Iqbal</name>
    </author>
    <author>
      <name>Jan Kautz</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Vladislav Golyanik</name>
    </author>
    <author>
      <name>Christian Theobalt</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/2604.16629v1</id>
    <title>Amortized Inverse Kinematics via Graph Attention for Real-Time Human Avatar Animation</title>
    <updated>2026-04-17T18:30:20Z</updated>
    <link href="https://arxiv.org/abs/2604.16629v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.16629v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Inverse kinematics (IK) is a core operation in animation, robotics, and biomechanics: given Cartesian constraints, recover joint rotations under a known kinematic tree. In many real-time human avatar pipelines, the available signal per frame is a sparse set of tracked 3D joint positions, whereas animation systems require joint orientations to drive skinning. Recovering full orientations from positions is underconstrained, most notably because twist about bone axes is ambiguous, and classical IK solvers typically rely on iterative optimization that can be slow and sensitive to noisy inputs. We introduce IK-GAT, a lightweight graph-attention network that reconstructs full-body joint orientations from 3D joint positions in a single forward pass. The model performs message passing over the skeletal parent-child graph to exploit kinematic structure during rotation inference. To simplify learning, IK-GAT predicts rotations in a bone-aligned world-frame representation anchored to rest-pose bone frames. This parameterization makes the twist axis explicit and is exactly invertible to standard parent-relative local rotations given the kinematic tree and rest pose. The network uses a continuous 6D rotation representation and is trained with a geodesic loss on SO(3) together with an optional forward-kinematics consistency regularizer. IK-GAT produces animation-ready local rotations that can directly drive a rigged avatar or be converted to pose parameters of SMPL-like body models for real-time and online applications. With 374K parameters and over 650 FPS on CPU, IK-GAT outperforms VPoser-based per-frame iterative optimization without warm-start at significantly lower cost, and is robust to initial pose and input noise</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-17T18:30:20Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Muhammad Saif Ullah Khan</name>
    </author>
    <author>
      <name>Chen-Yu Wang</name>
    </author>
    <author>
      <name>Tim Prokosch</name>
    </author>
    <author>
      <name>Michael Lorenz</name>
    </author>
    <author>
      <name>Bertram Taetz</name>
    </author>
    <author>
      <name>Didier Stricker</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.09835v1</id>
    <title>F3G-Avatar : Face Focused Full-body Gaussian Avatar</title>
    <updated>2026-04-10T19:08:46Z</updated>
    <link href="https://arxiv.org/abs/2604.09835v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.09835v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing full-body Gaussian avatar methods primarily optimize global reconstruction quality and often fail to preserve fine-grained facial geometry and expression details. This challenge arises from limited facial representational capacity that causes difficulties in modeling high-frequency pose-dependent deformations. To address this, we propose F3G-Avatar, a full-body, face-aware avatar synthesis method that reconstructs animatable human representations from multi-view RGB video and regressed pose/shape parameters. Starting from a clothed Momentum Human Rig (MHR) template, front/back positional maps are rendered and decoded into 3D Gaussians through a two-branch architecture: a body branch that captures pose-dependent non-rigid deformations and a face-focused deformation branch that refines head geometry and appearance. The predicted Gaussians are fused, posed with linear blend skinning (LBS), and rendered with differentiable Gaussian splatting. Training combines reconstruction and perceptual objectives with a face-specific adversarial loss to enhance realism in close-up views. Experiments demonstrate strong rendering quality, with face-view performance reaching PSNR/SSIM/LPIPS of 26.243/0.964/0.084 on the AvatarReX dataset. Ablations further highlight contributions of the MHR template and the face-focused deformation. F3G-Avatar provides a practical, high-quality pipeline for realistic, animatable full-body avatar synthesis.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-10T19:08:46Z</published>
    <arxiv:comment>CVPRW 3DMV, 10 pages</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Willem Menu</name>
    </author>
    <author>
      <name>Erkut Akdag</name>
    </author>
    <author>
      <name>Pedro Quesado</name>
    </author>
    <author>
      <name>Yasaman Kashefbahrami</name>
    </author>
    <author>
      <name>Egor Bondarev</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.09324v1</id>
    <title>Structure-Aware Fine-Grained Gaussian Splatting for Expressive Avatar Reconstruction</title>
    <updated>2026-04-10T13:49:15Z</updated>
    <link href="https://arxiv.org/abs/2604.09324v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.09324v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing photorealistic and topology-aware human avatars from monocular videos remains a significant challenge in the fields of computer vision and graphics. While existing 3D human avatar modeling approaches can effectively capture body motion, they often fail to accurately model fine details such as hand movements and facial expressions. To address this, we propose Structure-aware Fine-grained Gaussian Splatting (SFGS), a novel method for reconstructing expressive and coherent full-body 3D human avatars from a monocular video sequence. The SFGS use both spatial-only triplane and time-aware hexplane to capture dynamic features across consecutive frames. A structure-aware gaussian module is designed to capture pose-dependent details in a spatially coherent manner and improve pose and texture expression. To better model hand deformations, we also propose a residual refinement module based on fine-grained hand reconstruction. Our method requires only a single-stage training and outperforms state-of-the-art baselines in both quantitative and qualitative evaluations, generating high-fidelity avatars with natural motion and fine details. The code is on Github: https://github.com/Su245811YZ/SFGS</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-10T13:49:15Z</published>
    <arxiv:comment>The code is on Github: https://github.com/Su245811YZ/SFGS</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuze Su</name>
    </author>
    <author>
      <name>Hongsong Wang</name>
    </author>
    <author>
      <name>Jie Gui</name>
    </author>
    <author>
      <name>Liang Wang</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/2604.07273v2</id>
    <title>GenLCA: 3D Diffusion for Full-Body Avatars from In-the-Wild Videos</title>
    <updated>2026-04-09T10:06:40Z</updated>
    <link href="https://arxiv.org/abs/2604.07273v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.07273v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present GenLCA, a diffusion-based generative model for generating and editing photorealistic full-body avatars from text and image inputs. The generated avatars are faithful to the inputs, while supporting high-fidelity facial and full-body animations. The core idea is a novel paradigm that enables training a full-body 3D diffusion model from partially observable 2D data, allowing the training dataset to scale to millions of real-world videos. This scalability contributes to the superior photorealism and generalizability of GenLCA. Specifically, we scale up the dataset by repurposing a pretrained feed-forward avatar reconstruction model as an animatable 3D tokenizer, which encodes unstructured video frames into structured 3D tokens. However, most real-world videos only provide partial observations of body parts, resulting in excessive blurring or transparency artifacts in the 3D tokens. To address this, we propose a novel visibility-aware diffusion training strategy that replaces invalid regions with learnable tokens and computes losses only over valid regions. We then train a flow-based diffusion model on the token dataset, inherently maintaining the photorealism and animatability provided by the pretrained avatar reconstruction model. Our approach effectively enables the use of large-scale real-world video data to train a diffusion model natively in 3D. We demonstrate the efficacy of our method through diverse and high-fidelity generation and editing results, outperforming existing solutions by a large margin. The project page is available at https://onethousandwu.com/GenLCA-Page.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-08T16:34:07Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yiqian Wu</name>
    </author>
    <author>
      <name>Rawal Khirodkar</name>
    </author>
    <author>
      <name>Egor Zakharov</name>
    </author>
    <author>
      <name>Timur Bagautdinov</name>
    </author>
    <author>
      <name>Lei Xiao</name>
    </author>
    <author>
      <name>Zhaoen Su</name>
    </author>
    <author>
      <name>Shunsuke Saito</name>
    </author>
    <author>
      <name>Xiaogang Jin</name>
    </author>
    <author>
      <name>Junxuan Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.02320v2</id>
    <title>Large-scale Codec Avatars: The Unreasonable Effectiveness of Large-scale Avatar Pretraining</title>
    <updated>2026-04-07T17:25:24Z</updated>
    <link href="https://arxiv.org/abs/2604.02320v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.02320v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-quality 3D avatar modeling faces a critical trade-off between fidelity and generalization. On the one hand, multi-view studio data enables high-fidelity modeling of humans with precise control over expressions and poses, but it struggles to generalize to real-world data due to limited scale and the domain gap between the studio environment and the real world. On the other hand, recent large-scale avatar models trained on millions of in-the-wild samples show promise for generalization across a wide range of identities, yet the resulting avatars are often of low-quality due to inherent 3D ambiguities. To address this, we present Large-Scale Codec Avatars (LCA), a high-fidelity, full-body 3D avatar model that generalizes to world-scale populations in a feedforward manner, enabling efficient inference. Inspired by the success of large language models and vision foundation models, we present, for the first time, a pre/post-training paradigm for 3D avatar modeling at scale: we pretrain on 1M in-the-wild videos to learn broad priors over appearance and geometry, then post-train on high-quality curated data to enhance expressivity and fidelity. LCA generalizes across hair styles, clothing, and demographics while providing precise, fine-grained facial expressions and finger-level articulation control, with strong identity preservation. Notably, we observe emergent generalization to relightability and loose garment support to unconstrained inputs, and zero-shot robustness to stylized imagery, despite the absence of direct supervision.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-02T17:58:40Z</published>
    <arxiv:comment>Accepted in CVPR2026. Website: https://junxuan-li.github.io/lca</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Junxuan Li</name>
    </author>
    <author>
      <name>Rawal Khirodkar</name>
    </author>
    <author>
      <name>Chengan He</name>
    </author>
    <author>
      <name>Zhongshi Jiang</name>
    </author>
    <author>
      <name>Giljoo Nam</name>
    </author>
    <author>
      <name>Lingchen Yang</name>
    </author>
    <author>
      <name>Jihyun Lee</name>
    </author>
    <author>
      <name>Egor Zakharov</name>
    </author>
    <author>
      <name>Zhaoen Su</name>
    </author>
    <author>
      <name>Rinat Abdrashitov</name>
    </author>
    <author>
      <name>Yuan Dong</name>
    </author>
    <author>
      <name>Julieta Martinez</name>
    </author>
    <author>
      <name>Kai Li</name>
    </author>
    <author>
      <name>Qingyang Tan</name>
    </author>
    <author>
      <name>Takaaki Shiratori</name>
    </author>
    <author>
      <name>Matthew Hu</name>
    </author>
    <author>
      <name>Peihong Guo</name>
    </author>
    <author>
      <name>Xuhua Huang</name>
    </author>
    <author>
      <name>Ariyan Zarei</name>
    </author>
    <author>
      <name>Marco Pesavento</name>
    </author>
    <author>
      <name>Yichen Xu</name>
    </author>
    <author>
      <name>He Wen</name>
    </author>
    <author>
      <name>Teng Deng</name>
    </author>
    <author>
      <name>Wyatt Borsos</name>
    </author>
    <author>
      <name>Anjali Thakrar</name>
    </author>
    <author>
      <name>Jean-Charles Bazin</name>
    </author>
    <author>
      <name>Carsten Stoll</name>
    </author>
    <author>
      <name>Ginés Hidalgo</name>
    </author>
    <author>
      <name>James Booth</name>
    </author>
    <author>
      <name>Lucy Wang</name>
    </author>
    <author>
      <name>Xiaowen Ma</name>
    </author>
    <author>
      <name>Yu Rong</name>
    </author>
    <author>
      <name>Sairanjith Thalanki</name>
    </author>
    <author>
      <name>Chen Cao</name>
    </author>
    <author>
      <name>Christian Häne</name>
    </author>
    <author>
      <name>Abhishek Kar</name>
    </author>
    <author>
      <name>Sofien Bouaziz</name>
    </author>
    <author>
      <name>Jason Saragih</name>
    </author>
    <author>
      <name>Yaser Sheikh</name>
    </author>
    <author>
      <name>Shunsuke Saito</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.15392v1</id>
    <title>Multimodal Cyber-physical Interaction in XR: Hybrid Doctoral Thesis Defense</title>
    <updated>2026-03-16T15:08:11Z</updated>
    <link href="https://arxiv.org/abs/2603.15392v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.15392v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Academic events, such as a doctoral thesis defense, are typically limited to either physical co-location or flat video conferencing, resulting in rigid participation formats and fragmented presence. We present a multimodal framework that breaks this binary by supporting a spectrum of participation - from in-person attendance to immersive virtual reality (VR) or browser access - and report our findings from using it to organize the first ever hybrid doctoral thesis defense using extended reality (XR). The framework integrates full-body motion tracking to synchronize the user's avatar motions and gestures, enabling natural interaction with onsite participants as well as body language and gestures with remote attendees in the virtual world. It leverages WebXR to provide cross-platform and instant accessibility with easy setup. User feedback analysis reveals positive VR experiences and demonstrates the framework's effectiveness in supporting various hybrid event activities.</summary>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-16T15:08:11Z</published>
    <arxiv:comment>10 pages, 3 figures, magazine paper</arxiv:comment>
    <arxiv:primary_category term="cs.MM"/>
    <author>
      <name>Ahmad Alhilal</name>
    </author>
    <author>
      <name>Kit Yung Lam</name>
    </author>
    <author>
      <name>Lik-Hang Lee</name>
    </author>
    <author>
      <name>Xuetong Wang</name>
    </author>
    <author>
      <name>Sijia Li</name>
    </author>
    <author>
      <name>Matti Siekkinen</name>
    </author>
    <author>
      <name>Tristan Braud</name>
    </author>
    <author>
      <name>Pan Hui</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.01674v2</id>
    <title>VRGaussianAvatar: Integrating 3D Gaussian Avatars into VR</title>
    <updated>2026-05-04T04:40:10Z</updated>
    <link href="https://arxiv.org/abs/2602.01674v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.01674v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present VRGaussianAvatar, an integrated system that enables real-time full-body 3D Gaussian Splatting (3DGS) avatars in virtual reality using only head-mounted display (HMD) tracking signals. The system adopts a parallel pipeline with a VR Frontend and a GA Backend. The VR Frontend uses inverse kinematics to estimate full-body pose and streams the resulting pose along with stereo camera parameters to the backend. The GA Backend stereoscopically renders a 3DGS avatar reconstructed from a single image. To improve stereo rendering efficiency, we introduce Binocular Batching, which jointly processes left and right eye views in a single batched pass to reduce redundant computation and support high-resolution VR displays. We evaluate VRGaussianAvatar with quantitative performance tests and a within-subject user study against image- and video-based mesh avatar baselines. Results show that VRGaussianAvatar sustains interactive VR performance and yields higher perceived appearance similarity, embodiment, and plausibility. Project page and source code are available at https://vrgaussianavatar.github.io.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-02-02T05:42:40Z</published>
    <arxiv:comment>Accepted as an IEEE TVCG paper at IEEE VR 2026 (journal track)</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hail Song</name>
    </author>
    <author>
      <name>Boram Yoon</name>
    </author>
    <author>
      <name>Seokhwan Yang</name>
    </author>
    <author>
      <name>Seoyoung Kang</name>
    </author>
    <author>
      <name>Hyunjeong Kim</name>
    </author>
    <author>
      <name>Henning Metzmacher</name>
    </author>
    <author>
      <name>Woontack Woo</name>
    </author>
    <arxiv:doi>10.1109/TVCG.2026.3680708</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/TVCG.2026.3680708" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.01538v1</id>
    <title>Making Avatars Interact: Towards Text-Driven Human-Object Interaction for Controllable Talking Avatars</title>
    <updated>2026-02-02T02:12:09Z</updated>
    <link href="https://arxiv.org/abs/2602.01538v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.01538v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating talking avatars is a fundamental task in video generation. Although existing methods can generate full-body talking avatars with simple human motion, extending this task to grounded human-object interaction (GHOI) remains an open challenge, requiring the avatar to perform text-aligned interactions with surrounding objects. This challenge stems from the need for environmental perception and the control-quality dilemma in GHOI generation. To address this, we propose a novel dual-stream framework, InteractAvatar, which decouples perception and planning from video synthesis for grounded human-object interaction. Leveraging detection to enhance environmental perception, we introduce a Perception and Interaction Module (PIM) to generate text-aligned interaction motions. Additionally, an Audio-Interaction Aware Generation Module (AIM) is proposed to synthesize vivid talking avatars performing object interactions. With a specially designed motion-to-video aligner, PIM and AIM share a similar network structure and enable parallel co-generation of motions and plausible videos, effectively mitigating the control-quality dilemma. Finally, we establish a benchmark, GroundedInter, for evaluating GHOI video generation. Extensive experiments and comparisons demonstrate the effectiveness of our method in generating grounded human-object interactions for talking avatars. Project page: https://interactavatar.github.io</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-02-02T02:12:09Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Youliang Zhang</name>
    </author>
    <author>
      <name>Zhengguang Zhou</name>
    </author>
    <author>
      <name>Zhentao Yu</name>
    </author>
    <author>
      <name>Ziyao Huang</name>
    </author>
    <author>
      <name>Teng Hu</name>
    </author>
    <author>
      <name>Sen Liang</name>
    </author>
    <author>
      <name>Guozhen Zhang</name>
    </author>
    <author>
      <name>Ziqiao Peng</name>
    </author>
    <author>
      <name>Shunkai Li</name>
    </author>
    <author>
      <name>Yi Chen</name>
    </author>
    <author>
      <name>Zixiang Zhou</name>
    </author>
    <author>
      <name>Yuan Zhou</name>
    </author>
    <author>
      <name>Qinglin Lu</name>
    </author>
    <author>
      <name>Xiu Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.00702v2</id>
    <title>JoyStreamer: Unlocking Highly Expressive Avatars via Harmonized Text-Audio Conditioning</title>
    <updated>2026-03-31T08:19:20Z</updated>
    <link href="https://arxiv.org/abs/2602.00702v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.00702v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing video avatar models have demonstrated impressive capabilities in scenarios such as talking, public speaking, and singing. However, the majority of these methods exhibit limited alignment with respect to text instructions, particularly when the prompts involve complex elements including large full-body movement, dynamic camera trajectory, background transitions, or human-object interactions. To break out this limitation, we present JoyAvatar, a framework capable of generating long duration avatar videos, featuring two key technical innovations. Firstly, we introduce a twin-teacher enhanced training algorithm that enables the model to transfer inherent text-controllability from the foundation model while simultaneously learning audio-visual synchronization. Secondly, during training, we dynamically modulate the strength of multi-modal conditions (e.g., audio and text) based on the distinct denoising timestep, aiming to mitigate conflicts between the heterogeneous conditioning signals. These two key designs serve to substantially expand the avatar model's capacity to generate natural, temporally coherent full-body motions and dynamic camera movements as well as preserve the basic avatar capabilities, such as accurate lip-sync and identity consistency. GSB evaluation results demonstrate that our JoyStreamer model outperforms the state-of-the-art models such as Omnihuman-1.5 and KlingAvatar 2.0. Moreover, our approach enables complex applications including multi-person dialogues and non-human subjects role-playing. Some video samples are provided on https://joystreamer.github.io/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-01-31T13:00:57Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ruikui Wang</name>
    </author>
    <author>
      <name>Jinheng Feng</name>
    </author>
    <author>
      <name>Lang Tian</name>
    </author>
    <author>
      <name>Huaishao Luo</name>
    </author>
    <author>
      <name>Chaochao Li</name>
    </author>
    <author>
      <name>Liangbo Zhou</name>
    </author>
    <author>
      <name>Huan Zhang</name>
    </author>
    <author>
      <name>Youzheng Wu</name>
    </author>
    <author>
      <name>Xiaodong He</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2601.07518v1</id>
    <title>Mon3tr: Monocular 3D Telepresence with Pre-built Gaussian Avatars as Amortization</title>
    <updated>2026-01-12T13:17:41Z</updated>
    <link href="https://arxiv.org/abs/2601.07518v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2601.07518v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Immersive telepresence aims to transform human interaction in AR/VR applications by enabling lifelike full-body holographic representations for enhanced remote collaboration. However, existing systems rely on hardware-intensive multi-camera setups and demand high bandwidth for volumetric streaming, limiting their real-time performance on mobile devices. To overcome these challenges, we propose Mon3tr, a novel Monocular 3D telepresence framework that integrates 3D Gaussian splatting (3DGS) based parametric human modeling into telepresence for the first time. Mon3tr adopts an amortized computation strategy, dividing the process into a one-time offline multi-view reconstruction phase to build a user-specific avatar and a monocular online inference phase during live telepresence sessions. A single monocular RGB camera is used to capture body motions and facial expressions in real time to drive the 3DGS-based parametric human model, significantly reducing system complexity and cost. The extracted motion and appearance features are transmitted at &lt; 0.2 Mbps over WebRTC's data channel, allowing robust adaptation to network fluctuations. On the receiver side, e.g., Meta Quest 3, we develop a lightweight 3DGS attribute deformation network to dynamically generate corrective 3DGS attribute adjustments on the pre-built avatar, synthesizing photorealistic motion and appearance at ~ 60 FPS. Extensive experiments demonstrate the state-of-the-art performance of our method, achieving a PSNR of &gt; 28 dB for novel poses, an end-to-end latency of ~ 80 ms, and &gt; 1000x bandwidth reduction compared to point-cloud streaming, while supporting real-time operation from monocular inputs across diverse scenarios. Our demos can be found at https://mon3tr3d.github.io.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-01-12T13:17:41Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Fangyu Lin</name>
    </author>
    <author>
      <name>Yingdong Hu</name>
    </author>
    <author>
      <name>Zhening Liu</name>
    </author>
    <author>
      <name>Yufan Zhuang</name>
    </author>
    <author>
      <name>Zehong Lin</name>
    </author>
    <author>
      <name>Jun Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2601.02096v2</id>
    <title>Dancing Points: Synthesizing Ballroom Dancing with Three-Point Inputs</title>
    <updated>2026-08-09T19:18:20Z</updated>
    <link href="https://arxiv.org/abs/2601.02096v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2601.02096v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Ballroom dancing is a structured yet expressive motion category. Its highly diverse movement and complex interactions between leader and follower dancers make the understanding and synthesis challenging. We demonstrate that the three-point trajectory available from a virtual reality (VR) device can effectively serve as a dancer's motion descriptor, simplifying the modeling and synthesis of interplay between dancers' full-body motions down to sparse trajectories. Thanks to the low dimensionality, we can employ an efficient MLP network to predict the follower's three-point trajectory directly from the leader's three-point input for certain types of ballroom dancing, addressing the challenge of modeling high-dimensional full-body interaction. It also prevents our method from overfitting thanks to its compact yet explicit representation. By leveraging the inherent structure of the movements and carefully planning the autoregressive procedure, we show a deterministic neural network is able to translate three-point trajectories into a virtual embodied avatar, which is typically considered under-constrained and requires generative models for common motions. In addition, we demonstrate this deterministic approach generalizes beyond small, structured datasets like ballroom dancing, and performs robustly on larger, more diverse datasets such as LaFAN. Our method provides a computationally- and data-efficient solution, opening new possibilities for immersive paired dancing applications. Code and pre-trained models for this paper are available at https://peizhuoli.github.io/dancing-points.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-01-05T13:24:12Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Peizhuo Li</name>
    </author>
    <author>
      <name>Sebastian Starke</name>
    </author>
    <author>
      <name>Yuting Ye</name>
    </author>
    <author>
      <name>Olga Sorkine-Hornung</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.21968v1</id>
    <title>Positive Narrativity Enhances Sense of Agency toward a VR Avatar</title>
    <updated>2025-12-26T10:32:38Z</updated>
    <link href="https://arxiv.org/abs/2512.21968v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.21968v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The full-body illusion (FBI) refers to the experience of perceiving a virtual avatar as one's own body. In virtual reality (VR) environments, inducing the FBI has been shown to modulate users' bodily experiences and behavior. Previous studies have demonstrated that embodying avatars with specific characteristics can influence users' actions, largely through the activation of implicit stereotypes. However, few studies have explicitly manipulated users' impressions of an avatar by introducing narrative context. The present study investigated how avatar narrativity, induced through contextual narratives, affects the FBI. Healthy participants embodied a powerful artificial lifeform avatar in VR after listening to either a positive narrative, in which the avatar used its abilities to protect others, or a negative narrative, in which it misused its power. Participants' impressions of the avatar and indices of bodily self-consciousness were subsequently assessed. The results showed that positive narratives significantly enhanced the sense of agency (SoA), and that SoA was positively correlated with participants' perceived personal familiarity with the avatar. These findings suggest that the avatar narrativity can modulate embodiment in VR.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-12-26T10:32:38Z</published>
    <arxiv:comment>11 pages,4 figures</arxiv:comment>
    <arxiv:primary_category term="cs.HC"/>
    <arxiv:journal_ref>Frontiers in Psychology, 17:1775907, 2026</arxiv:journal_ref>
    <author>
      <name>Kureha Hamagashira</name>
    </author>
    <author>
      <name>Miyuki Azuma</name>
    </author>
    <author>
      <name>Sotaro Shimada</name>
    </author>
    <arxiv:doi>10.3389/fpsyg.2026.1775907</arxiv:doi>
    <link rel="related" href="https://doi.org/10.3389/fpsyg.2026.1775907" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.17143v3</id>
    <title>Pro-Pose: Unpaired Full-Body Portrait Synthesis via Canonical UV Maps</title>
    <updated>2026-07-06T19:11:28Z</updated>
    <link href="https://arxiv.org/abs/2512.17143v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.17143v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Photographs of people taken by professional photographers typically present the person in beautiful lighting, with an interesting pose, and flattering quality. This is unlike common photos people take of themselves in uncontrolled conditions. In this paper, we explore how to canonicalize a person's 'in-the-wild' photograph into a controllable, high-fidelity avatar -- reposed in a simple environment with standardized minimal clothing. A key challenge is preserving the person's unique whole-body identity, facial features, and body shape while stripping away the complex occlusions of their original garments. While a large paired dataset of the same person in varied clothing and poses would simplify this, such data does not exist. To that end, we propose two key insights: 1) Our method transforms the input photo into a canonical full-body UV space, which we couple with a novel reposing methodology to model occlusions and synthesize novel views. Operating in UV space allows us to decouple pose from appearance and leverage massive unpaired datasets. 2) We personalize the output photo via multi-image finetuning to ensure robust identity preservation under extreme pose changes. Our approach yields high-quality, reposed portraits that achieve strong quantitative performance on real-world imagery, providing an ideal, clean biometric canvas that significantly improves the fidelity of downstream applications like Virtual Try-On (VTO).</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-12-19T00:40:53Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Sandeep Mishra</name>
    </author>
    <author>
      <name>Yasamin Jafarian</name>
    </author>
    <author>
      <name>Andreas Lugmayr</name>
    </author>
    <author>
      <name>Yingwei Li</name>
    </author>
    <author>
      <name>Varsha Ramakrishnan</name>
    </author>
    <author>
      <name>Srivatsan Varadharajan</name>
    </author>
    <author>
      <name>Alan C. Bovik</name>
    </author>
    <author>
      <name>Ira Kemelmacher-Shlizerman</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2511.22553v2</id>
    <title>Bringing Your Portrait to 3D Presence</title>
    <updated>2026-04-04T14:46:30Z</updated>
    <link href="https://arxiv.org/abs/2511.22553v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2511.22553v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a unified framework for reconstructing animatable 3D human avatars from a single portrait across head, half-body, and full-body inputs. Our method tackles three bottlenecks: pose- and framing-sensitive feature representations, limited scalable data, and unreliable proxy-mesh estimation. We introduce a Dual-UV representation that maps image features to a canonical UV space via Core-UV and Shell-UV branches, eliminating pose- and framing-induced token shifts. We also build a factorized synthetic data manifold combining 2D generative diversity with geometry-consistent 3D renderings, supported by a training scheme that improves realism and identity consistency. A robust proxy-mesh tracker maintains stability under partial visibility. Together, these components enable strong in-the-wild generalization. Trained only on half-body synthetic data, our model achieves state-of-the-art head and upper-body reconstruction and competitive full-body results. Extensive experiments and analyses further validate the effectiveness of our approach.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-27T15:42:07Z</published>
    <arxiv:comment>project page: https://zjwfufu.github.io/HuaPi-Page/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jiawei Zhang</name>
    </author>
    <author>
      <name>Lei Chu</name>
    </author>
    <author>
      <name>Jiahao Li</name>
    </author>
    <author>
      <name>Zhenyu Zang</name>
    </author>
    <author>
      <name>Chong Li</name>
    </author>
    <author>
      <name>Xiao Li</name>
    </author>
    <author>
      <name>Xun Cao</name>
    </author>
    <author>
      <name>Hao Zhu</name>
    </author>
    <author>
      <name>Yan Lu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2511.12935v2</id>
    <title>PFAvatar: Pose-Fusion 3D Personalized Avatar Reconstruction from Real-World Outfit-of-the-Day Photos</title>
    <updated>2025-11-18T05:47:59Z</updated>
    <link href="https://arxiv.org/abs/2511.12935v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2511.12935v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose PFAvatar (Pose-Fusion Avatar), a new method that reconstructs high-quality 3D avatars from Outfit of the Day(OOTD) photos, which exhibit diverse poses, occlusions, and complex backgrounds. Our method consists of two stages: (1) fine-tuning a pose-aware diffusion model from few-shot OOTD examples and (2) distilling a 3D avatar represented by a neural radiance field (NeRF). In the first stage, unlike previous methods that segment images into assets (e.g., garments, accessories) for 3D assembly, which is prone to inconsistency, we avoid decomposition and directly model the full-body appearance. By integrating a pre-trained ControlNet for pose estimation and a novel Condition Prior Preservation Loss (CPPL), our method enables end-to-end learning of fine details while mitigating language drift in few-shot training. Our method completes personalization in just 5 minutes, achieving a 48x speed-up compared to previous approaches. In the second stage, we introduce a NeRF-based avatar representation optimized by canonical SMPL-X space sampling and Multi-Resolution 3D-SDS. Compared to mesh-based representations that suffer from resolution-dependent discretization and erroneous occluded geometry, our continuous radiance field can preserve high-frequency textures (e.g., hair) and handle occlusions correctly through transmittance. Experiments demonstrate that PFAvatar outperforms state-of-the-art methods in terms of reconstruction fidelity, detail preservation, and robustness to occlusions/truncations, advancing practical 3D avatar generation from real-world OOTD albums. In addition, the reconstructed 3D avatar supports downstream applications such as virtual try-on, animation, and human video reenactment, further demonstrating the versatility and practical value of our approach.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-17T03:40:43Z</published>
    <arxiv:comment>Accepted by AAAI 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Dianbing Xi</name>
    </author>
    <author>
      <name>Guoyuan An</name>
    </author>
    <author>
      <name>Jingsen Zhu</name>
    </author>
    <author>
      <name>Zhijian Liu</name>
    </author>
    <author>
      <name>Yuan Liu</name>
    </author>
    <author>
      <name>Ruiyuan Zhang</name>
    </author>
    <author>
      <name>Jiayuan Lu</name>
    </author>
    <author>
      <name>Yuchi Huo</name>
    </author>
    <author>
      <name>Rui Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2511.07860v1</id>
    <title>TouchWalker: Real-Time Avatar Locomotion from Touchscreen Finger Walking</title>
    <updated>2025-11-11T05:51:28Z</updated>
    <link href="https://arxiv.org/abs/2511.07860v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2511.07860v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present TouchWalker, a real-time system for controlling full-body avatar locomotion using finger-walking gestures on a touchscreen. The system comprises two main components: TouchWalker-MotionNet, a neural motion generator that synthesizes full-body avatar motion on a per-frame basis from temporally sparse two-finger input, and TouchWalker-UI, a compact touch interface that interprets user touch input to avatar-relative foot positions. Unlike prior systems that rely on symbolic gesture triggers or predefined motion sequences, TouchWalker uses its neural component to generate continuous, context-aware full-body motion on a per-frame basis-including airborne phases such as running, even without input during mid-air steps-enabling more expressive and immediate interaction. To ensure accurate alignment between finger contacts and avatar motion, it employs a MoE-GRU architecture with a dedicated foot-alignment loss. We evaluate TouchWalker in a user study comparing it to a virtual joystick baseline with predefined motion across diverse locomotion tasks. Results show that TouchWalker improves users' sense of embodiment, enjoyment, and immersion.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-11T05:51:28Z</published>
    <arxiv:comment>Accepted to ISMAR 2025</arxiv:comment>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Geuntae Park</name>
    </author>
    <author>
      <name>Jiwon Yi</name>
    </author>
    <author>
      <name>Taehyun Rhee</name>
    </author>
    <author>
      <name>Kwanguk Kim</name>
    </author>
    <author>
      <name>Yoonsang Lee</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2509.17654v3</id>
    <title>Clothing agnostic Pre-inpainting Virtual Try-ON</title>
    <updated>2025-11-19T04:24:39Z</updated>
    <link href="https://arxiv.org/abs/2509.17654v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2509.17654v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>With the development of deep learning technology, virtual try-on technology has devel-oped important application value in the fields of e-commerce, fashion, and entertainment. The recently proposed Leffa technology has addressed the texture distortion problem of diffusion-based models, but there are limitations in that the bottom detection inaccuracy and the existing clothing silhouette persist in the synthesis results. To solve this problem, this study proposes CaP-VTON (Clothing Agnostic Pre-Inpainting Virtual Try-On). CaP-VTON integrates DressCode-based multi-category masking and Stable Diffu-sion-based skin inflation preprocessing; in particular, a generated skin module was in-troduced to solve skin restoration problems that occur when long-sleeved images are con-verted to short-sleeved or sleeveless ones, introducing a preprocessing structure that im-proves the naturalness and consistency of full-body clothing synthesis, and allowing the implementation of high-quality restoration considering human posture and color. As a result, CaP-VTON achieved 92.5%, which is 15.4% better than Leffa, in short-sleeved syn-thesis accuracy, and consistently reproduced the style and shape of the reference clothing in visual evaluation. These structures maintain model-agnostic properties and are appli-cable to various diffusion-based virtual inspection systems; they can also contribute to applications that require high-precision virtual wearing, such as e-commerce, custom styling, and avatar creation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-09-22T11:58:20Z</published>
    <arxiv:comment>Github : https://github.com/DevChoco/CAP-VTON</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Sehyun Kim</name>
    </author>
    <author>
      <name>Hye Jun Lee</name>
    </author>
    <author>
      <name>Jiwoo Lee</name>
    </author>
    <author>
      <name>Taemin Lee</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2509.13013v1</id>
    <title>Dream3DAvatar: Text-Controlled 3D Avatar Reconstruction from a Single Image</title>
    <updated>2025-09-16T12:36:00Z</updated>
    <link href="https://arxiv.org/abs/2509.13013v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2509.13013v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>With the rapid advancement of 3D representation techniques and generative models, substantial progress has been made in reconstructing full-body 3D avatars from a single image. However, this task remains fundamentally ill-posedness due to the limited information available from monocular input, making it difficult to control the geometry and texture of occluded regions during generation. To address these challenges, we redesign the reconstruction pipeline and propose Dream3DAvatar, an efficient and text-controllable two-stage framework for 3D avatar generation. In the first stage, we develop a lightweight, adapter-enhanced multi-view generation model. Specifically, we introduce the Pose-Adapter to inject SMPL-X renderings and skeletal information into SDXL, enforcing geometric and pose consistency across views. To preserve facial identity, we incorporate ID-Adapter-G, which injects high-resolution facial features into the generation process. Additionally, we leverage BLIP2 to generate high-quality textual descriptions of the multi-view images, enhancing text-driven controllability in occluded regions. In the second stage, we design a feedforward Transformer model equipped with a multi-view feature fusion module to reconstruct high-fidelity 3D Gaussian Splat representations (3DGS) from the generated images. Furthermore, we introduce ID-Adapter-R, which utilizes a gating mechanism to effectively fuse facial features into the reconstruction process, improving high-frequency detail recovery. Extensive experiments demonstrate that our method can generate realistic, animation-ready 3D avatars without any post-processing and consistently outperforms existing baselines across multiple evaluation metrics.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-09-16T12:36:00Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Gaofeng Liu</name>
    </author>
    <author>
      <name>Hengsen Li</name>
    </author>
    <author>
      <name>Ruoyu Gao</name>
    </author>
    <author>
      <name>Xuetong Li</name>
    </author>
    <author>
      <name>Zhiyuan Ma</name>
    </author>
    <author>
      <name>Tao Fang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2508.19518v1</id>
    <title>Fast Texture Transfer for XR Avatars via Barycentric UV Conversion</title>
    <updated>2025-08-27T02:14:18Z</updated>
    <link href="https://arxiv.org/abs/2508.19518v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2508.19518v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a fast and efficient method for transferring facial textures onto SMPL-X-based full-body avatars. Unlike conventional affine-transform methods that are slow and prone to visual artifacts, our method utilizes a barycentric UV conversion technique. Our approach precomputes the entire UV mapping into a single transformation matrix, enabling texture transfer in a single operation. This results in a speedup of over 7000x compared to the baseline, while also significantly improving the final texture quality by eliminating boundary artifacts. Through quantitative and qualitative evaluations, we demonstrate that our method offers a practical solution for personalization in immersive XR applications. The code is available online.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-08-27T02:14:18Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Hail Song</name>
    </author>
    <author>
      <name>Seokhwan Yang</name>
    </author>
    <author>
      <name>Woontack Woo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2506.23739v1</id>
    <title>Validation of AI-Based 3D Human Pose Estimation in a Cyber-Physical Environment</title>
    <updated>2025-06-30T11:27:22Z</updated>
    <link href="https://arxiv.org/abs/2506.23739v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2506.23739v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Ensuring safe and realistic interactions between automated driving systems and vulnerable road users (VRUs) in urban environments requires advanced testing methodologies. This paper presents a test environment that combines a Vehiclein-the-Loop (ViL) test bench with a motion laboratory, demonstrating the feasibility of cyber-physical (CP) testing of vehicle-pedestrian and vehicle-cyclist interactions. Building upon previous work focused on pedestrian localization, we further validate a human pose estimation (HPE) approach through a comparative analysis of real-world (RW) and virtual representations of VRUs. The study examines the perception of full-body motion using a commercial monocular camera-based 3Dskeletal detection AI. The virtual scene is generated in Unreal Engine 5, where VRUs are animated in real time and projected onto a screen to stimulate the camera. The proposed stimulation technique ensures the correct perspective, enabling realistic vehicle perception. To assess the accuracy and consistency of HPE across RW and CP domains, we analyze the reliability of detections as well as variations in movement trajectories and joint estimation stability. The validation includes dynamic test scenarios where human avatars, both walking and cycling, are monitored under controlled conditions. Our results show a strong alignment in HPE between RW and CP test conditions for stable motion patterns, while notable inaccuracies persist under dynamic movements and occlusions, particularly for complex cyclist postures. These findings contribute to refining CP testing approaches for evaluating next-generation AI-based vehicle perception and to enhancing interaction models of automated vehicles and VRUs in CP environments.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CE" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-06-30T11:27:22Z</published>
    <arxiv:comment>6 pages, 5 figures, Preprint for 2025 IEEE IAVVC (International Automated Vehicle Validation Conference)</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Lisa Marie Otto</name>
    </author>
    <author>
      <name>Michael Kaiser</name>
    </author>
    <author>
      <name>Daniel Seebacher</name>
    </author>
    <author>
      <name>Steffen Müller</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2505.15385v1</id>
    <title>EVA: Expressive Virtual Avatars from Multi-view Videos</title>
    <updated>2025-05-21T11:22:52Z</updated>
    <link href="https://arxiv.org/abs/2505.15385v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2505.15385v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>With recent advancements in neural rendering and motion capture algorithms, remarkable progress has been made in photorealistic human avatar modeling, unlocking immense potential for applications in virtual reality, augmented reality, remote communication, and industries such as gaming, film, and medicine. However, existing methods fail to provide complete, faithful, and expressive control over human avatars due to their entangled representation of facial expressions and body movements. In this work, we introduce Expressive Virtual Avatars (EVA), an actor-specific, fully controllable, and expressive human avatar framework that achieves high-fidelity, lifelike renderings in real time while enabling independent control of facial expressions, body movements, and hand gestures. Specifically, our approach designs the human avatar as a two-layer model: an expressive template geometry layer and a 3D Gaussian appearance layer. First, we present an expressive template tracking algorithm that leverages coarse-to-fine optimization to accurately recover body motions, facial expressions, and non-rigid deformation parameters from multi-view videos. Next, we propose a novel decoupled 3D Gaussian appearance model designed to effectively disentangle body and facial appearance. Unlike unified Gaussian estimation approaches, our method employs two specialized and independent modules to model the body and face separately. Experimental results demonstrate that EVA surpasses state-of-the-art methods in terms of rendering quality and expressiveness, validating its effectiveness in creating full-body avatars. This work represents a significant advancement towards fully drivable digital human models, enabling the creation of lifelike digital avatars that faithfully replicate human geometry and appearance.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-05-21T11:22:52Z</published>
    <arxiv:comment>Accepted at SIGGRAPH 2025 Conference Track, Project page: https://vcai.mpi-inf.mpg.de/projects/EVA/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hendrik Junkawitsch</name>
    </author>
    <author>
      <name>Guoxing Sun</name>
    </author>
    <author>
      <name>Heming Zhu</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2505.08293v2</id>
    <title>M3G: Multi-Granular Gesture Generator for Audio-Driven Full-Body Human Motion Synthesis</title>
    <updated>2025-05-19T14:01:45Z</updated>
    <link href="https://arxiv.org/abs/2505.08293v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2505.08293v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating full-body human gestures encompassing face, body, hands, and global movements from audio is a valuable yet challenging task in virtual avatar creation. Previous systems focused on tokenizing the human gestures framewisely and predicting the tokens of each frame from the input audio. However, one observation is that the number of frames required for a complete expressive human gesture, defined as granularity, varies among different human gesture patterns. Existing systems fail to model these gesture patterns due to the fixed granularity of their gesture tokens. To solve this problem, we propose a novel framework named Multi-Granular Gesture Generator (M3G) for audio-driven holistic gesture generation. In M3G, we propose a novel Multi-Granular VQ-VAE (MGVQ-VAE) to tokenize motion patterns and reconstruct motion sequences from different temporal granularities. Subsequently, we proposed a multi-granular token predictor that extracts multi-granular information from audio and predicts the corresponding motion tokens. Then M3G reconstructs the human gestures from the predicted tokens using the MGVQ-VAE. Both objective and subjective experiments demonstrate that our proposed M3G framework outperforms the state-of-the-art methods in terms of generating natural and expressive full-body human gestures.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.AS" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-05-13T07:16:58Z</published>
    <arxiv:comment>9 Pages, 4 figures</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Zhizhuo Yin</name>
    </author>
    <author>
      <name>Yuk Hang Tsui</name>
    </author>
    <author>
      <name>Pan Hui</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2505.06411v1</id>
    <title>MAGE:A Multi-stage Avatar Generator with Sparse Observations</title>
    <updated>2025-05-09T20:21:00Z</updated>
    <link href="https://arxiv.org/abs/2505.06411v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2505.06411v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Inferring full-body poses from Head Mounted Devices, which capture only 3-joint observations from the head and wrists, is a challenging task with wide AR/VR applications. Previous attempts focus on learning one-stage motion mapping and thus suffer from an over-large inference space for unobserved body joint motions. This often leads to unsatisfactory lower-body predictions and poor temporal consistency, resulting in unrealistic or incoherent motion sequences. To address this, we propose a powerful Multi-stage Avatar GEnerator named MAGE that factorizes this one-stage direct motion mapping learning with a progressive prediction strategy. Specifically, given initial 3-joint motions, MAGE gradually inferring multi-scale body part poses at different abstract granularity levels, starting from a 6-part body representation and gradually refining to 22 joints. With decreasing abstract levels step by step, MAGE introduces more motion context priors from former prediction stages and thus improves realistic motion completion with richer constraint conditions and less ambiguity. Extensive experiments on large-scale datasets verify that MAGE significantly outperforms state-of-the-art methods with better accuracy and continuity.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-05-09T20:21:00Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Fangyu Du</name>
    </author>
    <author>
      <name>Yang Yang</name>
    </author>
    <author>
      <name>Xuehao Gao</name>
    </author>
    <author>
      <name>Hongye Hou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2504.05265v1</id>
    <title>From Sparse Signal to Smooth Motion: Real-Time Motion Generation with Rolling Prediction Models</title>
    <updated>2025-04-07T17:00:34Z</updated>
    <link href="https://arxiv.org/abs/2504.05265v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2504.05265v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>In extended reality (XR), generating full-body motion of the users is important to understand their actions, drive their virtual avatars for social interaction, and convey a realistic sense of presence. While prior works focused on spatially sparse and always-on input signals from motion controllers, many XR applications opt for vision-based hand tracking for reduced user friction and better immersion. Compared to controllers, hand tracking signals are less accurate and can even be missing for an extended period of time. To handle such unreliable inputs, we present Rolling Prediction Model (RPM), an online and real-time approach that generates smooth full-body motion from temporally and spatially sparse input signals. Our model generates 1) accurate motion that matches the inputs (i.e., tracking mode) and 2) plausible motion when inputs are missing (i.e., synthesis mode). More importantly, RPM generates seamless transitions from tracking to synthesis, and vice versa. To demonstrate the practical importance of handling noisy and missing inputs, we present GORP, the first dataset of realistic sparse inputs from a commercial virtual reality (VR) headset with paired high quality body motion ground truth. GORP provides &gt;14 hours of VR gameplay data from 28 people using motion controllers (spatially sparse) and hand tracking (spatially and temporally sparse). We benchmark RPM against the state of the art on both synthetic data and GORP to highlight how we can bridge the gap for real-world applications with a realistic dataset and by handling unreliable input signals. Our code, pretrained models, and GORP dataset are available in the project webpage.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-04-07T17:00:34Z</published>
    <arxiv:comment>Published in CVPR'25. Webpage: https://barquerogerman.github.io/RPM/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>German Barquero</name>
    </author>
    <author>
      <name>Nadine Bertsch</name>
    </author>
    <author>
      <name>Manojkumar Marramreddy</name>
    </author>
    <author>
      <name>Carlos Chacón</name>
    </author>
    <author>
      <name>Filippo Arcadu</name>
    </author>
    <author>
      <name>Ferran Rigual</name>
    </author>
    <author>
      <name>Nicky Sijia He</name>
    </author>
    <author>
      <name>Cristina Palmero</name>
    </author>
    <author>
      <name>Sergio Escalera</name>
    </author>
    <author>
      <name>Yuting Ye</name>
    </author>
    <author>
      <name>Robin Kips</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2503.17032v2</id>
    <title>TaoAvatar: Real-Time Lifelike Full-Body Talking Avatars for Augmented Reality via 3D Gaussian Splatting</title>
    <updated>2025-07-23T11:42:41Z</updated>
    <link href="https://arxiv.org/abs/2503.17032v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2503.17032v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Realistic 3D full-body talking avatars hold great potential in AR, with applications ranging from e-commerce live streaming to holographic communication. Despite advances in 3D Gaussian Splatting (3DGS) for lifelike avatar creation, existing methods struggle with fine-grained control of facial expressions and body movements in full-body talking tasks. Additionally, they often lack sufficient details and cannot run in real-time on mobile devices. We present TaoAvatar, a high-fidelity, lightweight, 3DGS-based full-body talking avatar driven by various signals. Our approach starts by creating a personalized clothed human parametric template that binds Gaussians to represent appearances. We then pre-train a StyleUnet-based network to handle complex pose-dependent non-rigid deformation, which can capture high-frequency appearance details but is too resource-intensive for mobile devices. To overcome this, we "bake" the non-rigid deformations into a lightweight MLP-based network using a distillation technique and develop blend shapes to compensate for details. Extensive experiments show that TaoAvatar achieves state-of-the-art rendering quality while running in real-time across various devices, maintaining 90 FPS on high-definition stereo devices such as the Apple Vision Pro.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-03-21T10:40:37Z</published>
    <arxiv:comment>Accepted by CVPR 2025 (Highlight), project page: https://PixelAI-Team.github.io/TaoAvatar</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jianchuan Chen</name>
    </author>
    <author>
      <name>Jingchuan Hu</name>
    </author>
    <author>
      <name>Gaige Wang</name>
    </author>
    <author>
      <name>Zhonghua Jiang</name>
    </author>
    <author>
      <name>Tiansong Zhou</name>
    </author>
    <author>
      <name>Zhiwen Chen</name>
    </author>
    <author>
      <name>Chengfei Lv</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2501.14726v1</id>
    <title>Relightable Full-Body Gaussian Codec Avatars</title>
    <updated>2025-01-24T18:59:15Z</updated>
    <link href="https://arxiv.org/abs/2501.14726v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2501.14726v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-01-24T18:59:15Z</published>
    <arxiv:comment>14 pages, 9 figures. Project page: https://neuralbodies.github.io/RFGCA</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Shaofei Wang</name>
    </author>
    <author>
      <name>Tomas Simon</name>
    </author>
    <author>
      <name>Igor Santesteban</name>
    </author>
    <author>
      <name>Timur Bagautdinov</name>
    </author>
    <author>
      <name>Junxuan Li</name>
    </author>
    <author>
      <name>Vasu Agrawal</name>
    </author>
    <author>
      <name>Fabian Prada</name>
    </author>
    <author>
      <name>Shoou-I Yu</name>
    </author>
    <author>
      <name>Pace Nalbone</name>
    </author>
    <author>
      <name>Matt Gramlich</name>
    </author>
    <author>
      <name>Roman Lubachersky</name>
    </author>
    <author>
      <name>Chenglei Wu</name>
    </author>
    <author>
      <name>Javier Romero</name>
    </author>
    <author>
      <name>Jason Saragih</name>
    </author>
    <author>
      <name>Michael Zollhoefer</name>
    </author>
    <author>
      <name>Andreas Geiger</name>
    </author>
    <author>
      <name>Siyu Tang</name>
    </author>
    <author>
      <name>Shunsuke Saito</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2412.15171v4</id>
    <title>SqueezeMe: Mobile-Ready Distillation of Gaussian Full-Body Avatars</title>
    <updated>2025-06-27T18:35:11Z</updated>
    <link href="https://arxiv.org/abs/2412.15171v4" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2412.15171v4" rel="related" type="application/pdf" title="pdf"/>
    <summary>Gaussian-based human avatars have achieved an unprecedented level of visual fidelity. However, existing approaches based on high-capacity neural networks typically require a desktop GPU to achieve real-time performance for a single avatar, and it remains non-trivial to animate and render such avatars on mobile devices including a standalone VR headset due to substantially limited memory and computational bandwidth. In this paper, we present SqueezeMe, a simple and highly effective framework to convert high-fidelity 3D Gaussian full-body avatars into a lightweight representation that supports both animation and rendering with mobile-grade compute. Our key observation is that the decoding of pose-dependent Gaussian attributes from a neural network creates non-negligible memory and computational overhead. Inspired by blendshapes and linear pose correctives widely used in Computer Graphics, we address this by distilling the pose correctives learned with neural networks into linear layers. Moreover, we further reduce the parameters by sharing the correctives among nearby Gaussians. Combining them with a custom splatting pipeline based on Vulkan, we achieve, for the first time, simultaneous animation and rendering of 3 Gaussian avatars in real-time (72 FPS) on a Meta Quest 3 VR headset. Demo videos are available at https://forresti.github.io/squeezeme.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-12-19T18:46:55Z</published>
    <arxiv:comment>Accepted to SIGGRAPH 2025</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Forrest Iandola</name>
    </author>
    <author>
      <name>Stanislav Pidhorskyi</name>
    </author>
    <author>
      <name>Igor Santesteban</name>
    </author>
    <author>
      <name>Divam Gupta</name>
    </author>
    <author>
      <name>Anuj Pahuja</name>
    </author>
    <author>
      <name>Nemanja Bartolovic</name>
    </author>
    <author>
      <name>Frank Yu</name>
    </author>
    <author>
      <name>Emanuel Garbin</name>
    </author>
    <author>
      <name>Tomas Simon</name>
    </author>
    <author>
      <name>Shunsuke Saito</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2412.14963v2</id>
    <title>IDOL: Instant Photorealistic 3D Human Creation from a Single Image</title>
    <updated>2025-03-25T03:48:17Z</updated>
    <link href="https://arxiv.org/abs/2412.14963v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2412.14963v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating a high-fidelity, animatable 3D full-body avatar from a single image is a challenging task due to the diverse appearance and poses of humans and the limited availability of high-quality training data. To achieve fast and high-quality human reconstruction, this work rethinks the task from the perspectives of dataset, model, and representation. First, we introduce a large-scale HUman-centric GEnerated dataset, HuGe100K, consisting of 100K diverse, photorealistic sets of human images. Each set contains 24-view frames in specific human poses, generated using a pose-controllable image-to-multi-view model. Next, leveraging the diversity in views, poses, and appearances within HuGe100K, we develop a scalable feed-forward transformer model to predict a 3D human Gaussian representation in a uniform space from a given human image. This model is trained to disentangle human pose, body shape, clothing geometry, and texture. The estimated Gaussians can be animated without post-processing. We conduct comprehensive experiments to validate the effectiveness of the proposed dataset and method. Our model demonstrates the ability to efficiently reconstruct photorealistic humans at 1K resolution from a single input image using a single GPU instantly. Additionally, it seamlessly supports various applications, as well as shape and texture editing tasks. Project page: https://yiyuzhuang.github.io/IDOL/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-12-19T15:43:05Z</published>
    <arxiv:comment>22 pages, 16 figures, includes main content, supplementary materials, and references</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>CVPR 2025</arxiv:journal_ref>
    <author>
      <name>Yiyu Zhuang</name>
    </author>
    <author>
      <name>Jiaxi Lv</name>
    </author>
    <author>
      <name>Hao Wen</name>
    </author>
    <author>
      <name>Qing Shuai</name>
    </author>
    <author>
      <name>Ailing Zeng</name>
    </author>
    <author>
      <name>Hao Zhu</name>
    </author>
    <author>
      <name>Shifeng Chen</name>
    </author>
    <author>
      <name>Yujiu Yang</name>
    </author>
    <author>
      <name>Xun Cao</name>
    </author>
    <author>
      <name>Wei Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2410.23800v1</id>
    <title>SOAR: Self-Occluded Avatar Recovery from a Single Video In the Wild</title>
    <updated>2024-10-31T10:35:59Z</updated>
    <link href="https://arxiv.org/abs/2410.23800v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2410.23800v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Self-occlusion is common when capturing people in the wild, where the performer do not follow predefined motion scripts. This challenges existing monocular human reconstruction systems that assume full body visibility. We introduce Self-Occluded Avatar Recovery (SOAR), a method for complete human reconstruction from partial observations where parts of the body are entirely unobserved. SOAR leverages structural normal prior and generative diffusion prior to address such an ill-posed reconstruction problem. For structural normal prior, we model human with an reposable surfel model with well-defined and easily readable shapes. For generative diffusion prior, we perform an initial reconstruction and refine it using score distillation. On various benchmarks, we show that SOAR performs favorably than state-of-the-art reconstruction and generation methods, and on-par comparing to concurrent works. Additional video results and code are available at https://soar-avatar.github.io/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-10-31T10:35:59Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhuoyang Pan</name>
    </author>
    <author>
      <name>Angjoo Kanazawa</name>
    </author>
    <author>
      <name>Hang Gao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2410.21894v1</id>
    <title>Effects of Human Avatar Representation in Virtual Reality on Inter-Brain Connection</title>
    <updated>2024-10-29T09:37:10Z</updated>
    <link href="https://arxiv.org/abs/2410.21894v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2410.21894v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Increasing advances in affordable consumer hardware and accessible software frameworks are now bringing Virtual Reality (VR) to the masses. Especially collaborative VR applications where different people can work together are gaining momentum. In this context, human avatars and their representations are a crucial aspect of collaborative VR applications as they represent a digital twin of the end-users and determine how one is perceived in a virtual environment. When it comes to the effect of avatar representation on the end-users of collaborative VR applications, so far mostly questionnaires have been used to assess the quality of avatar representations. A promising alternative to objectively measure the effect of avatar representation is the investigation of inter-brain connections during the usage of a collaborative VR application. However, the combination of immersive VR applications and inter-brain connections has not been fully researched yet. Thus, our work investigates how different human avatar representations (real (RL), full-body (FB), and head-hand (HH)) affect inter-brain connections. For this purpose, we have designed and conducted a hyperscanning study with eight pairs. The main results of our hyperscanning study show that the number of significant sensor pairs was the highest in the RL, medium in the FB, and lowest in the HH condition indicating that an avatar that looks more like a real human enables more significant sensor pairs to appear in an EEG analysis.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-10-29T09:37:10Z</published>
    <arxiv:comment>Paper Preprint, accepted at the 8th International Conference on Artificial Intelligence and Virtual Reality (AIVR 24)</arxiv:comment>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Enes Yigitbas</name>
    </author>
    <author>
      <name>Christian Kaltschmidt</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2410.07164v1</id>
    <title>AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation</title>
    <updated>2024-10-09T17:58:56Z</updated>
    <link href="https://arxiv.org/abs/2410.07164v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2410.07164v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce AvatarGO, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, 1) for the ''where'' challenge, we propose LLM-guided contact retargeting, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. 2) For the ''how'' challenge, we introduce correspondence-aware motion optimization that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-10-09T17:58:56Z</published>
    <arxiv:comment>Project page: https://yukangcao.github.io/AvatarGO/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yukang Cao</name>
    </author>
    <author>
      <name>Liang Pan</name>
    </author>
    <author>
      <name>Kai Han</name>
    </author>
    <author>
      <name>Kwan-Yee K. Wong</name>
    </author>
    <author>
      <name>Ziwei Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2409.16404v1</id>
    <title>FastTalker: Jointly Generating Speech and Conversational Gestures from Text</title>
    <updated>2024-09-24T19:06:18Z</updated>
    <link href="https://arxiv.org/abs/2409.16404v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2409.16404v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating 3D human gestures and speech from a text script is critical for creating realistic talking avatars. One solution is to leverage separate pipelines for text-to-speech (TTS) and speech-to-gesture (STG), but this approach suffers from poor alignment of speech and gestures and slow inference times. In this paper, we introduce FastTalker, an efficient and effective framework that simultaneously generates high-quality speech audio and 3D human gestures at high inference speeds. Our key insight is reusing the intermediate features from speech synthesis for gesture generation, as these features contain more precise rhythmic information than features re-extracted from generated speech. Specifically, 1) we propose an end-to-end framework that concurrently generates speech waveforms and full-body gestures, using intermediate speech features such as pitch, onset, energy, and duration directly for gesture decoding; 2) we redesign the causal network architecture to eliminate dependencies on future inputs for real applications; 3) we employ Reinforcement Learning-based Neural Architecture Search (NAS) to enhance both performance and inference speed by optimizing our network architecture. Experimental results on the BEAT2 dataset demonstrate that FastTalker achieves state-of-the-art performance in both speech synthesis and gesture generation, processing speech and gestures in 0.17 seconds per second on an NVIDIA 3090.</summary>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.AS" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-09-24T19:06:18Z</published>
    <arxiv:comment>European Conference on Computer Vision Workshop</arxiv:comment>
    <arxiv:primary_category term="cs.MM"/>
    <author>
      <name>Zixin Guo</name>
    </author>
    <author>
      <name>Jian Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2410.01835v2</id>
    <title>EgoAvatar: Egocentric View-Driven and Photorealistic Full-body Avatars</title>
    <updated>2024-10-08T23:01:58Z</updated>
    <link href="https://arxiv.org/abs/2410.01835v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2410.01835v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Immersive VR telepresence ideally means being able to interact and communicate with digital avatars that are indistinguishable from and precisely reflect the behaviour of their real counterparts. The core technical challenge is two fold: Creating a digital double that faithfully reflects the real human and tracking the real human solely from egocentric sensing devices that are lightweight and have a low energy consumption, e.g. a single RGB camera. Up to date, no unified solution to this problem exists as recent works solely focus on egocentric motion capture, only model the head, or build avatars from multi-view captures. In this work, we, for the first time in literature, propose a person-specific egocentric telepresence approach, which jointly models the photoreal digital avatar while also driving it from a single egocentric video. We first present a character model that is animatible, i.e. can be solely driven by skeletal motion, while being capable of modeling geometry and appearance. Then, we introduce a personalized egocentric motion capture component, which recovers full-body motion from an egocentric video. Finally, we apply the recovered pose to our character model and perform a test-time mesh refinement such that the geometry faithfully projects onto the egocentric view. To validate our design choices, we propose a new and challenging benchmark, which provides paired egocentric and dense multi-view videos of real humans performing various motions. Our experiments demonstrate a clear step towards egocentric and photoreal telepresence as our method outperforms baselines as well as competing methods. For more details, code, and data, we refer to our project page.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-09-22T22:50:27Z</published>
    <arxiv:comment>Project Page: https://vcai.mpi-inf.mpg.de/projects/EgoAvatar/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jianchun Chen</name>
    </author>
    <author>
      <name>Jian Wang</name>
    </author>
    <author>
      <name>Yinda Zhang</name>
    </author>
    <author>
      <name>Rohit Pandey</name>
    </author>
    <author>
      <name>Thabo Beeler</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2408.10588v2</id>
    <title>DEGAS: Detailed Expressions on Full-Body Gaussian Avatars</title>
    <updated>2025-02-08T03:49:49Z</updated>
    <link href="https://arxiv.org/abs/2408.10588v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2408.10588v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Although neural rendering has made significant advances in creating lifelike, animatable full-body and head avatars, incorporating detailed expressions into full-body avatars remains largely unexplored. We present DEGAS, the first 3D Gaussian Splatting (3DGS)-based modeling method for full-body avatars with rich facial expressions. Trained on multiview videos of a given subject, our method learns a conditional variational autoencoder that takes both the body motion and facial expression as driving signals to generate Gaussian maps in the UV layout. To drive the facial expressions, instead of the commonly used 3D Morphable Models (3DMMs) in 3D head avatars, we propose to adopt the expression latent space trained solely on 2D portrait images, bridging the gap between 2D talking faces and 3D avatars. Leveraging the rendering capability of 3DGS and the rich expressiveness of the expression latent space, the learned avatars can be reenacted to reproduce photorealistic rendering images with subtle and accurate facial expressions. Experiments on an existing dataset and our newly proposed dataset of full-body talking avatars demonstrate the efficacy of our method. We also propose an audio-driven extension of our method with the help of 2D talking faces, opening new possibilities for interactive AI agents.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-08-20T06:52:03Z</published>
    <arxiv:comment>3DV 2025</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhijing Shao</name>
    </author>
    <author>
      <name>Duotun Wang</name>
    </author>
    <author>
      <name>Qing-Yao Tian</name>
    </author>
    <author>
      <name>Yao-Dong Yang</name>
    </author>
    <author>
      <name>Hengyu Meng</name>
    </author>
    <author>
      <name>Zeyu Cai</name>
    </author>
    <author>
      <name>Bo Dong</name>
    </author>
    <author>
      <name>Yu Zhang</name>
    </author>
    <author>
      <name>Kang Zhang</name>
    </author>
    <author>
      <name>Zeyu Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2407.12371v2</id>
    <title>HIMO: A New Benchmark for Full-Body Human Interacting with Multiple Objects</title>
    <updated>2024-09-11T09:53:18Z</updated>
    <link href="https://arxiv.org/abs/2407.12371v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2407.12371v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating human-object interactions (HOIs) is critical with the tremendous advances of digital avatars. Existing datasets are typically limited to humans interacting with a single object while neglecting the ubiquitous manipulation of multiple objects. Thus, we propose HIMO, a large-scale MoCap dataset of full-body human interacting with multiple objects, containing 3.3K 4D HOI sequences and 4.08M 3D HOI frames. We also annotate HIMO with detailed textual descriptions and temporal segments, benchmarking two novel tasks of HOI synthesis conditioned on either the whole text prompt or the segmented text prompts as fine-grained timeline control. To address these novel tasks, we propose a dual-branch conditional diffusion model with a mutual interaction module for HOI synthesis. Besides, an auto-regressive generation pipeline is also designed to obtain smooth transitions between HOI segments. Experimental results demonstrate the generalization ability to unseen object geometries and temporal compositions.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-07-17T07:47:34Z</published>
    <arxiv:comment>Project page: https://lvxintao.github.io/himo, accepted by ECCV 2024</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xintao Lv</name>
    </author>
    <author>
      <name>Liang Xu</name>
    </author>
    <author>
      <name>Yichao Yan</name>
    </author>
    <author>
      <name>Xin Jin</name>
    </author>
    <author>
      <name>Congsheng Xu</name>
    </author>
    <author>
      <name>Shuwen Wu</name>
    </author>
    <author>
      <name>Yifan Liu</name>
    </author>
    <author>
      <name>Lincheng Li</name>
    </author>
    <author>
      <name>Mengxiao Bi</name>
    </author>
    <author>
      <name>Wenjun Zeng</name>
    </author>
    <author>
      <name>Xiaokang Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2407.08011v1</id>
    <title>Stretch your reach: Studying Self-Avatar and Controller Misalignment in Virtual Reality Interaction</title>
    <updated>2024-07-10T19:37:44Z</updated>
    <link href="https://arxiv.org/abs/2407.08011v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2407.08011v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Immersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the user and animate the arms to follow the controllers. Embodiment is higher when the self-avatar movements align correctly with the user. However, having a full-body self-avatar following the user's movements can be challenging due to the disparities between the virtual body and the user's body. This can lead to misalignments in the hand position that can be noticeable when interacting with virtual objects. In this work, we propose five different interaction modes to allow the user to interact with virtual objects despite the self-avatar and controller misalignment and study their influence on embodiment, proprioception, preference, and task performance. We modify aspects such as whether the virtual controllers are rendered, whether controllers are rendered in their real physical location or attached to the user's hand, and whether stretching the avatar arms to always reach the real controllers. We evaluate the interaction modes both quantitatively (performance metrics) and qualitatively (embodiment, proprioception, and user preference questionnaires). Our results show that the stretching arms solution, which provides body continuity and guarantees that the virtual hands or controllers are in the correct location, offers the best results in embodiment, user preference, proprioception, and performance. Also, rendering the controller does not have an effect on either embodiment or user preference.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-07-10T19:37:44Z</published>
    <arxiv:comment>Presented in CHI'24</arxiv:comment>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Jose Luis Ponton</name>
    </author>
    <author>
      <name>Reza Keshavarz</name>
    </author>
    <author>
      <name>Alejandro Beacco</name>
    </author>
    <author>
      <name>Nuria Pelechano</name>
    </author>
    <arxiv:doi>10.1145/3613904.3642268</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3613904.3642268" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2407.03486v1</id>
    <title>Celeb-FBI: A Benchmark Dataset on Human Full Body Images and Age, Gender, Height and Weight Estimation using Deep Learning Approach</title>
    <updated>2024-07-03T20:16:47Z</updated>
    <link href="https://arxiv.org/abs/2407.03486v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2407.03486v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The scarcity of comprehensive datasets in surveillance, identification, image retrieval systems, and healthcare poses a significant challenge for researchers in exploring new methodologies and advancing knowledge in these respective fields. Furthermore, the need for full-body image datasets with detailed attributes like height, weight, age, and gender is particularly significant in areas such as fashion industry analytics, ergonomic design assessment, virtual reality avatar creation, and sports performance analysis. To address this gap, we have created the 'Celeb-FBI' dataset which contains 7,211 full-body images of individuals accompanied by detailed information on their height, age, weight, and gender. Following the dataset creation, we proceed with the preprocessing stages, including image cleaning, scaling, and the application of Synthetic Minority Oversampling Technique (SMOTE). Subsequently, utilizing this prepared dataset, we employed three deep learning approaches: Convolutional Neural Network (CNN), 50-layer ResNet, and 16-layer VGG, which are used for estimating height, weight, age, and gender from human full-body images. From the results obtained, ResNet-50 performed best for the system with an accuracy rate of 79.18% for age, 95.43% for gender, 85.60% for height and 81.91% for weight.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-07-03T20:16:47Z</published>
    <arxiv:comment>Accepted for publication in 3rd International Conference on Advanced Communication and Intelligent Systems</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Pronay Debnath</name>
    </author>
    <author>
      <name>Usafa Akther Rifa</name>
    </author>
    <author>
      <name>Busra Kamal Rafa</name>
    </author>
    <author>
      <name>Ali Haider Talukder Akib</name>
    </author>
    <author>
      <name>Md. Aminur Rahman</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2407.02129v1</id>
    <title>ReliaAvatar: A Robust Real-Time Avatar Animator with Integrated Motion Prediction</title>
    <updated>2024-07-02T10:18:32Z</updated>
    <link href="https://arxiv.org/abs/2407.02129v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2407.02129v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Efficiently estimating the full-body pose with minimal wearable devices presents a worthwhile research direction. Despite significant advancements in this field, most current research neglects to explore full-body avatar estimation under low-quality signal conditions, which is prevalent in practical usage. To bridge this gap, we summarize three scenarios that may be encountered in real-world applications: standard scenario, instantaneous data-loss scenario, and prolonged data-loss scenario, and propose a new evaluation benchmark. The solution we propose to address data-loss scenarios is integrating the full-body avatar pose estimation problem with motion prediction. Specifically, we present \textit{ReliaAvatar}, a real-time, \textbf{relia}ble \textbf{avatar} animator equipped with predictive modeling capabilities employing a dual-path architecture. ReliaAvatar operates effectively, with an impressive performance rate of 109 frames per second (fps). Extensive comparative evaluations on widely recognized benchmark datasets demonstrate Relia\-Avatar's superior performance in both standard and low data-quality conditions. The code is available at \url{https://github.com/MIV-XJTU/ReliaAvatar}.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-07-02T10:18:32Z</published>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Bo Qian</name>
    </author>
    <author>
      <name>Zhenhuan Wei</name>
    </author>
    <author>
      <name>Jiashuo Li</name>
    </author>
    <author>
      <name>Xing Wei</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2405.20786v2</id>
    <title>Stratified Avatar Generation from Sparse Observations</title>
    <updated>2024-06-03T05:36:47Z</updated>
    <link href="https://arxiv.org/abs/2405.20786v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2405.20786v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Estimating 3D full-body avatars from AR/VR devices is essential for creating immersive experiences in AR/VR applications. This task is challenging due to the limited input from Head Mounted Devices, which capture only sparse observations from the head and hands. Predicting the full-body avatars, particularly the lower body, from these sparse observations presents significant difficulties. In this paper, we are inspired by the inherent property of the kinematic tree defined in the Skinned Multi-Person Linear (SMPL) model, where the upper body and lower body share only one common ancestor node, bringing the potential of decoupled reconstruction. We propose a stratified approach to decouple the conventional full-body avatar reconstruction pipeline into two stages, with the reconstruction of the upper body first and a subsequent reconstruction of the lower body conditioned on the previous stage. To implement this straightforward idea, we leverage the latent diffusion model as a powerful probabilistic generator, and train it to follow the latent distribution of decoupled motions explored by a VQ-VAE encoder-decoder model. Extensive experiments on AMASS mocap dataset demonstrate our state-of-the-art performance in the reconstruction of full-body motions.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-05-30T06:25:42Z</published>
    <arxiv:comment>Accepted by CVPR 2024 (Oral)</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Han Feng</name>
    </author>
    <author>
      <name>Wenchao Ma</name>
    </author>
    <author>
      <name>Quankai Gao</name>
    </author>
    <author>
      <name>Xianwei Zheng</name>
    </author>
    <author>
      <name>Nan Xue</name>
    </author>
    <author>
      <name>Huijuan Xu</name>
    </author>
  </entry>
</feed>
