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  <id>https://arxiv.org/api/cRw+AhTpWlFYIrexcT4CIfOj7/E</id>
  <title>arXiv Query: search_query=(abs:avatar OR abs:"3D human" OR abs:"3D humans") AND abs:generation AND (abs:diffusion OR abs:generative)&amp;id_list=&amp;start=0&amp;max_results=80</title>
  <updated>2026-09-28T17:24:49Z</updated>
  <link href="https://arxiv.org/api/query?search_query=(abs:avatar+OR+(abs:%223D+human%22+OR+abs:%223D+humans%22))+AND+(abs:generation+AND+(abs:diffusion+OR+abs:generative))&amp;start=0&amp;max_results=80&amp;id_list=" type="application/atom+xml"/>
  <opensearch:itemsPerPage>80</opensearch:itemsPerPage>
  <opensearch:totalResults>1696</opensearch:totalResults>
  <opensearch:startIndex>0</opensearch:startIndex>
  <entry>
    <id>http://arxiv.org/abs/2609.30963v1</id>
    <title>Where and When to Force: Routed Forcing for Streaming Avatars</title>
    <updated>2026-09-25T08:15:11Z</updated>
    <link href="https://arxiv.org/abs/2609.30963v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.30963v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Audio-driven streaming avatar generation requires real-time synthesis of speech-synchronized videos with dynamic and diverse motion. Self Forcing uses Distribution Matching Distillation (DMD) to distill bidirectional video diffusion models into causal, few-step generators for real-time streaming. However, DMD minimizes a reverse KL divergence, which is inherently mode-seeking: it causes the student to discard high-dynamic modes and collapse onto static outputs, compressing both dynamics and diversity of generated videos. We find that this collapse is region-heterogeneous: person regions involving pose and gesture variations suffer the largest diversity loss, the audio-driven mouth region shows a small loss, and the background remains nearly stable. Based on this observation, we propose Routed Forcing, which routes the distillation objective by semantic region and noise stage to improve dynamics and diversity while preserving visual quality. Specifically, (1) Where to Force: Semantic-Region Routing applies Data-Forcing Distillation (DFD), which supervises the student with real videos, to the person region where diversity collapse is most severe, while retaining DMD for the mouth and background to preserve lip synchronization and scene stability. (2) When to Force: Noise-Stage Routing activates DFD at high noise stages, where real video serves as effective supervision to inject diverse and dynamic motion patterns. At low noise stages, DMD is used to refine details, avoiding blur and artifacts from spatial differences between real video and student-generated video. Experiments show that Routed Forcing improves dynamics by up to 45% and diversity by 7-25% over Self Forcing, while preserving video quality and lip synchronization.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-25T08:15:11Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zihan Su</name>
    </author>
    <author>
      <name>Siwen Lu</name>
    </author>
    <author>
      <name>Junhao Zhuang</name>
    </author>
    <author>
      <name>Zeyue Xue</name>
    </author>
    <author>
      <name>Haoyang Huang</name>
    </author>
    <author>
      <name>Guanghao Li</name>
    </author>
    <author>
      <name>Xiaofeng Tan</name>
    </author>
    <author>
      <name>Chun Yuan</name>
    </author>
    <author>
      <name>Nan Duan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.29292v1</id>
    <title>PHOSA: Photorealistic 3D Sign Avatar Modeling and Benchmark</title>
    <updated>2026-09-24T09:27:47Z</updated>
    <link href="https://arxiv.org/abs/2609.29292v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.29292v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>In this work, we focus on photorealistic sign avatar modeling, which is crucial for effective communication with the Deaf community and is characterized by complex hand gestures and nuanced facial expressions. To this end, we introduce MVSign, the first multi-view Chinese sign language dataset co-designed with Deaf experts, featuring diverse gestures and rich annotations. For precise SMPL-X annotation, we develop a hybrid fitting pipeline that produces accurate body, hand, and facial parameters and can also be applied to the monocular setting. Building on MVSign, we propose a decoupled sign avatar representation that isolates body, head, and hand components to capture complex articulations, together with a motion-aware sampling strategy to handle motion blur and balance gesture diversity. Extensive experiments demonstrate that our method achieves high-fidelity visual results on MVSign, particularly in detailed hand and facial regions, and generalizes well to in-the-wild monocular sign language videos. Project page: https://naaapi.github.io/PHOSA.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-24T09:27:47Z</published>
    <arxiv:comment>ECCV 2026, project page: https://naaapi.github.io/PHOSA</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haodong Wang</name>
    </author>
    <author>
      <name>Hezhen Hu</name>
    </author>
    <author>
      <name>Wengang Zhou</name>
    </author>
    <author>
      <name>Houqiang Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.26363v1</id>
    <title>DHSched: Stateless Control for Stateful Real-Time Avatar Serving</title>
    <updated>2026-09-22T13:06:52Z</updated>
    <link href="https://arxiv.org/abs/2609.26363v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.26363v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Real-time avatar services run long-lived, GPU-backed sessions that transform a continuous text stream into speech, facial motion, rendered video, and RTC media. Elastic operation repeatedly reassigns these sessions across Workers. A reassignment updates shared placement state while the previous GPU runtime and RTC connection remain alive, opening a gap between control-plane assignment and execution authority. A stateful controller serializes ownership by retaining per-session authority, placing that state on the controller's scaling and failover path.
  We present DHSched, a control plane that manages long-lived stateful sessions through stateless peer Dispatch replicas. DHSched externalizes session ownership as a generation identified by (WorkerID, epoch). Dispatch conditionally commits each generation. Infer-Controller claims and revalidates the same generation before releasing state-advancing input. A stale runtime loses execution authority even if it remains alive. DHSched ranks candidates from periodically refreshed load views while keeping capacity admission authoritative. Recovery advances the same generation path via source-epoch guards and source-independent reconstruction.
  DHSched runs in our production avatar-serving stack, which reached 49,987 concurrent live sessions. On 10 June 2026, it completed 9,927 session migrations with no observed dual-owner conflicts or capacity overshoots. At the production peak, CreateLive latency was 98.3 ms at P99 and PushText latency was 16.5 ms at P99. Across 100,000 randomized ownership runs, assignment-time, claim-only, and WorkerID-only protocols permit stale execution, while DHSched records no dual-owner or stale-generation release.</summary>
    <category term="cs.DC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-22T13:06:52Z</published>
    <arxiv:primary_category term="cs.DC"/>
    <author>
      <name>Xin Wang</name>
    </author>
    <author>
      <name>Haitong Zhang</name>
    </author>
    <author>
      <name>Xianghong Li</name>
    </author>
    <author>
      <name>Shumin Lin</name>
    </author>
    <author>
      <name>Xianzheng Song</name>
    </author>
    <author>
      <name>Lin Wang</name>
    </author>
    <author>
      <name>Zhenyu Xu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.24482v1</id>
    <title>STA-TFM: Spatio-Temporal Aggregation Across Views TransForMer for Pose Estimation</title>
    <updated>2026-09-21T12:22:35Z</updated>
    <link href="https://arxiv.org/abs/2609.24482v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.24482v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Monocular 3D human pose estimation (HPE) remains challenging due to depth ambiguity, occlu- sions, and the need for temporal consistency. While multi-view methods provide superior accuracy over monocular approaches, they often require complex setups. We introduce STA-TFM, a transformer-based architecture that combines spatial and temporal information for multi-view pose estimation. The approach leverages DSTformer, a monocular feature extractor, to capture long-range pose dependencies within each view. A fusion transformer then aggregates information across views to produce coherent 3D estimates. To address training data scarcity, we use a data generation pipeline that transforms any existing 3D pose dataset into multi-view setups with controllable parameters. Experiments on various datasets demonstrate that STA-TFM outperforms existing camera-parameter-free multi-view methods. STA-TFM achieves 50.9% and 49.5% reductions in mean per joint position error (MPJPE) and mean per joint velocity error (MPJVE) on the DHP19 dataset. Furthermore, it achieves 6.7% and 7.7% respective reductions on HAA4D, and a 15.2% MPJPE reduction on TotalCapture. STA-TFM handles noisy and missing 2D inputs, supporting potential deployment in healthcare monitoring, athletic assessment, and immersive technologies. Code, training checkpoints, and data are available at https://zenodo.org/records/22832620.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-21T12:22:35Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Mena Kamel</name>
    </author>
    <author>
      <name>Natalie Won</name>
    </author>
    <author>
      <name>Amrut Sarangi</name>
    </author>
    <author>
      <name>Sven Jager</name>
    </author>
    <author>
      <name>Albert Pla Planas</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.23817v2</id>
    <title>VISTA: Video-Injected Stylized Text-to-Animation</title>
    <updated>2026-09-23T21:15:18Z</updated>
    <link href="https://arxiv.org/abs/2609.23817v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.23817v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present VISTA, a two-stage framework for generating stylized 3D human motion by fusing structural content from text prompts with expressive style from reference videos, without requiring jointly paired (text, video, stylized motion) triplets. A Dual-channel Autoencoder first maps motion sequences and video clips into a shared latent manifold. A masked autoregressive diffusion backbone then operates within this manifold, injecting video-derived style through a dedicated late-fusion Dual-AdaLN pathway while preserving text-conditioned content structure. A cross-batch unpaired training protocol with latent cycle consistency enables joint learning across separate semantically rich and stylistically diverse datasets. As a proof-of-concept for controllable animation synthesis, we validate VISTA on rendered motion-capture references: it achieves the highest style recognition accuracy among video-conditioned methods while preserving competitive content alignment, and its decomposed 3-way classifier-free guidance provides independent, user-controllable calibration of the content-style balance at inference time.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-20T19:11:53Z</published>
    <arxiv:comment>3 pages, 1 figure</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Monseej Purkayastha</name>
    </author>
    <author>
      <name>Anindita Ghosh</name>
    </author>
    <author>
      <name>Philipp Slusallek</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.22913v1</id>
    <title>AVTR-1: Open Stack for Real-Time Interactive Avatars</title>
    <updated>2026-09-19T09:45:26Z</updated>
    <link href="https://arxiv.org/abs/2609.22913v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.22913v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Talking-head and dyadic models now achieve real-time inference, yet fast motion generation alone does not produce an interactive conversation. A live system must synchronize the model's output with speech from an external voice agent, schedule video frames for playback, and handle interruptions. We introduce AVTR-1, an open stack for real-time interactive avatar conversations, built around a compact 153M-parameter autoregressive flow-matching motion generator conditioned on both participants' audio. We adapt its audio encoder for streaming through self-distillation. The stack turns the model's chunk-based generation into a continuous, synchronized audio-video stream driven by an external voice agent, and we analytically derive its contribution to the user-facing latencies and validate the resulting bounds with two commercial voice agents. Further experiments demonstrate that AVTR-1 leads the compared dyadic systems on all reported visual-quality metrics and most conventional listening-motion metrics while remaining competitive in lip synchronization. Its inference runtime operates in real time on data-center and consumer GPUs. However, conventional listening metrics do not establish whether the paired speaker's speech contributes to generated motion. We therefore introduce the Reference-Based Directed Granger Gain (R-DGG), which measures the additional predictive information carried by speaker speech after accounting for listener history and speaker motion. R-DGG finds statistically supported predictive dependence for recorded listeners and all evaluated dyadic systems, but not for talking-head generators without paired audio or mismatched speaker-listener pairs. We release the model weights, renderer, and serving backend under component-specific licenses.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-19T09:45:26Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Artem Kravtsov</name>
    </author>
    <author>
      <name>Dmitrii Ziganshin</name>
    </author>
    <author>
      <name>Vsevolod Poletaev</name>
    </author>
    <author>
      <name>Gleb Balitskiy</name>
    </author>
    <author>
      <name>Anastasia Tikhonova</name>
    </author>
    <author>
      <name>Egor Burkov</name>
    </author>
    <author>
      <name>Vadim Lebedev</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.21799v1</id>
    <title>Comparing Hand and Controller Avatars with Hand Tracking and Controller-Based Interaction</title>
    <updated>2026-09-18T14:13:39Z</updated>
    <link href="https://arxiv.org/abs/2609.21799v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.21799v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Previous research suggests that the congruency between common VR input devices - such as controllers or hand tracking - and their visual representations (e.g., hand or controller avatars) influences user experience and performance. However, the specific effects of input-avatar combinations remain underexplored. We study the effects of common input devices (hand tracking and controllers) and visual representations (hand and controller avatars) on performance and perceived success in target acquisition tasks. We included both grasping and pinching gestures across 16 combinations of input, avatar, and target size. Results indicate that hand tracking benefits from any form of visual representation - even when mismatched - achieving up to 5.8% greater accuracy compared to having no avatar, likely due to its reliance on visual feedback in the absence of a physical prop. Controllers were generally preferred and offered faster task completion. However, mismatched avatars had a stronger negative effect with controllers, particularly when the virtual gesture did not align with the physical action, leading to a 5.6% drop in accuracy compared to the matched condition - suggesting that inaccurate feedback can be more disruptive than having no avatar feedback at all.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-18T14:13:39Z</published>
    <arxiv:primary_category term="cs.HC"/>
    <arxiv:journal_ref>2025 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)</arxiv:journal_ref>
    <author>
      <name>Natalia Ocampo</name>
    </author>
    <author>
      <name>J. Felipe Gonzalez</name>
    </author>
    <author>
      <name>Robert J. Teather</name>
    </author>
    <arxiv:doi>10.1109/ISMAR67309.2025.00029</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/ISMAR67309.2025.00029" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.18634v1</id>
    <title>GenStream: Semantic Streaming Framework for Generative Reconstruction of Human-centric Media</title>
    <updated>2026-09-16T13:20:36Z</updated>
    <link href="https://arxiv.org/abs/2609.18634v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.18634v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Video streaming dominates global internet traffic, yet conventional pipelines remain inefficient for structured, human-centric content such as sports, performance, or interactive media. Standard codecs re-encode entire frames, foreground and background alike, treating all pixels uniformly and ignoring the semantic structure of the scene. This leads to significant bandwidth waste, particularly in scenarios where backgrounds are static and motion is constrained to a few salient actors. We introduce GenStream, a semantic streaming framework that replaces dense video frames with compact, structured metadata. Instead of transmitting pixels, GenStream encodes each scene as a combination of skeletal keypoints, camera viewpoint parameters, and a static 3D background model. These elements are transmitted to the client, where a generative model reconstructs photorealistic human figures and composites them into the 3D scene from the original viewpoint. This paradigm enables extreme compression, achieving over 99.9% bandwidth reduction compared to HEVC for the continuous data stream. We partially validate GenStream on Olympic figure skating footage and demonstrate potential for high perceptual fidelity under minimal data. While acknowledging the significant computational costs shifted to the client and challenges in generalization, GenStream opens new directions in volumetric avatar synthesis, canonical 3D actor fusion across views, and personalized viewing experiences, laying the groundwork for scalable, intelligent streaming in the post-codec era.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-16T13:20:36Z</published>
    <arxiv:comment>9 pages. Published at ACM MM 2025. Code: https://github.com/emanuele-artioli/genstream</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>In Proceedings of the 33rd ACM International Conference on Multimedia 2025 (MM '25). ACM, New York, NY, USA, 12276-12284</arxiv:journal_ref>
    <author>
      <name>Emanuele Artioli</name>
    </author>
    <author>
      <name>Daniele Lorenzi</name>
    </author>
    <author>
      <name>Shivi Vats</name>
    </author>
    <author>
      <name>Farzad Tashtarian</name>
    </author>
    <author>
      <name>Christian Timmerer</name>
    </author>
    <arxiv:doi>10.1145/3746027.3758153</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3746027.3758153" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.18632v1</id>
    <title>VibeAvatar: Aligning Phonetic Kinematics and Human Aesthetics for High-Fidelity Talking Avatar Synthesis</title>
    <updated>2026-09-16T13:20:07Z</updated>
    <link href="https://arxiv.org/abs/2609.18632v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.18632v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Multi-modal talking avatar synthesis aims to generate realistic talking videos from a reference portrait and speech. Despite rapid progress in diffusion-based methods, existing approaches still struggle to jointly achieve accurate lip articulation, human-preferred motion aesthetics, and efficient inference. We observe that phonetic accuracy and motion aesthetics arise from fundamentally different sources and should be addressed at complementary stages rather than learned implicitly by a single generator. Based on this insight, we propose VibeAvatar, which disentangles these two objectives through a Phonetic Kinematics Adapter (PKA) that converts recognition-oriented speech features into phonetic-kinematic conditions at the conditioning stage, and an Aesthetic Motion Policy (AMP) that optimizes a flow-consistent stochastic sampling policy via Group Relative Policy Optimization (GRPO) at the post-training stage. With a lightweight flow-based motion generator operating in a compact 1D warp-based latent motion space, VibeAvatar achieves state-of-the-art results in articulation, aesthetics, and efficiency on both objective metrics and user studies, while generating a 10-second 512px video in under 10 seconds with only $\sim$3GB VRAM.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-16T13:20:07Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Qilin Wang</name>
    </author>
    <author>
      <name>Mingyu Li</name>
    </author>
    <author>
      <name>Hao Tang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.18510v1</id>
    <title>DiT-Garment: Garment Dynamics with Diffusion Transformers</title>
    <updated>2026-09-16T11:44:03Z</updated>
    <link href="https://arxiv.org/abs/2609.18510v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.18510v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present DiT-Garment to model dynamic 3D clothing over human body models in arbitrary motion. Unlike existing methods, DiT-Garment can animate garments with unseen designs and physical materials, while allowing for direct inference of deformations for any target pose. To achieve this, we leverage a 2D diffusion transformer architecture to learn 3D deformations in a 2D UV-space. As the result is non-deterministic, our generative model learns the distribution of possible outcomes. The template garment is represented as a 3D triangle mesh spatially aligned with a 3D human body model in a standardized pose. To work with different garment designs without the need of a common template or complex graph convolution operations, the diffusion transformer is conditioned on a 3D position map of the template, represented in UV-space, which allows to implicitly learn a deformation of the 3D space around the body in standard pose. Further conditioning on body motion and physical parameters allows to physically ground the model. We quantitatively and qualitatively evaluate DiT-Garment on both synthetic and real data. While only trained on synthetic simulations of automatically generated cloth designs, our method generalizes to captured and artist-made garment designs. Code and data are available for research purposes at https://dumoulina.github.io/dit-garment/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-16T11:44:03Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Antoine Dumoulin</name>
    </author>
    <author>
      <name>Laurence Boissieux</name>
    </author>
    <author>
      <name>Joao Regateiro</name>
    </author>
    <author>
      <name>Pierre Hellier</name>
    </author>
    <author>
      <name>Stefanie Wuhrer</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.18483v2</id>
    <title>EasyFashion: A Human-AI Co-Creation System for Personalized Fashion Design and Sewing Pattern Generation</title>
    <updated>2026-09-21T14:24:57Z</updated>
    <link href="https://arxiv.org/abs/2609.18483v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.18483v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>People often want garments that reflect their aesthetic preferences, fit their bodies, and meet their sizing needs, yet turning these requirements into physical garments remains difficult. Ready-to-wear options provide limited personalization, while custom tailoring is costly and time-consuming. Recent generative artificial intelligence (AI) systems can visualize garment ideas but often stop short of supporting downstream production. To address this gap, we present EasyFashion, a human-AI co-creation system that enables users to iteratively refine design intent for personalized garment style and size, evaluate designs through virtual try-on on reconstructed personal avatars, and generate sewing patterns for garment production. Using reference images, text descriptions, and body photos as input, EasyFashion translates user intent into structured garment specifications and try-on results. Technical experiments, user studies, and a real-world production case demonstrate the value of EasyFashion for multimodal design expression, body-specific evaluation, and production-oriented outputs in personalized garment design.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-16T11:13:18Z</published>
    <arxiv:comment>29 pages, 15 figures</arxiv:comment>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Hong Qu</name>
    </author>
    <author>
      <name>Zhaoxiang Xu</name>
    </author>
    <author>
      <name>Jinbo Luo</name>
    </author>
    <author>
      <name>Yujie Zhao</name>
    </author>
    <author>
      <name>Jie Zhang</name>
    </author>
    <author>
      <name>Yadie Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.17689v1</id>
    <title>Human-aware Design Generation: Adding 3D Humans into Graphic Designs</title>
    <updated>2026-09-15T18:03:18Z</updated>
    <link href="https://arxiv.org/abs/2609.17689v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.17689v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Graphic designs nowadays predominantly contain human images, where people are posed and framed in a delicate way to guide viewers' visual exploration and evoke desired feelings. Despite recent progress in automatic graphic design generation, there has been no work on investigating the role of the human representations in design creation. In this paper, we seek to emphasize the importance of visual human representations in graphic design generation, by studying a novel task, dubbed as design-conditioned 3D human adding. To solve this task, we propose a model that adds 3D human representations into an existing partial design, by predicting their 3D poses, their 2D composition in the image containing them, as well as the spatial arrangement of the image in the input design, to generate a complete design. Our experiments show that our model outperforms baselines by predicting the 3D human poses, 2D framing and human image layout that better harmonize with the other existing design elements, and generating higher-quality holistic designs. Our work is the first to explore connections between 3D human generation and 2D graphic design generation, which would inspire future research in leveraging 3D information to build more powerful generative models for graphic designs in the 2D domain. The code is available at https://github.com/GreyNails/Human-aware-Design-Generation-Adding-3D-Humans-into-Graphic-Designs.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-15T18:03:18Z</published>
    <arxiv:comment>Accepted at ACM Multimedia 2026</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Zijin Hou</name>
    </author>
    <author>
      <name>Ying Cao</name>
    </author>
    <arxiv:doi>10.1145/3767308.3836019</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3767308.3836019" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.14965v1</id>
    <title>MoVT: Video-Augmented Motion Tokenizer for Text-to-Motion Generation</title>
    <updated>2026-09-14T03:15:22Z</updated>
    <link href="https://arxiv.org/abs/2609.14965v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.14965v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Text-driven 3D human motion generation models face significant challenges in responding to diverse and unconstrained textual prompts, primarily due to the limited availability of 3D motion training data. To address this, we introduce MoVT, a novel framework that effectively leverages the extensive range of human action videos to enhance text-to-motion generation. At the core of our approach is the cross-modal augmented motion tokenizer, which projects discrete 3D motion tokens into the 2D domain. This projection allows us to enrich the motion codebook with complex, real-world motion patterns derived from videos. The enriched discrete tokens are then mapped back to the 3D domain, resulting in aligned 3D and 2D codebooks with an enhanced capacity to represent intricate motions. These enhanced codebooks are integrated into a generative masked transformer, which predicts masked motion token indices in a modality-agnostic manner. This enables the use of text-index pairs, generated from the 2D codebook and annotated motion videos, to further enhance the generator. Extensive empirical evaluations show that MoVT performs favorably against prior state-of-the-art methods across multiple key metrics.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-14T03:15:22Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Beibei Jing</name>
    </author>
    <author>
      <name>Tianle Guo</name>
    </author>
    <author>
      <name>Youjia Zhang</name>
    </author>
    <author>
      <name>Zikai Song</name>
    </author>
    <author>
      <name>Yawei Luo</name>
    </author>
    <author>
      <name>Junqing Yu</name>
    </author>
    <author>
      <name>Tao Guan</name>
    </author>
    <author>
      <name>Wei Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.13830v1</id>
    <title>DiVA: Enabling Interactive Digital Life Simulation via Video Models</title>
    <updated>2026-09-12T09:33:15Z</updated>
    <link href="https://arxiv.org/abs/2609.13830v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.13830v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present DiVA, a deeply interactive digital life simulator pioneering a new paradigm for long-term, open-ended interactive experiences within digital character worlds. DiVA's architecture pairs a Multimodal Large Language Model (MLLM) as a router with a meticulously designed stacked video pipeline for seamless, multi-turn interactions with action and audio response. To maintain continuity and avoid degradation, we model generation as a three-part coupled system: waiting video, action video, and the transitions between them. These transitions are critically handled by our Anchored Video Continuation (AVC) module, which returns the character to stable states to prevent degradation. By encoding information from the preceding action video segment, AVC ensures smooth transitions, significantly reducing camera jitter and inconsistencies common in current video transition methods. This design also enables complex pose changes (e.g., sitting to standing) typically difficult for audio-driven models. These system designs together ensure high-fidelity identity, coherence, and dynamics for extended experiences. To validate our pipeline design, we comprehensively compare our system against alternatives by replacing our core generation module with mainstream long-video, continuation, and interpolation methods. We further analyze the necessity of the three-stage design, anchor-state selection, transition naturalness, spatial grounding, and the quality-latency trade-off, and we expand the comparison to additional long-form audio-driven avatar models. Results confirm DiVA is markedly superior in maintaining long-term visual quality and realism, validating its effectiveness as a sustainable, interactive simulation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-12T09:33:15Z</published>
    <arxiv:comment>Project page: https://steller-cheng.github.io/DiVA/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Cheng Chen</name>
    </author>
    <author>
      <name>Hao Ouyang</name>
    </author>
    <author>
      <name>Qiuyu Wang</name>
    </author>
    <author>
      <name>Ka Leong Cheng</name>
    </author>
    <author>
      <name>Wen Wang</name>
    </author>
    <author>
      <name>Yihao Meng</name>
    </author>
    <author>
      <name>Hanlin Wang</name>
    </author>
    <author>
      <name>Yixuan Li</name>
    </author>
    <author>
      <name>Jiacheng Wei</name>
    </author>
    <author>
      <name>Zhenshan Tan</name>
    </author>
    <author>
      <name>Yanhong Zeng</name>
    </author>
    <author>
      <name>Yujun Shen</name>
    </author>
    <author>
      <name>Guosheng Lin</name>
    </author>
    <author>
      <name>Fayao Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.11722v1</id>
    <title>Revisiting Avatar-As-Image: High-Fidelity Registration is All You Need</title>
    <updated>2026-09-10T15:40:39Z</updated>
    <link href="https://arxiv.org/abs/2609.11722v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.11722v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The representation of 3D clothed humans as standardized 2D UV texture and displacement maps over an underlying body model has long been studied. This compact representation is enticing as it enables pretrained image networks to process, generate, and edit 3D avatars, but is only useful if scans are accurately aligned and brought into correspondence via high-fidelity registration. This prerequisite has never been met, which we argue explains the limited quality of prior UV-based methods for clothed humans. Despite its significance, no public method produces high-fidelity SMPL(-X)+D registrations with UV texture from arbitrary clothed scans. We present AvaImg, a multi-stage optimization pipeline, to close this gap: it enforces body-inside-clothing constraint via signed winding numbers, made viable by a three-level efficiency cascade (~10x runtime reduced, ~95% storage saved), and recovers fine surface detail using coarse-to-fine displacement optimization. AvaImg outperforms all baselines in body fitting, shape estimation, and surface registration across six datasets, yielding textured registrations near-indistinguishable from scans (PSNR=34.48dB). For validation of AvaImg's Avatar-as-Image representation as imminently compatible with image foundation models, we auto-encode our UV maps via the frozen FLUX VAE. This achieves only 0.76mm added Chamfer error relative to scan and shows that the resulting maps lie within natural-image distributions, supporting the use of 2D generative priors for 3D avatar generation. Code, data, and Singularity containers will be at https://yuxuan-xue.com/avaimg.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-10T15:40:39Z</published>
    <arxiv:comment>Project Page: https://yuxuan-xue.com</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Margaret Kostyrko</name>
    </author>
    <author>
      <name>Yuxuan Xue</name>
    </author>
    <author>
      <name>Garvita Tiwari</name>
    </author>
    <author>
      <name>Gerard Pons-Moll</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.11638v1</id>
    <title>Vidu S2: Real-Time Interactive, Editable, and Spatial Video Generation</title>
    <updated>2026-09-10T14:46:07Z</updated>
    <link href="https://arxiv.org/abs/2609.11638v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.11638v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present Vidu S2, which comprises Vidu S2-Avatar, a real-time interactive digital-character model, and Vidu S2-Editing, a real-time video editing model. Moreover, we explore the feasibility of real-time spatial video generation for both Vidu S2-Avatar and Vidu S2-Editing. Compared with Vidu S1, Vidu S2-Avatar supports real-time 720p video generation, generation with dynamic references that can be updated at any moment, and stronger instruction following, such as dancing. Vidu S2-Editing supports editing a video stream in real time, including style rendering, clothing replacement, character replacement, and background replacement. Experiments show that Vidu S2 outperforms all baselines. A playable online demo is available at https://vidu.com/vidu-stream.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-10T14:46:07Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jintao Zhang</name>
    </author>
    <author>
      <name>Kai Jiang</name>
    </author>
    <author>
      <name>Jintao Chen</name>
    </author>
    <author>
      <name>Xu Wang</name>
    </author>
    <author>
      <name>Deyuan Liu</name>
    </author>
    <author>
      <name>Jungang Li</name>
    </author>
    <author>
      <name>Dechuang Chen</name>
    </author>
    <author>
      <name>Ming Lin</name>
    </author>
    <author>
      <name>Jingjiang Zhou</name>
    </author>
    <author>
      <name>Haopeng Jin</name>
    </author>
    <author>
      <name>Qi Jia</name>
    </author>
    <author>
      <name>Xiaohang Wang</name>
    </author>
    <author>
      <name>Yaole Wang</name>
    </author>
    <author>
      <name>Zhanqiang Zhang</name>
    </author>
    <author>
      <name>Ran Li</name>
    </author>
    <author>
      <name>Zhengkun Huang</name>
    </author>
    <author>
      <name>Shuyue Xiong</name>
    </author>
    <author>
      <name>Yuji Wang</name>
    </author>
    <author>
      <name>Zikun Dai</name>
    </author>
    <author>
      <name>Hui He</name>
    </author>
    <author>
      <name>Yang Luo</name>
    </author>
    <author>
      <name>Mang Ning</name>
    </author>
    <author>
      <name>Weiqi Feng</name>
    </author>
    <author>
      <name>Chengyang Ye</name>
    </author>
    <author>
      <name>Xinyue Lin</name>
    </author>
    <author>
      <name>Min Zhao</name>
    </author>
    <author>
      <name>Hongzhou Zhu</name>
    </author>
    <author>
      <name>Hengkai Tan</name>
    </author>
    <author>
      <name>Zeyuan Wang</name>
    </author>
    <author>
      <name>Chendong Xiang</name>
    </author>
    <author>
      <name>Kaiwen Zheng</name>
    </author>
    <author>
      <name>Zhijie Deng</name>
    </author>
    <author>
      <name>Fan Bao</name>
    </author>
    <author>
      <name>Jianfei Chen</name>
    </author>
    <author>
      <name>Jun Zhu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.11439v1</id>
    <title>Multi-Modal Controlled Coherent Motion Generation</title>
    <updated>2026-09-10T12:10:00Z</updated>
    <link href="https://arxiv.org/abs/2609.11439v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.11439v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>It is natural for humans to walk and talk simultaneously. This paper tackles the challenge of replicating such natural behaviors in 3D avatar motion generation driven by concurrent multimodal inputs, such as a text description of a man walking alongside speech audio. Existing methods, constrained by the scarcity of aligned multimodal data, typically combine motions from individual modalities sequentially or through weighted sums. However, they often result in mismatched or unrealistic movements. To overcome these limitations, we propose MOCO, a novel diffusion-based framework capable of processing multiple simultaneous inputs, including speech audio, text descriptions, and trajectory data, to generate coherent and lifelike motions without requiring aligned multimodal data. Our key innovation lies in decoupling the motion generation process. During each denoising step, the diffusion model independently generates motions for each modality from the input noise and assembles the body parts according to predefined spatial rules. The resulting combined motion is then diffused and serves as the input noise for the subsequent denoising step. This iterative approach enables each modality to refine its contribution within the context of the overall motion, progressively harmonizing movements across modalities. Consequently, the generated motions become increasingly natural and fluid with each iteration, achieving coherent and synchronized behaviors. We evaluate our approach using a purpose-built multimodal benchmark. Experimental results demonstrate that MOCO outperforms existing baselines, advancing the field of multimodal motion generation for 3D avatars.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-10T12:10:00Z</published>
    <arxiv:comment>ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yifei Liu</name>
    </author>
    <author>
      <name>Qiong Cao</name>
    </author>
    <author>
      <name>Hongwei Yi</name>
    </author>
    <author>
      <name>Huaiguang Jiang</name>
    </author>
    <author>
      <name>Changxing Ding</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.09368v1</id>
    <title>The Living Library: Transforming Archival Collections into Conversational Knowledge Systems -- Lessons from the Theodore Roosevelt Presidential Library</title>
    <updated>2026-09-08T19:01:22Z</updated>
    <link href="https://arxiv.org/abs/2609.09368v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.09368v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present the Living Library, an end-to-end framework for transforming fragmented digital archives into governed, conversational, in-person exhibit experiences. Developed and deployed at the Theodore Roosevelt Presidential Library, the framework comprises four layers: digitization and corpus creation, AI-powered processing, retrieval and reasoning, and an optional embodied conversational interface. The first three layers aggregate a 300,000-record collection, apply OCR and structured metadata enrichment for expert curatorial review, and publish records to a hybrid dense/semantic index. Expert review is conducted through the Archivist App, a curator-facing interface that supports correction of AI-generated transcriptions and metadata.
  The governed corpus powers both a researcher-facing interface and Talk to TR, a continuously operating exhibit that embodies Theodore Roosevelt as a full-scale digital human within a museum environment. To support live, face-to-face interactions, Cross-Era Analogical Grounding reframes contemporary questions through documented historical parallels, allowing Roosevelt to address present-day topics without inventing facts. Dual-path retrieval and end-to-end streaming keep responses grounded and responsive. Layered watchdogs, visitor-session isolation, automated conversation management, and independently restartable services enable reliable unattended operation for hundreds of visitors. Avatar realism, spatial audio, lighting, staging, and conversational design are developed and evaluated as an integrated experience. Rather than report a controlled benchmark, we describe lessons from operating Talk to TR as a public exhibit and offer a transferable model for transforming archival collections into believable, in-person conversational experiences.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-08T19:01:22Z</published>
    <arxiv:comment>25 pages, 6 figures, 4 tables</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Pengce Wang</name>
    </author>
    <author>
      <name>Lucia Ronchi Darre</name>
    </author>
    <author>
      <name>Matt Briney</name>
    </author>
    <author>
      <name>Michaell Bakalars</name>
    </author>
    <author>
      <name>Dan Rutkowski</name>
    </author>
    <author>
      <name>Ursula Hardy</name>
    </author>
    <author>
      <name>David Wolf</name>
    </author>
    <author>
      <name>Laura Hoffman</name>
    </author>
    <author>
      <name>Allen Kim</name>
    </author>
    <author>
      <name>Shawn Wright</name>
    </author>
    <author>
      <name>Juan Lavista Ferres</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.08300v1</id>
    <title>Human-Centric Image Captioning with Subject-Centered Spatial Understanding</title>
    <updated>2026-09-08T06:21:32Z</updated>
    <link href="https://arxiv.org/abs/2609.08300v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.08300v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>While multimodal large language models (MLLMs) achieve remarkable performance on generic image captioning, they frequently suffer from structural hallucinations in human-centric scenarios. Accurately modeling human subjects is foundational for critical downstream applications, such as accurate avatar/video/image generation and fine-grained human action understanding. However, these tasks require highly precise subject-centered spatial grounding, such as distinguishing egocentric left/right laterality and maintaining correct anatomical-object bindings. Although catastrophic for structural integrity, these localized spatial inversions are often overshadowed by overall descriptive metrics in existing benchmarks. To systematically expose and quantify this bottleneck, we introduce SPACE (Subject-centric Poses, Appearance, and Characteristics Evaluation), a benchmark designed to evaluate subject-centered spatial understanding. On SPACE, we reveal that despite strong generic perception, current MLLMs consistently fail to ground descriptions in the subject's intrinsic frame of reference. To bridge this gap, we propose a specialized data construction and alignment pipeline. We first extract structured spatial hints from fine-grained body-part localization to guide a two-stage caption rewriting process, yielding highly spatially-faithful training data. Furthermore, we design a rubric-based reward for Group Relative Policy Optimization (GRPO) that explicitly penalizes structurally critical spatial errors during alignment. Extensive experiments on SPACE demonstrate our framework significantly improves human-centric caption quality, particularly in subject-centered spatial reasoning, achieving performance competitive with strong closed-source models. Our benchmark and code are available at https://github.com/JHang2020/SPACE-Eval.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-08T06:21:32Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Bozhou Li</name>
    </author>
    <author>
      <name>Jiahang Zhang</name>
    </author>
    <author>
      <name>Yue Ding</name>
    </author>
    <author>
      <name>Yushuo Guan</name>
    </author>
    <author>
      <name>Bohan Zeng</name>
    </author>
    <author>
      <name>Yiyan Ji</name>
    </author>
    <author>
      <name>Xinlong Chen</name>
    </author>
    <author>
      <name>Yang Shi</name>
    </author>
    <author>
      <name>Yifan Dai</name>
    </author>
    <author>
      <name>Yuran Wang</name>
    </author>
    <author>
      <name>Chengzhuo Tong</name>
    </author>
    <author>
      <name>Pengfei Wan</name>
    </author>
    <author>
      <name>Yuanxing Zhang</name>
    </author>
    <author>
      <name>Wentao Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.04199v1</id>
    <title>Compile by Training: Turning Natural-Language Specifications into Local Neural Functions</title>
    <updated>2026-09-03T17:59:49Z</updated>
    <link href="https://arxiv.org/abs/2609.04199v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.04199v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Many recurring text functions are easy to describe but difficult to implement with rules, while calling a large remote model for every input introduces repeated cost, latency, and dependency on a provider. We present compile by training, which turns a natural-language specification into a reusable neural function. At compile time, teacher models generate task-specific examples that are used to train a small adapter for a compact interpreter. The resulting function runs without the teachers and can be stored, versioned, and composed like ordinary software. On FuzzyBench-Hard, a subset on which the Program-as-Weights fast compiler produced no exact matches, compile by training reaches 83.6% semantic accuracy. This higher accuracy comes with a higher compile-time cost: roughly a minute rather than seconds for the fast compiler. We deploy the compiler in a public interactive service and demonstrate compiled functions in a multi-site website helper, a language-controlled 3D avatar, and a bidirectional English-Claudish translator.</summary>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-03T17:59:49Z</published>
    <arxiv:comment>EMNLP 2026 System Demonstrations. Demo: https://programasweights.com</arxiv:comment>
    <arxiv:primary_category term="cs.CL"/>
    <author>
      <name>Yuntian Deng</name>
    </author>
    <author>
      <name>Pengyu Nie</name>
    </author>
    <author>
      <name>Stuart Shieber</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.00995v1</id>
    <title>CQF-HMR: Continuous Quaternion Flows for Probabilistic 3D Human Mesh Recovery from a Single Image</title>
    <updated>2026-09-01T09:45:38Z</updated>
    <link href="https://arxiv.org/abs/2609.00995v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.00995v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recovering 3D digital humans from a single 2D image is an ill-posed computer vision problem due to the loss of depth information. Probabilistic 3D human pose estimation compensates for this by estimating a set of 3D hypotheses from a prior distribution via generative models. However, most prior work focuses only on 3D keypoints, which often leads to implausible poses that are difficult to apply to downstream tasks, e.g. animation or digital humans. SMPL-based methods are more scalable thanks to the explicit body priors, but it requires more complex modeling of the generation process due to the non-additive nature of the joint rotations. In this work, we propose a novel approach for probabilistic 3D humans using quaternion-constrained continuous normalizing flows conditioned on 2D pose estimations. Our proposed quaternion flows show significant advantages over approaches using other rotation representations. Experiments demonstrate state-of-the-art results of our method on Human3.6M, particularly in ambiguous settings, and comparable pose estimation accuracy on challenging 3DPW and EMDB benchmarks.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-01T09:45:38Z</published>
    <arxiv:comment>Under submission</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Cuong Le</name>
    </author>
    <author>
      <name>Bao-Long Tran</name>
    </author>
    <author>
      <name>Pavlo Melnyk</name>
    </author>
    <author>
      <name>Tahereh Dehdarirad</name>
    </author>
    <author>
      <name>Bastian Wandt</name>
    </author>
    <author>
      <name>Mårten Wadenbäck</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.29603v1</id>
    <title>MoSign: Challenge-Response Motion-Watermark Authentication for Anonymous Virtual-Reality Users</title>
    <updated>2026-08-30T18:48:12Z</updated>
    <link href="https://arxiv.org/abs/2609.29603v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.29603v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Social virtual reality (VR) creates a paradox. A user's body motion is a high-entropy biometric: head and hand trajectories alone re-identify users among tens of thousands with over $94\%$ accuracy, so anonymizing the rendered avatar is a practical necessity. Yet a user often still wants to prove their identity to a chosen party from inside that anonymity. We present MoSign, which recasts digital watermarking as a challenge-response authentication protocol on the motion channel. MoSign embeds a time-varying keyed message into the style latent of a motion variational autoencoder via keystream-whitened Gaussian-Shading: watermarked motion is provably indistinguishable from watermark-free motion, since any detector's advantage reduces to breaking a pseudorandom function, so the mark composes with anonymization. The message is a keyed MAC over an epoch counter, a session nonce, and a deployment context, making MoSign replay-resistant and bounding forgery by the verifier's measured false-accept rate times the adversary's online query budget. A key-holding verifier decides with a sequential test. We identify render$\rightarrow$record$\rightarrow$re-estimate ("recapture") as the realistic VR attack surface: a generic pose estimator strips the necessarily subtle watermark, but a recapture-robust keyed reader recovers it (up to $0.96$ codeword accuracy on a projected-2D channel, $0.81$ through a full render-to-video loop), while without the key recovery stays at chance. On HumanML3D, MoSign authenticates every legitimate user at a false-accept rate of $10^{-4}$ on clean and most channels and stays undetectable (detection AUC $0.51$, chance $0.5$); on the BOXRR-23 VR dataset it carries the mark through a real anonymizer at $0.99$ codeword accuracy and adds no de-anonymization side channel.</summary>
    <category term="cs.CR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-30T18:48:12Z</published>
    <arxiv:primary_category term="cs.CR"/>
    <author>
      <name>Xujun Che</name>
    </author>
    <author>
      <name>Thomas Carr</name>
    </author>
    <author>
      <name>Depeng Xu</name>
    </author>
    <author>
      <name>Aidong Lu</name>
    </author>
    <author>
      <name>Shuhan Yuan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.29336v1</id>
    <title>FISICA: A Deployed Service for Plantar-Pressure and Posture Assessment with Ontology-Grounded Recommendation</title>
    <updated>2026-08-29T15:39:22Z</updated>
    <link href="https://arxiv.org/abs/2608.29336v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.29336v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>FISICA is a body-assessment and recommendation service running in production. One standing session with two photographs returns foot-loading measures, posture coordinates, a driven 3D avatar, a visual report, and ranked shoe and exercise candidates. Measurement comes from a purpose-built scale carrying 634 force-sensitive elements on a 1 cm grid and four load cells, and a rule-based evaluator controls every recommendation while a language model only explains the stored result. The method contribution is the avatar. Instead of mapping a measured angle onto a rig through a tuned gain, we measure the avatar with the same function used on the subject and solve until the two agree, on a sampling-invariant spinal metric that separated a normal from a kyphotic record by 7.2 degrees against 0.9 degrees for a single-joint formulation. In production, general APIs respond at a 0.023 s median, plantar-pressure analysis at 0.45 s, and recommendation at 2.16 s to 2.26 s with the rule-based portion under one second in every trial. The served keypoint graph reaches 0.960 PCK@0.2 on public data, and the catalog holds 699 shoes with 10,500 typed facts. An approved study supplies the radiographic reference for the validation still ahead.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.IR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-29T15:39:22Z</published>
    <arxiv:comment>31 pages, 17 figures, 25 tables</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Juhwan Song</name>
    </author>
    <author>
      <name>Heejung Kim</name>
    </author>
    <author>
      <name>Juntae Noh</name>
    </author>
    <author>
      <name>Jonghak Ryu</name>
    </author>
    <author>
      <name>Huiju Park</name>
    </author>
    <author>
      <name>Junseong Lee</name>
    </author>
    <author>
      <name>Dohyeon Ahn</name>
    </author>
    <author>
      <name>Byungwoo Jo</name>
    </author>
  </entry>
  <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/2608.28213v2</id>
    <title>PAMoR: Parameterized Affective Motion Generation in Real Time for Humanoid Robots</title>
    <updated>2026-09-21T13:47:48Z</updated>
    <link href="https://arxiv.org/abs/2608.28213v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.28213v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>People read a humanoid robot's motion in social settings not only for the action performed but for the affect conveyed. Motion carrying that affect has so far been generated for human avatars, where style is taken from a reference clip or an emotion word, neither of which can be quantitatively parameterized. We present PAMoR, which turns affect into a measured control parameter: a valence-arousal (V-A) coordinate computed natively on robot kinematics. It is obtained in closed form from postural expansion and movement energy, and these measurements serve directly as generation conditions, with no human annotation. An action prior and two affect priors, trained in a shared latent space, are composed at each denoising step: the action prior fixes what is performed, the affect priors modulate how. Whole-body motion rolls out autoregressively on a 29-DoF Unitree G1 in real time, with action and affect both editable. Generated motion tracks the commanded V-A over its full range while text-to-motion fidelity still matches text-only baselines. In a perceptual study, raters identify the commanded emotion on 0.38 of trials, above both baselines and approaching the 0.44 reported for acted human bodies.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-28T11:32:33Z</published>
    <arxiv:comment>Under Review of IEEE Robotics and Automation Letters, 8 pages</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yan Pan</name>
    </author>
    <author>
      <name>Lingfan Bao</name>
    </author>
    <author>
      <name>Tianhu Peng</name>
    </author>
    <author>
      <name>Chengxu Zhou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.27037v1</id>
    <title>Neighborhood Watch: Privacy Risks in Seeded Local Combination Synthetic Data</title>
    <updated>2026-08-27T12:22:55Z</updated>
    <link href="https://arxiv.org/abs/2608.27037v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.27037v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Synthetic data is seen as a promising solution for sharing data in sensitive contexts. However, recent work on privacy attacks have shown that there are still significant residual risks, especially for synthetic data generations methods that are not based on formal approaches such as differential privacy. In this paper, we investigate the privacy risks associated with local combination approaches for generating synthetic data in which synthetic profiles are built by combining real neighbouring profiles. More precisely, we focus on three methods from this family, namely SMOTE, Simulant and Avatar, which have been recently used as a way to share 'anonymised data' in the healthcare domain. In particular, we conduct an extensive privacy analysis through a diverse set of attacks: membership inference, linkage and reconstruction attacks. Our results demonstrate substantial privacy leakage for all three methods, raising serious doubts about whether their outputs should be regarded as anonymous in practice.</summary>
    <category term="cs.CR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-27T12:22:55Z</published>
    <arxiv:comment>16 pages main body, 20 pages with Appendix, 6 figures (including appendix), 7 tables (including appendix)</arxiv:comment>
    <arxiv:primary_category term="cs.CR"/>
    <author>
      <name>Hadrien Lautraite</name>
    </author>
    <author>
      <name>Tristan Allard</name>
    </author>
    <author>
      <name>Anne-Sophie Charest</name>
    </author>
    <author>
      <name>Jean-François Rajotte</name>
    </author>
    <author>
      <name>Sébastien Gambs</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.23995v1</id>
    <title>Physics-Informed WiFi Sensing for Robust 3D Human Pose Estimation in Mobile and Cross-Environment Settings</title>
    <updated>2026-08-25T02:36:43Z</updated>
    <link href="https://arxiv.org/abs/2608.23995v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.23995v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Device-free human pose estimation using commodity WiFi signals has emerged as a promising paradigm for pervasive sensing in mobile computing systems. However, existing approaches often suffer from severe performance degradation when deployed across heterogeneous environments due to complex multipath propagation and domain shifts in wireless signals. In this paper, we present a physics-informed WiFi sensing framework for robust 3D human pose estimation under mobile and cross-environment settings. Our approach explicitly models wireless signal propagation characteristics and incorporates multipath-aware attention to capture environment-dependent signal variations. To further improve generalization, we introduce a disentangled representation learning scheme that separates pose-related features from environment-specific factors, enabling effective cross-domain adaptation without requiring extensive retraining. We implement our system using commodity WiFi devices and evaluate it on multiple public benchmarks, including Person-in-WiFi-3D and MM-Fi, as well as real-world deployments across diverse indoor environments. Experimental results demonstrate that our framework significantly improves robustness and generalization performance compared to state-of-the-art methods, particularly under cross-environment scenarios. These results highlight the potential of physics-informed wireless sensing for enabling reliable, scalable, and infrastructure-free human-centric applications in mobile computing systems.</summary>
    <category term="eess.SP" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-25T02:36:43Z</published>
    <arxiv:comment>12pages 6figures</arxiv:comment>
    <arxiv:primary_category term="eess.SP"/>
    <author>
      <name>Kaixuan Huang</name>
    </author>
    <author>
      <name>Yuanbo Chen</name>
    </author>
    <author>
      <name>Guangjin Pan</name>
    </author>
    <author>
      <name>Shiyi Mu</name>
    </author>
    <author>
      <name>Tao Yu</name>
    </author>
    <author>
      <name>Guhan Zheng</name>
    </author>
    <author>
      <name>Shunqing Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.20759v1</id>
    <title>DiGS-Avatar: Single-Image Animatable 3D Human Reconstruction via UV-Space Diffusion</title>
    <updated>2026-08-21T05:46:52Z</updated>
    <link href="https://arxiv.org/abs/2608.20759v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.20759v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Single-image 3D human reconstruction often suffers from over-smoothed textures and geometric inconsistencies. While diffusion models improve generative quality, their reliance on multi-view synthesis prior to 3D reconstruction is computationally expensive and prone to view inconsistency. We propose DiGS-Avatar, which reformulates this task as an efficient, diffusion-based UV-latent completion task, ensuring 3D consistency by design. To capture accurate spatial structure, we introduce a teacher-student framework where a multi-view teacher provides geometrically aligned pseudo-ground-truth latents to supervise a single-view diffusion student. Treating this inferred latent as a robust structural skeleton, our method injects high-level semantic features to accurately recover fine textural details without disrupting spatial integrity. The refined representation is then decoded into 3D Gaussian primitives. Extensive experiments demonstrate that DiGS-Avatar achieves state-of-the-art or highly competitive visual fidelity and zero-shot generalization, while reconstructing a fully animatable 3D avatar in just 0.71 seconds. Code is available at https://github.com/KLMAV-CUC/DiGS-Avatar.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-21T05:46:52Z</published>
    <arxiv:comment>ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jiakun Li</name>
    </author>
    <author>
      <name>Li Fang</name>
    </author>
    <author>
      <name>Hao Zhu</name>
    </author>
    <author>
      <name>Fei Hu</name>
    </author>
    <author>
      <name>Long Ye</name>
    </author>
    <author>
      <name>Yuan Zhang</name>
    </author>
    <author>
      <name>Jinyao Yan</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/2608.17707v1</id>
    <title>DynaForcing: Overcoming Dynamic Collapse in Self-Forcing Distillation for Streaming Avatar Generation</title>
    <updated>2026-08-18T12:29:56Z</updated>
    <link href="https://arxiv.org/abs/2608.17707v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.17707v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Audio-driven avatar generation requires realistic lip-sync, expressive motion, and real-time streaming. Recent work achieves the latter via self-forcing with Distribution Matching Distillation (DMD), but this paradigm suffers from a critical failure that has not been systematically characterized: dynamic collapse, where the student model converges to a near-static optimum with high perceptual quality but severely suppressed temporal dynamics. We trace this to two causes: the reverse KL objective in DMD, which biases toward low-motion modes, and unanchored self-conditioning, which creates a feedback loop that amplifies collapse. This is especially harmful for avatars, where even subtle motion loss breaks lip-sync and expression.
  To address this, we propose DynaForcing, a training framework with three complementary strategies applied at different levels. Specifically, Hybrid Forcing anchors rollouts to ground-truth dynamics at the data level to break the feedback loop. Dynamics-Aware Reward Regularization introduces explicit motion rewards via the RL interpretation of DMD to counteract the reverse KL bias at the loss level. Reference Perturbation perturbs reference images to decouple identity from static details, forcing the model to rely on audio for motion at the conditioning level. We further introduce computation graph pruning and gradient replay, reducing the GPU footprint of self-forcing by over an order of magnitude. Experiments show that DynaForcing recovers dynamics to teacher-comparable levels (Dyn-Deg: 0.31 -&gt; 0.73, Sync-C: 7.03 -&gt; 7.68) while improving visual quality, resolving the quality-dynamics trade-off throughout training without early stopping.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-18T12:29:56Z</published>
    <arxiv:comment>Accepted at ACM International Conference on Multimedia (MM '26)</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yubo Huang</name>
    </author>
    <author>
      <name>Sirui Zhao</name>
    </author>
    <author>
      <name>Xinchen Yao</name>
    </author>
    <author>
      <name>Zhengye Zhang</name>
    </author>
    <author>
      <name>Jinyang Huang</name>
    </author>
    <author>
      <name>Fengqi Cui</name>
    </author>
    <author>
      <name>Shiwei Wu</name>
    </author>
    <author>
      <name>Enhong Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.15763v4</id>
    <title>Training Agents to Evolve with Their Harness: TaoLive Digital Avatar Agent Technical Report</title>
    <updated>2026-09-11T17:18:41Z</updated>
    <link href="https://arxiv.org/abs/2608.15763v4" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.15763v4" rel="related" type="application/pdf" title="pdf"/>
    <summary>AI-powered digital avatar streamers must answer product questions, engage viewers, and execute marketing strategies in real time, demanding low latency, frequent strategy updates, and accurate yet effective responses. Evolvable Harnesses, whose Skills, Hooks, prompts, and tools can be updated independently of model weights, enable rapid iteration but expose a trade-off: large models adapt zero-shot yet are too slow, whereas compact models meet latency targets but overfit to fixed Harness configurations. We propose Harness-Aware Training (HAT), which trains compact models to adapt to changing Harnesses. Its key component, Harness-State Augmentation (HSA), applies task-preserving transformations to Skill identifiers and content, tool schemas, prompt structures, and Hook functions. Training proceeds in three stages: HSA-SFT learns reasoning and tool use from strong-model trajectories across diverse environments; General On-Policy Distillation restores generalization lost during SFT; and HSA-RL improves robustness to changing Harnesses through reinforcement learning in augmented environments. Across four evaluation sets, HAT achieves 94.8 on Live-Stream QA (base: 80.3; strongest general LLM: 93.0) and 94.6 on Harness-Variant QA (base: 75.4). Unlike Fixed-Harness SFT, which lowers IFEval by 7.7 points from the base model, HAT avoids this regression and reaches 83.5. On one NVIDIA H20 GPU, the optimized system delivers P50 and P95 latencies of 3.4 s and 8.1 s. Deployed in Taobao Live's digital-avatar service, it also yields positive online A/B test results for item-page views.</summary>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-16T14:32:56Z</published>
    <arxiv:primary_category term="cs.CL"/>
    <author>
      <name> TaoLive AIGC LLM Team</name>
    </author>
    <author>
      <name>Yuhan Sun</name>
    </author>
    <author>
      <name>Wenhao Lin</name>
    </author>
    <author>
      <name>Yongdong Luo</name>
    </author>
    <author>
      <name>Yibo Hu</name>
    </author>
    <author>
      <name>Meiguang Jin</name>
    </author>
    <author>
      <name>Junfeng Ma</name>
    </author>
    <author>
      <name>Weihang Pan</name>
    </author>
    <author>
      <name>Jiaxin Zhao</name>
    </author>
    <author>
      <name>Zulong Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.12175v1</id>
    <title>TGRHuman: Text-Guided Realistic 3D Human Generation via Diffusion Renderer</title>
    <updated>2026-08-12T15:32:50Z</updated>
    <link href="https://arxiv.org/abs/2608.12175v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.12175v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Realistic 3D human generation plays a crucial role in many graphics applications. However, current methods still struggle to generate high-quality human geometry and texture while maintaining 3D consistency and inference efficiency. In this work, we address these limitations by introducing TGRHuman, a novel approach for generating realistic 3D humans from text. Our method decouples geometry and texture generation to alleviate the issues commonly encountered in NeRF-based methods. Instead of relying on slow, implicit score-distillation-based optimization, we directly use explicit multi-view observation generation and optimization for efficient 3D synthesis. For geometry generation, we propose a high-resolution generative module for multi-view normals together with a geometry-carving strategy that preserves view consistency and supports loose clothing. For texture generation, we produce spatially consistent RGB observations from densely sampled surrounding views using a carefully designed texture-prior acquisition strategy and a diffusion renderer, enabling detailed human texture synthesis. Experiments show that our method can generate high-quality and consistent 3D human geometry and texture efficiently. TGRHuman outperforms existing text-to-3D human methods in both geometry and texture quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-12T15:32:50Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Muxin Zhang</name>
    </author>
    <author>
      <name>Chaohui Yu</name>
    </author>
    <author>
      <name>Yuanwang Yang</name>
    </author>
    <author>
      <name>Min Wei</name>
    </author>
    <author>
      <name>Zhuo Su</name>
    </author>
    <author>
      <name>Kun Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.12107v1</id>
    <title>Avatar-Forever: Decoupled Parallel Training for High-Quality Real-Time Infinite Avatars</title>
    <updated>2026-08-12T14:29:08Z</updated>
    <link href="https://arxiv.org/abs/2608.12107v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.12107v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing streaming video systems often rely on sequential, distillation-centered training pipelines to enable few-step long-video generation. However, this paradigm suffers from two limitations. First, failures or distribution shifts introduced in earlier stages affect later optimization, complicating the training process to converge. Second, the distillation-centric objective favours short-term generation but is prone to quality degradation when autoregressive errors accumulate over long rollouts. We propose Avatar-Forever, a decoupled parallel training framework for high-quality real-time infinite interactive avatars. Instead of coupling generation efficiency and long-horizon robustness under a sequential distillation pipeline, we treat them as two independent capabilities that can be trained in parallel. One branch performs full-parameter distillation to train an efficient generator with high visual quality, while another trains a lightweight long-horizon adapter via Recovery-oriented Rollout Training (RRT), which improves generation robustness under long-horizon inference conditions. Our decoupled parallel training design simplifies the overall training process and avoids unnecessary objective conflicts between few-step generation and long-horizon adaptation. We further introduce ForeverCache, a chunk-wise feature caching mechanism to substantially reduce redundant history computation during streaming inference. Built upon a 22B video foundation model, Avatar-Forever supports unbounded audio-driven avatar generation while maintaining identity consistency, motion coherence, and visual fidelity, enabling an end-to-end throughput of high-resolution 768x512 videos at 27.2 FPS on a single H100 GPU and providing a practical path toward stable digital humans.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-12T14:29:08Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ruibin Li</name>
    </author>
    <author>
      <name>Tao Yang</name>
    </author>
    <author>
      <name>Zhiyuan Ma</name>
    </author>
    <author>
      <name>Fangzhou Ai</name>
    </author>
    <author>
      <name>Shilei Wen</name>
    </author>
    <author>
      <name>Lei Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.11745v2</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/2608.10720v2</id>
    <title>Ex-Omni-2D: Expressive Omni-Modal Dialogue Models with Native Visual Presence</title>
    <updated>2026-09-03T07:38:50Z</updated>
    <link href="https://arxiv.org/abs/2608.10720v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.10720v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Omni-modal dialogue models can understand multimodal inputs and synthesize spoken replies, but a spoken answer still leaves the agent visually absent. We introduce \textbf{Ex-Omni-2D}, a framework that answers a multimodal query with coordinated text, personalized speech, and reference-conditioned video. The dialogue model first writes a structured \textit{Visual Thought Plan} (VTP) for scene, emotion, and motion, then generates the response text and multi-codebook speech units. These speech units are decoded into audio and aligned with video frames, giving the speech and avatar modules a common timing signal while allowing them to learn from different data sources. The video module is trained as a full-sequence Teacher conditioned on reference appearance, VTP semantics, and frame-aligned speech units. We further explore to distill it into a few-step block-causal \emph{Streaming Student}; its Prefix Streaming mechanism carries the previous clean latent into the next chunk and is analyzed as a partial mitigation for late-chunk subject drift. At $400\times720$/$720\times400$, the four-step four-GPU Student provides incremental output with lower startup latency than the full-sequence Teacher.</summary>
    <category term="cs.AI" 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"/>
    <published>2026-08-11T09:37:11Z</published>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Haoyu Zhang</name>
    </author>
    <author>
      <name>Zhipeng Li</name>
    </author>
    <author>
      <name>Xiaoying Tang</name>
    </author>
    <author>
      <name>Tianshu Yu</name>
    </author>
    <author>
      <name>Yiwen Guo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.10500v1</id>
    <title>DSAR: Dual-Stream Autoregressive Modeling of Temporal Cloth Dynamics for Photorealistic Animatable Avatars</title>
    <updated>2026-08-11T05:19:21Z</updated>
    <link href="https://arxiv.org/abs/2608.10500v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.10500v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating photorealistic and temporally coherent animatable human avatars from RGB videos remains challenging. Current methods struggle to capture realistic cloth dynamics, producing over-smoothed appearance or severe artifacts on out-of-distribution poses. This limitation stems from a fundamental oversight: existing approaches neglect the temporal causality inherent in cloth physics, where current states emerge from previous states through temporal evolution rather than instantaneous skeletal configurations alone. Without explicit modeling of this causal structure, networks learn pose-appearance correlations instead of motion evolution, leading to poor generalization. We introduce a dual-stream autoregressive framework that explicitly models both observable geometric information and implicit internal state. The geometric stream propagates surface displacement from the previous frame, while the state stream fuses current features with historical states retrieved from a memory bank. Motion-adaptive aggregation handles spatially-varying dynamics, and adaptive regularization balances smoothness with flexibility. Experiments on challenging datasets demonstrate significant improvements in rendering quality, temporal consistency, and generalization to motion patterns beyond training distributions, validating that dual-stream temporal modeling enables realistic cloth dynamics.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-11T05:19:21Z</published>
    <arxiv:comment>Accepted to ECCV 2026. 25 pages, 7 figures, including supplementary material</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haozhong Xiong</name>
    </author>
    <author>
      <name>Yao Yu</name>
    </author>
    <author>
      <name>Yu Zhou</name>
    </author>
    <author>
      <name>Sidan Du</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.09143v1</id>
    <title>UniMoFlow: Grounding Instruction-Driven 3D Human Motion Editing in Generation</title>
    <updated>2026-08-10T05:42:58Z</updated>
    <link href="https://arxiv.org/abs/2608.09143v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.09143v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Instruction-driven editing of 3D human motion requires precise spatiotemporal localization, rich semantic grounding, and strict preservation of unmodified content. Existing methods either resort to training-free adaptation of generative models or rely solely on triplet supervision; however, adaptation often yields suboptimal control, and manually curated triplet datasets remain severely limited in scale and semantic diversity. To overcome this bottleneck, we ground motion editing directly within text-to-motion generation across data, architecture, and inference. At the data level, we develop a closed-loop synthesis-and-verification pipeline that produces Omni-MoEdit, a large-scale dataset spanning body-part, amplitude, temporal, action, and style edits. At the architectural level, we introduce UniMoFlow, a unified latent flow-matching model that shares broad semantic and kinematic knowledge between generation and editing. At the inference level, SAFE (Source-Anchored Flow Editing) complements UniMoFlow with controllable, source-anchored refinement. Furthermore, we augment standard evaluations with semantics-aware metrics to account for valid edits that inherently deviate from a single ground-truth reference. Extensive experiments demonstrate improved target-text alignment, edit effectiveness, and cycle consistency, while maintaining competitive source fidelity and text-to-motion generation quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-10T05:42:58Z</published>
    <arxiv:comment>18 pages, including supplementary material; 8 figures and 7 tables. Code: https://github.com/Yilei-Hua/UniMoFlow. Submitted to AAAI 2027</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yilei Hua</name>
    </author>
    <author>
      <name>Beibei Jing</name>
    </author>
    <author>
      <name>Ce Zheng</name>
    </author>
    <author>
      <name>Hanyu Zhou</name>
    </author>
    <author>
      <name>Yawei Luo</name>
    </author>
    <author>
      <name>Wei Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.13602v2</id>
    <title>Omni-LiveAvatar: Minute-Level Real-Time Streaming Joint Audio-Video Avatar Generation</title>
    <updated>2026-08-17T03:08:17Z</updated>
    <link href="https://arxiv.org/abs/2608.13602v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.13602v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Joint audio-video generative models serve as foundation for immersive and interactive digital-human generation. Nevertheless, most existing models rely on bidirectional attention and multi-step denoising and can generate only short clips, making them unsuitable for real-time interaction over extended durations. We present Omni-LiveAvatar, the first framework for minute-level, real-time streaming joint audio-video avatar generation. Specifically, we propose (1) a progressive autoregressive distillation pipeline that transfers a large bidirectional joint audio-video diffusion model into a few-step autoregressive generator without auxiliary stabilization mechanisms; (2) a synchronized audio-video long-short-term memory that preserves global consistency under a bounded memory budget; and (3) a hierarchical rolling prompt planning strategy that enables coherent semantic evolution and seamless prompt transitions. Extensive experiments show that Omni-LiveAvatar generates high-quality, synchronized minute-level avatars in real time. In terms of speed, it achieves a 33$\times$ generation speedup over its teacher, LTX-2, on a single NVIDIA H200 GPU; in terms of generation quality, it outperforms accelerated baselines across visual quality, audio quality, cross-modal synchronization, and human fidelity. Our code is available at https://github.com/Aoko955/Omni-LiveAvatar.</summary>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-07T15:34:15Z</published>
    <arxiv:primary_category term="cs.MM"/>
    <author>
      <name>Lunjie Zhu</name>
    </author>
    <author>
      <name>Xingtong Ge</name>
    </author>
    <author>
      <name>Fangyu Lin</name>
    </author>
    <author>
      <name>Yi Zhang</name>
    </author>
    <author>
      <name>Zhening Liu</name>
    </author>
    <author>
      <name>Mengfei Li</name>
    </author>
    <author>
      <name>Yumeng Zhang</name>
    </author>
    <author>
      <name>Guanglu Song</name>
    </author>
    <author>
      <name>Yu Liu</name>
    </author>
    <author>
      <name>Jun Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.06722v3</id>
    <title>CustomDance: Customized 3D Dance Generation with Coarse-to-Fine Human-Centered Interactive Control</title>
    <updated>2026-09-04T01:04:17Z</updated>
    <link href="https://arxiv.org/abs/2608.06722v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.06722v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>With the rise of AI-generated content (AIGC) and advanced techniques for 3D human representation, the task of generating 3D dance movements has become an exciting area of research. Despite significant advancements, current methods often fail to provide comprehensive and distinct control over various multimodal inputs from users, such as music or specific descriptions of desired movements. As a result, the generated motions may be statistically plausible and technically correct, but they often lack depth, expressiveness, and alignment with the user's creative vision. To address this issue, we present CustomDance, a coarse-to-fine interactive system designed for customized 3D dance generation. Inspired by the workflows of expert choreographers, CustomDance introduces a novel paradigm to AI-assisted choreography through three interconnected stages. First, a multimodal Large Language Model (MLLM) analyzes the music and a high-level text prompt to identify key temporal anchors and creative cues for the piece. Next, for each anchor, a multimodal retriever suggests high-quality motion clips from a dance library based on local music and text, empowering the user with concrete and predictable options. Finally, a custom music-conditioned diffusion in-painter seamlessly connects the selected phrases, allowing for iterative, user-guided refinement of the final composition, supported by visualizations of motion dynamics. Our evaluations demonstrate that CustomDance not only highlights the significant creative utility and empowering potential of our AI-assisted choreography paradigm, but also outperforms competitive baselines across quantitative and qualitative comparisons. Project page: https://github.com/XulongT/CustomDance</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-07T02:32:11Z</published>
    <arxiv:comment>Accepted to SIGGRAPH Asia 2026</arxiv:comment>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Xulong Tang</name>
    </author>
    <author>
      <name>Kaixing Yang</name>
    </author>
    <author>
      <name>Xiaohu Guo</name>
    </author>
    <author>
      <name>Balakrishnan Prabhakaran</name>
    </author>
    <author>
      <name>Rawan Alghofaili</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.06009v2</id>
    <title>Wan-Animate-2: Pushing the Application Boundaries of Character Animation</title>
    <updated>2026-08-08T11:15:00Z</updated>
    <link href="https://arxiv.org/abs/2608.06009v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.06009v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Character image animation remains a foundational yet challenging task in computer vision. Existing approaches can be broadly categorized into three paradigms: methods based on explicit motion representations suffer from extraction errors and identity drift; methods based on implicit motion features lose fine-grained dynamics through compression; and in-context learning approaches avoid intermediate representations but incur prohibitive computational costs. Furthermore, all current systems are designed for offline synthesis, unable to meet the real-time requirements of interactive applications such as digital avatars and live-streaming hosts. To address these limitations, we present Wan-Animate-2, an end-to-end character animation framework that directly consumes the driving video within a redesigned Diffusion Transformer. Our architecture achieves superior motion fidelity and identity preservation by eliminating intermediate motion extractors entirely. We further introduce text driven viewpoint control that decouples the output camera perspective from the driving video--a capability rarely supported by prior character animation methods that rely on explicit motion representations. Beyond generation quality, we present Wan-Animate-2-Lite, an efficient variant that reduces inference latency to real-time thresholds through a three-stage training paradigm: teacher forcing pretraining with error buffer mechanism, and Self-Forcing distillation with chunk-wise backpropagation. This enables streaming character animation for interactive applications, opening new deployment scenarios that were previously infeasible. Qualitative evaluations and user studies demonstrate that Wan-Animate-2 achieves high-fidelity animation results across diverse characters and motion patterns. To foster further research and community development, we will release the Wan-Animate-2-Base model weights to the public.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-06T13:13:10Z</published>
    <arxiv:comment>Project page: https://humanaigc.github.io/wan-animate-2/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Guangyuan Wang</name>
    </author>
    <author>
      <name>Li Hu</name>
    </author>
    <author>
      <name>Dechao Meng</name>
    </author>
    <author>
      <name>Zhongyi Zhang</name>
    </author>
    <author>
      <name>Peng Zhang</name>
    </author>
    <author>
      <name>Xindi Zhang</name>
    </author>
    <author>
      <name>Mingyang Huang</name>
    </author>
    <author>
      <name>Ruoshi Zhang</name>
    </author>
    <author>
      <name>Ke Sun</name>
    </author>
    <author>
      <name>Zhe Zhang</name>
    </author>
    <author>
      <name>Xingjun Wang</name>
    </author>
    <author>
      <name>Gang Cheng</name>
    </author>
    <author>
      <name>Hai Xu</name>
    </author>
    <author>
      <name>Bang Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.05804v1</id>
    <title>Ordered Diffusion for 3D Human Registration</title>
    <updated>2026-08-06T09:39:54Z</updated>
    <link href="https://arxiv.org/abs/2608.05804v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.05804v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D human registration has historically been treated as a regression task, assuming a unique ground-truth alignment exists between the template and an input point cloud. In reality, acquisition noise, occlusions, and unknown soft tissue dynamics introduce inherent ambiguity into human scans. Regression-based methods consequently converge to an average prediction, often failing to represent a plausible geometry. In our work, we embrace such uncertainty by modeling the registration as a distribution of alignments. We propose ODin, which formulates registration as a 3D diffusion process that generates a point cloud aligned with the target geometry while preserving template semantics through consistent point ordering. To achieve this, ODin relies on global, local, and positional conditioning, guiding each point to its correct location. Our experiments demonstrate that such a generative formulation not only outperforms its regression-based baseline, but also establishes a new state of the art, surpassing highly engineered methods while reducing the registration time by two-thirds. Pre-trained models and code are available at https://riccardomarin.github.io/odin/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-06T09:39:54Z</published>
    <arxiv:comment>Accepted at GCPR 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Mattia Masiero</name>
    </author>
    <author>
      <name>Ilya A. Petrov</name>
    </author>
    <author>
      <name>Daniel Cremers</name>
    </author>
    <author>
      <name>Gerard Pons-Moll</name>
    </author>
    <author>
      <name>Riccardo Marin</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.05663v2</id>
    <title>Vorch-Streamer: Extending Human Audio-Visual Generation to Real-Time Long-Form Streaming</title>
    <updated>2026-08-07T03:30:22Z</updated>
    <link href="https://arxiv.org/abs/2608.05663v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.05663v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Real-time long-form avatar audio-video generation requires causal, continuous synthesis while maintaining audiovisual synchronization and visual consistency. Adapting a pretrained bidirectional model to this setting presents two key dilemmas. First, autoregressively reusing generated blocks as context creates exposure bias, causing errors and visual drift to accumulate over long rollouts. Second, a global speech utterance does not indicates a causal generator which portion should be spoken next when only limited local audio-video context is available. We present Vorch-Streamer, a post-training framework that addresses these challenges and enables real-time long-form Text-to-Audio-Video (T2AV) streaming. We construct a synthetic corpus of 80K avatar clips spanning 12-21 seconds and first train a causal generator with mixed Teacher Forcing and Diffusion Forcing. We then apply long-horizon Self Forcing with DMD distillation, exposing the model to its own rollout distribution while preserving the quality of the pretrained bidirectional teacher. To explicitly control speech progression, an external language model predicts discrete 25-Hz speech-planning tokens, whose continuous features condition the audio diffusion branch and align each causal block with the content it should speak. With bounded causal context and four-step denoising, Vorch-Streamer jointly generates audio and video from text at 27.12 FPS, exceeding the 24-FPS real-time playback rate while maintaining competitive audio-lip synchronization and strong identity preservation over long-form generation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-06T07:00:37Z</published>
    <arxiv:comment>Project page: https://vorch-project.github.io/Vorch-Streamer-project/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Menglin Han</name>
    </author>
    <author>
      <name>Yang Ding</name>
    </author>
    <author>
      <name>Yulei Lu</name>
    </author>
    <author>
      <name>Haoran Yu</name>
    </author>
    <author>
      <name>Xin Ma</name>
    </author>
    <author>
      <name>Junyi Chen</name>
    </author>
    <author>
      <name>Zhangkai Ni</name>
    </author>
    <author>
      <name>Lin Ma</name>
    </author>
    <author>
      <name>Yaohui 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/2608.04709v1</id>
    <title>EmpaAva: An Open-source Agentic 3D-Avatar Empathetic Live Chatbot</title>
    <updated>2026-08-05T11:23:40Z</updated>
    <link href="https://arxiv.org/abs/2608.04709v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.04709v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper presents EmpaAva, to our knowledge the first open-source, agentic 3D-avatar empathetic chatbot, which carries empathetic response generation (ERG) from text-only exchanges into live, face-to-face interaction. Through a video-call-like interface, a user speaks to a 3D digital human that reads their affect from speech and optional vision, and replies with emotional speech, lip-synced facial motion, and photorealistic 3D Gaussian rendering. At its core, an LLM coordinates a Tri-Agent Architecture, in which perception, empathetic response planning, and embodied rendering form a closed loop, paired with a Response Planning layer that compiles each reply into an executable multimodal plan, keeping voice, expression, and rendering on one empathetic intent. Building on strong open-source modules, EmpaAva supplies the intelligence that binds them into one controllable, inspectable experience. In automatic and human evaluations, EmpaAva surpasses text-only, 2D talking-face, and multimodal avatar baselines in emotion understanding, response quality, and audio-visual consistency. We open-source EmpaAva with an online live demo.</summary>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-05T11:23:40Z</published>
    <arxiv:comment>Project&amp;Demo: https://empaava.top/</arxiv:comment>
    <arxiv:primary_category term="cs.CL"/>
    <author>
      <name>Jie Yang</name>
    </author>
    <author>
      <name>Wenhao Xu</name>
    </author>
    <author>
      <name>Shuhui Lin</name>
    </author>
    <author>
      <name>Hao Fei</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.01978v1</id>
    <title>Proxy Avatar Meets Low-Rank Caching: Real-Time One-Shot Emotion-Controllable Portrait Animation</title>
    <updated>2026-08-03T09:41:59Z</updated>
    <link href="https://arxiv.org/abs/2608.01978v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.01978v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Audio-driven portrait animation has advanced rapidly with diffusion-based generative models, yet real-time one-shot generation with expressive emotion control remains challenging. Existing methods often suffer from insufficient emotion-aware motion priors and expensive appearance computation during multi-step denoising. To address these issues, we propose Proxy Avatar Meets Low-Rank Caching, a cascaded framework for real-time one-shot emotion-controllable portrait animation. Instead of directly generating the target portrait from audio, our method uses a Gaussian-based emotion proxy avatar as a reusable motion generator, which is trained once on a single identity to produce expressive driving videos from audio and emotion labels. Since the proxy avatar only provides motion rather than target appearance or geometry, a large-scale one-shot retargeting model further extracts identity-independent motion from the proxy performance and adapts it to arbitrary target portraits. To improve inference efficiency, we introduce zero-shot appearance reuse with low-rank caching, which caches reference appearance features at the initial denoising step and models subsequent feature variations using lightweight low-rank adapters. Extensive experiments demonstrate that our method achieves stronger emotional expressiveness, better identity-preserving animation, and substantially reduced inference cost, enabling real-time one-shot portrait animation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-03T09:41:59Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haijie Yang</name>
    </author>
    <author>
      <name>Jindi Bao</name>
    </author>
    <author>
      <name>Yixuan Dong</name>
    </author>
    <author>
      <name>Hongliang Zhang</name>
    </author>
    <author>
      <name>Jian Bi</name>
    </author>
    <author>
      <name>Hao Tang</name>
    </author>
    <author>
      <name>Zhenyu Zhang</name>
    </author>
    <author>
      <name>Jianjun Qian</name>
    </author>
    <author>
      <name>Jian Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.01944v1</id>
    <title>UniMoCa: Unifying Motion and Camera Controls as Visual Proxies for Faithful Human Video Generation</title>
    <updated>2026-08-03T09:18:13Z</updated>
    <link href="https://arxiv.org/abs/2608.01944v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.01944v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Controlling human motion and camera movement is essential for faithful human-oriented video generation, yet remains challenging in multi-person scenes with large body motions, occlusions, and dynamic cameras. Existing pipelines typically rely on visual motion sequences, such as skeleton maps, pose maps, or rendered body representations, for motion control, while using camera embeddings for camera control. Such heterogeneous control interfaces force video generation models to reconcile pixel-aligned visual cues with non-visual geometric embeddings, making motion-camera attribution difficult and sensitive to camera estimation errors. We propose \textbf{UniMoCa}, a representation-driven framework that unifies motion and camera controls in visual space. At the core of UniMoCa is \textbf{Motion-Camera Visual Proxy} (\textbf{MCVP}), a mutually-sharable novel representation that converts 3D human motion and camera trajectories extracted from driving videos into an identity-neutral visual proxy. MCVP renders temporally aligned human geometry under the recovered camera trajectory and augments it with explicit camera trajectory markers, replacing heterogeneous visual-parametric controls with distinguishable visual cues. As both control factors are represented in the same visual space, they become mutually compatible rather than heterogeneous, enabling consistent joint reasoning and editing during video generation. We further curate a \textbf{MCVP-Video} dataset covering complex actions, multi-person interactions, and diverse camera trajectories. Experiments based on the Wan2.2 I2V show that UniMoCa achieves substantial gains in human motion control, camera control, temporal consistency, and camera-aware robustness with minimal additional complexity. More details are shown in our Project page: https://tanliming-daniel.github.io/UniMoCa/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-03T09:18:13Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Liming Tan</name>
    </author>
    <author>
      <name>Ye Chen</name>
    </author>
    <author>
      <name>Hao Zhang</name>
    </author>
    <author>
      <name>Lirong Qian</name>
    </author>
    <author>
      <name>Feifei Li</name>
    </author>
    <author>
      <name>Bingbing Ni</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.01157v1</id>
    <title>InteracVid: Building a Real Interactive Audio-Visual Response Dataset from Live-Chat Videos</title>
    <updated>2026-08-02T11:28:13Z</updated>
    <link href="https://arxiv.org/abs/2608.01157v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.01157v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Large language models have made text the default medium for human--AI interaction, buttext alone cannot express the full range of responses required by multimodal assistants,avatars, and embodied agents. While recent audio-video generative models can synthesizehigh-fidelity synchronized content, existing supervision is largely \emph{descriptive}:models are trained to render captions rather than to produce audio-visual responsescaused by external user interactions. We introduce \textbf{InteracVid}, \emph{the firstopen-source large-scale dataset that addresses this missing supervision}, so that everysample couples a preceding audio-visual context and an external stimulus with the realinteractive response that follows. We design a metadata-aware pipeline that extractsinteractive clips from long, noisy livestreams, yielding over \textbf{454K}context-query-response triplets from more than \textbf{59K} livestream videos andspanning conversation-centered, object-centric, procedural, embodied, and screen-basedscenarios. A ten-rater human study confirms that the extracted interactions are causal,natural, and temporally complete for both genuine and reconstructed queries. On aheld-out benchmark of \textbf{100} genuine live-chat queries, fine-tuning on InteracVidimproves both interaction planning and audio-video response generation, and anindependent human evaluation reproduces the system ranking and the conclusions obtainedwith our automatic judge. These results highlight interaction-structured data as acritical foundation for interactive multimodal generation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-02T11:28:13Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Chi Zhang</name>
    </author>
    <author>
      <name>Haoyang Shi</name>
    </author>
    <author>
      <name>Yueyi Liu</name>
    </author>
    <author>
      <name>Zhaokun Yan</name>
    </author>
    <author>
      <name>Yishu Yin</name>
    </author>
    <author>
      <name>Yuhang Wu</name>
    </author>
    <author>
      <name>Miao Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.29633v1</id>
    <title>OASIS: Occlusion-aware Single-image Hand Avatar Reconstruction via 3D Gaussian Splatting</title>
    <updated>2026-07-31T17:09:46Z</updated>
    <link href="https://arxiv.org/abs/2607.29633v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.29633v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Single-image 3D hand avatar reconstruction is fundamentally ill-posed and particularly challenging due to limited visual evidence under severe self-occlusion and the complex pose-dependent deformation of highly articulated hands. Existing methods predominantly rely on implicit NeRF-style representations, whose volumetric fitting is computationally expensive and often struggles to preserve fine-grained hand details. In this work, we present OASIS, a tailored 3D Gaussian Splatting framework for single-image hand avatar reconstruction. To faithfully encode sparse image-specific appearance cues in single-view reconstruction, we construct geometry-aligned visual evidence tokens by explicitly aligning input image observations with 3D hand geometry and context-adaptively tokenizing the resulting visual evidence. Since severe self-occlusion makes the reliability of image evidence inherently visibility-dependent, we introduce a visibility-conditioned point-image attention to reliably transfer visual evidence to geometric tokens, yielding occlusion-aware Gaussian features for faithful and robust reconstruction. To further capture non-rigid deformation of articulated hands, we introduce a Feature-on-Mesh representation to enable Gaussian deformation to be guided by local surface stretching. Under this framework, we adopt a one-shot adaptation scheme that learns a shared hand prior from multi-identity training data and then fits it to a target image for target-specific reconstruction. Extensive experiments show that OASIS outperforms existing baselines in both visual fidelity and efficiency across challenging poses and in-the-wild scenarios, and further demonstrates strong versatility in downstream applications such as text-to-avatar generation and texture editing.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-31T17:09:46Z</published>
    <arxiv:comment>Accepted to ACM Multimedia 2026. Project page: https://mova-hand.github.io/MOVA/. Code repository: https://github.com/ivyyy77/OASIS</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhisheng Han</name>
    </author>
    <author>
      <name>Shiyao Wu</name>
    </author>
    <author>
      <name>Jiayan Qiu</name>
    </author>
    <author>
      <name>Yakun Ju</name>
    </author>
    <author>
      <name>Lu Liu</name>
    </author>
    <author>
      <name>Le Zhang</name>
    </author>
    <author>
      <name>Pengfei Feng</name>
    </author>
    <author>
      <name>Huiyu Zhou</name>
    </author>
    <author>
      <name>Zheheng Jiang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.28164v1</id>
    <title>S-Avatar: Diffusion-Guided Gaussian Head Avatars from a Single Image</title>
    <updated>2026-07-30T13:04:03Z</updated>
    <link href="https://arxiv.org/abs/2607.28164v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.28164v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose S-Avatar, a novel method for generating photorealistic 3D head avatars from a single image using a diffusion-guided 3D model generation module and strategies for animating 3D Gaussian Splatting (3DGS). While single-image head avatar reconstruction is crucial for lifelike Virtual Reality (VR) applications, existing approaches often struggle to preserve 3D consistency under unseen viewpoints. S-Avatar addresses this limitation through a three-stage pipeline. First, a high-resolution 3DGS is synthesized directly from a single image using a diffusion-based Gaussian splat generation module. Next, the parametric head model FLAME is aligned with the generated 3DGS by optimizing its parameters and spatial transformations. Finally, to adapt the 3DGS to FLAME variations, we construct a binding template that encodes the spatial relationship between the initial splats and FLAME. The dynamic 3D head avatar can then be rendered in real time by deforming the 3DGS with the binding template. By combining diffusion-guided canonical 3DGS generation with FLAME-based control, our method achieves efficient and accurate reconstruction with enhanced 3D consistency. Evaluations on public datasets demonstrate that S-Avatar outperforms state-of-the-art methods in novel-view and expression generation, achieving superior realism and consistency. Consequently, our approach represents a significant advance in accessible avatar creation, applicable to a wide range of VR/AR applications. The project page is available at https://github.com/hailsong/savatar.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-30T13:04:03Z</published>
    <arxiv:comment>15 pages, 12 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hail Song</name>
    </author>
    <author>
      <name>Seokhwan Yang</name>
    </author>
    <author>
      <name>Jiwon Yang</name>
    </author>
    <author>
      <name>Woojin Cho</name>
    </author>
    <author>
      <name>Woontack Woo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.27865v1</id>
    <title>Learning to Understand Body Language from Flight through Robust 3D Avatar Placing</title>
    <updated>2026-07-30T08:40:32Z</updated>
    <link href="https://arxiv.org/abs/2607.27865v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.27865v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Perceiving human motion and intent at long range is a prerequisite for socially intelligent aerial robots, yet the data to learn it barely exists. We introduce Drones2BodyLanguage, a dataset grounding human motion in real UAV footage: avatars manifesting ten communicative intents are placed into unmodified 4K drone scenes with metrically correct position, scale and orientation, maintained over hundreds of frames of camera motion. Enabling it is a lightweight geometric world model of the local scene - semantically selected anchors lifted to 3D through streaming monocular depth - in which a placement point is predicted as an affine anchor combination with provably rigid-invariant weights, and re-rendered under an SVD-fitted ground rotation. Across twelve architectures on scene- and motion-disjoint splits, training on placed data lifts mean intent accuracy by a wide margin for real, retargeted and generated motion alike, with gains confirmed on two in-the-wild scenes.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-30T08:40:32Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Dragos Costea</name>
    </author>
    <author>
      <name>Alina Marcu</name>
    </author>
    <author>
      <name>Cristina Lazar</name>
    </author>
    <author>
      <name>Marius Leordeanu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.27348v1</id>
    <title>Bunraku: Turning a Single Illustration into an Editable Live2D Character</title>
    <updated>2026-07-29T18:06:17Z</updated>
    <link href="https://arxiv.org/abs/2607.27348v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.27348v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Live2D is the dominant 2D character-animation format for anime characters and virtual avatars, representing each character as a stack of RGBA layers driven by per-layer mesh deformation. Despite its wide use in virtual streaming, mobile games, and interactive characters, authoring a Live2D model still demands weeks of manual layer separation, occlusion completion, mesh placement, and keyframing, and no prior generative method produces such a structured asset end-to-end. We present the first system that, from a single illustration, generates all the structured information a Live2D runtime consumes: ordered RGBA layers, a deformation mesh per layer, and the parameter-driven keypose vertex offsets that make the character move. Stage 1 casts layered decomposition as a layered diffusion process under a Live2D-aware organ-level taxonomy, producing an ordered RGBA stack with hidden-region completion. Stage 2 builds a content-conforming triangle mesh for each layer from its alpha channel alone, then predicts the keypose displacement field of all layers jointly: every vertex of every layer is one token, self-attention spans layer boundaries, and each displacement is factorised into a bounded direction and a log-magnitude. Joint rather than independent prediction is what makes the result a coherent character instead of separately plausible parts, and is our largest gain; scaling the network 112x yields none. On 50 held-out characters, under true generation with no teacher forcing, Stage 2 attains a per-vertex direction cosine of 0.768 (median 0.828). Because a layer's mesh derives from its alpha channel, a clothing layer can be re-textured from a natural-language instruction while the mesh and predicted animation are reused byte-for-byte. We further contribute Live2D-Bench, the first standardized benchmark for the task, and an 8,884-model Live2D corpus with layer and animation supervision.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-29T18:06:17Z</published>
    <arxiv:comment>Project page: https://bunraku-live2d.github.io/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Junhao Chen</name>
    </author>
    <author>
      <name>Jingjia Mao</name>
    </author>
    <author>
      <name>Dayong Li</name>
    </author>
    <author>
      <name>Chenghai Li</name>
    </author>
    <author>
      <name>Saining Zhang</name>
    </author>
    <author>
      <name>Zhihao Li</name>
    </author>
    <author>
      <name>Hao Zhao</name>
    </author>
    <author>
      <name>Yufei Wang</name>
    </author>
    <author>
      <name>Ruqi Huang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.26393v1</id>
    <title>CaM-Wolf: Causal-Aware Multimodal Agents for Social Deduction Games</title>
    <updated>2026-07-29T01:58:36Z</updated>
    <link href="https://arxiv.org/abs/2607.26393v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.26393v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Social deduction games (SDGs) such as Werewolf have become challenging testbeds for AI agents. These games require complex social skills such as reasoning, deception, and collaboration. While recent advances in large language models (LLMs) have driven significant progress in SDG agents, current approaches are predominantly text-based, overlooking the multimodal nature that is fundamental to human social interaction. To bridge this gap, we introduce CaM-Wolf, the first SDG agent that integrates multimodal perception and generation. CaM-Wolf processes video inputs from other players, employs a causal-aware Reasoner trained via reinforcement learning to establish logical chains between observable behaviors and hidden roles, and presents itself through an animated avatar. Our experiments and user study show that CaM-Wolf achieves superior agent gameplay performance and enhances the quality of human-AI interaction. This work represents a significant advancement towards creating more human-like AI agents capable of participating in nuanced social dynamics. Our code is available at https://3dagentworld.github.io/avatar_wolf.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-29T01:58:36Z</published>
    <arxiv:comment>Accepted by ACMMM 2026</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Zheng Zhang</name>
    </author>
    <author>
      <name>Nanjie Yao</name>
    </author>
    <author>
      <name>Jiarui He</name>
    </author>
    <author>
      <name>Deheng Ye</name>
    </author>
    <author>
      <name>Peilin Zhao</name>
    </author>
    <author>
      <name>Hao Wang</name>
    </author>
  </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/2607.24013v2</id>
    <title>AptAvatar: Fast and Vivid Long-Form Audio-Driven Video Generation for Production-Ready Avatars</title>
    <updated>2026-07-29T08:53:30Z</updated>
    <link href="https://arxiv.org/abs/2607.24013v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.24013v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Production-ready audio-driven avatar generation requires efficient inference without sacrificing fidelity or motion expressiveness. However, existing acceleration methods often compromise quality through restrictive architectural choices, such as causal attention and short temporal horizons, or by reducing model capacity and resolution. Without such compromises, we propose AptAvatar, a 14B-parameter long-form audio-driven avatar generation framework that delivers fast and expressive inference. For efficiency in production-level applications, AptAvatar addresses the extreme two-step generation challenge. To bridge the gap between the multi-step teacher model and the two-step student model, we introduce Endpoint-Anchored Distribution Distillation. It augments vanilla distribution matching with a dedicated Anchor Score Estimator trained on the trajectory-endpoint distribution defined from a frozen pretrained 4-step bridge generator. This provides an attainable endpoint-level anchor for the evolving two-step student. To improve long-horizon consistency, we further introduce Self-Generated History Replay, which reuses cached outputs from earlier generator checkpoints as history conditions during chunk-wise training. This approximates inference-time conditioning on self-generated histories without costly online rollouts, mitigating quality degradation from accumulated history errors. Extensive experiments demonstrate that AptAvatar generates vivid 720p long-form avatar videos with only 2 NFEs, achieving a 60x speedup while preserving visual fidelity and long-horizon identity. Code is available at https://github.com/TaoLiveAIGC/AptAvatar</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-27T05:21:40Z</published>
    <arxiv:comment>9 pages, 5 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hengyuan Zhang</name>
    </author>
    <author>
      <name>Jingna Sun</name>
    </author>
    <author>
      <name>Meiguang Jin</name>
    </author>
    <author>
      <name>Junfeng Ma</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.23861v1</id>
    <title>Head Avatars with Dynamic Explicit Hair</title>
    <updated>2026-07-26T22:08:13Z</updated>
    <link href="https://arxiv.org/abs/2607.23861v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.23861v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present DynHair, a novel method for tracking and modeling dynamic hair for human head avatars. From video input, we reconstruct a dynamic head avatar with an explicit strand-based hair representation using structured 3D Gaussian Splatting. In contrast to the face region of human head avatars, which can be modeled with 3D Gaussians that are attached or generated with respect to some expressive 3D head model, hair is particularly challenging as it exhibits dynamic motion effects. Therefore, we present a novel method that models the dynamic deformations of the hair strands using a temporal network that is conditioned on angular velocity and acceleration of the head, as well as relative gravity. Specifically, an LSTM encodes the motion history and modulates per-point strand features via FiLM conditioning which further used by MLP to produce physically plausible displacements to canonical hairstyle. We jointly optimize this motion and appearance representation of the hair, with a 3DGS-based representation of the face-region, via differentiable Gaussian splatting with photometric, geometric, and physics-based supervision. As a result of our method, we retrieve hair tracking of the training video data and an animatable head avatar with controllable hair dynamics. In our experiments, we demonstrate state-of-the-art performance in terms of hair dynamics, temporal consistency, and generalization across subjects.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-26T22:08:13Z</published>
    <arxiv:comment>Project page: https://dynhair.is.tue.mpg.de/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Vanessa Sklyarova</name>
    </author>
    <author>
      <name>Haonan Chen</name>
    </author>
    <author>
      <name>Berna Kabadayi</name>
    </author>
    <author>
      <name>Tobias Kirschstein</name>
    </author>
    <author>
      <name>Zicong Fan</name>
    </author>
    <author>
      <name>Xi Wang</name>
    </author>
    <author>
      <name>Gerard Pons-Moll</name>
    </author>
    <author>
      <name>Matthias Nießner</name>
    </author>
    <author>
      <name>Marc Pollefeys</name>
    </author>
    <author>
      <name>Michael J. Black</name>
    </author>
    <author>
      <name>Justus Thies</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.23840v1</id>
    <title>STEER: Steerable Dyadic Head Avatars</title>
    <updated>2026-07-26T20:53:41Z</updated>
    <link href="https://arxiv.org/abs/2607.23840v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.23840v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Facial movement and expression are central to face-to-face communication, conveying turn-taking, attention, agreement, and engagement alongside speech. While speech-driven facial animation has made strong progress in lip synchronization and audio-conditioned motion generation, most methods treat conversational behavior as an emergent byproduct of audio, or expose only coarse sequence-level affect control. As a result, key non-verbal channels such as gaze contact and aversion, rhythmic head motion, and emotion remain difficult to explicitly control. We present STEER, a controllable 3D dyadic motion prior for reactive conversational head avatars. STEER factorizes conversational behavior into explicit controls for gaze, head rhythm, and emotion, allowing users to steer how an avatar listens, reacts, and engages with a conversation partner. Since temporally aligned annotations for these behaviors are not available in public dyadic corpora, we introduce a tracking and annotation pipeline that recovers behavioral pseudo-labels from in-the-wild dyadic video. A causal flow-matching transformer then learns partner-aware target motion conditioned on audio, partner motion, emotion and the proposed behavioral controls. We further embed STEER in a photorealistic avatar pipeline by extending a Universal Gaussian Head-Avatar Prior with a learned mapping from tracked parametric motion into its avatar-driving space. This enables controllable animation of high-fidelity Gaussian head avatars without re-training the underlying avatar model. STEER outperforms recent dyadic motion baselines on motion quality, dynamics, and diversity, remains competitive on partner coupling, and enables gaze, head-rhythm, and emotion edits together with an interactive live deployment. We make our code and dataset annotations available at our webpage.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-26T20:53:41Z</published>
    <arxiv:comment>Project page: https://kartik-teotia.github.io/STEER/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kartik Teotia</name>
    </author>
    <author>
      <name>Helge Rhodin</name>
    </author>
    <author>
      <name>Hyeongwoo Kim</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.23657v1</id>
    <title>GRAPE: Graduated Routing for Articulated Portrait mesh Estimation</title>
    <updated>2026-07-26T13:46:04Z</updated>
    <link href="https://arxiv.org/abs/2607.23657v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.23657v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Articulated portrait mesh estimation is fundamental to 3D understanding, avatar generation, and immersive interaction. Existing approaches primarily rely on 3D Morphable Models (3DMMs). However, face-centric models suffer from the "floating head" assumption, conflating head pose with global rotation due to the lack of neck kinematics. Conversely, body-centric models lack high-fidelity facial expression capabilities. Furthermore, current methods struggle to disentangle jaw articulation from expression blendshapes, often over-relying on expressions for mouth opening. These limitations make monocular portrait recovery difficult across representation, supervision, and anatomical parameter estimation. To address these limitations, we introduce GRAPE(Graduated Routing for Articulated Portrait mesh Estimation). We build a Portrait Parametric Model (PPM) with an explicit torso-to-head kinematic chain and a canonical injection step to merge FLAME and the SMPL-X torso. We propose a Progressive Anatomical Alignment (PAA) network, which is composed of a pretrained portrait encoder, a Graduated-Mask Router, and coarse-to-fine experts that follow the portrait anatomical prior. We then train this network with multi-source supervision that combines sparse anatomical keypoints, feature distillation, foreground mask constraints, and relative geometry constraints. Experiments show that GRAPE improves portrait mesh recovery quality, pose alignment, and jaw--expression disentanglement over prior methods. We also demonstrate that our method can benefit the downstream tasks of audio-driven talking-head generation and 3D portrait generation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-26T13:46:04Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yunfei Liu</name>
    </author>
    <author>
      <name>Lijian Lin</name>
    </author>
    <author>
      <name>Ye Zhu</name>
    </author>
    <author>
      <name>Yu Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.23023v2</id>
    <title>OmniMate: Open-Ended Real-Time Streaming Audio-Visual Generation for Interactive Avatars</title>
    <updated>2026-07-28T02:01:27Z</updated>
    <link href="https://arxiv.org/abs/2607.23023v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.23023v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances in diffusion-based generative models have enabled real-time audio-driven avatar generation and unified audio-visual synthesis, providing a promising foundation for interactive avatar systems. However, extending unified audio-visual synthesis to real-time interactive streaming remains challenging, as the generation horizon is unknown in advance and the generated identity may drift over long-term generation. To address these challenges, we propose OmniMate, a unified framework for open-ended real-time interactive audio-visual avatar generation. OmniMate jointly synthesizes visual content, speech, and sound effects in real time, enabling natural and immersive multi-turn interactions. To achieve adaptive response progression, we introduce a Generation Progress Controller (GPC) that explicitly models the generation progress of each streaming chunk, allowing the model to complete responses according to the desired progress and achieve seamless transitions between execution and listening states. To preserve long-term cross-modal identity consistency, we propose a Multi-Reference Conditioning Module (MRCM), which leverages multiple reference images and a reference speech segment to provide persistent visual and speaker identity cues throughout long-duration streaming interactions. Extensive experiments on an interaction-oriented adaptation of VerseBench demonstrate that OmniMate achieves high-quality, low-latency streaming generation while maintaining strong long-term audio-visual consistency. The results further show that OmniMate supports realistic, coherent, and responsive interactive avatar experiences over extended multi-turn conversations.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-25T03:42:52Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Quanyue Song</name>
    </author>
    <author>
      <name>Yishan He</name>
    </author>
    <author>
      <name>Yanbo Ding</name>
    </author>
    <author>
      <name>Zhixiang He</name>
    </author>
    <author>
      <name>Yongxiang Li</name>
    </author>
    <author>
      <name>Caigui Jiang</name>
    </author>
    <author>
      <name>Zhi Zhi Guo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.20922v1</id>
    <title>FA-LAM: Focus-Aware Large Avatar Model for One-Shot 4D Animatable Gaussian Head</title>
    <updated>2026-07-23T04:57:22Z</updated>
    <link href="https://arxiv.org/abs/2607.20922v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.20922v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose FA-LAM, a Focus-Aware Large Avatar Model for one-shot animatable Gaussian head creation, while simultaneously enabling static 3D and dynamic 4D full-head recovery. The core of our method lies in a thorough analysis of the attention mechanisms and the entangled reconstruction and animation training pipeline adopted by prior state-of-the-art approaches. Our analysis identifies two main factors that compromise the quality of 3D full-head generation: (1) incorrect and noisy attention activations, and (2) conflicts between the tasks of reconstruction and animation. To address the first issue, we introduce a symmetric and semantic attention regularization strategy that leverages the inherent semantics and structural symmetry of human heads. To disentangle the objectives of reconstruction and animation, we develop a novel dual-phase training pipeline that separates the model's capabilities for large-view hallucination and animation into distinct modules. Moreover, we enhance our model to support multi-view and streaming 4D reconstruction in an efficient and memory-friendly manner through a core autoregressive modification with tailored visibility-aware token fusion. Collectively, these innovations enable FA-LAM to reconstruct animatable Gaussian full heads with superior quality, particularly in fine facial regions and large viewing angles.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-23T04:57:22Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yingdong Hu</name>
    </author>
    <author>
      <name>Yisheng He</name>
    </author>
    <author>
      <name>Yiming Jiang</name>
    </author>
    <author>
      <name>Zehong Lin</name>
    </author>
    <author>
      <name>Steven Hoi</name>
    </author>
    <author>
      <name>Jun Zhang</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/2607.18798v1</id>
    <title>UVFaceFusion: Fast Multi-view Topologically Consistent Face Reconstruction in the Wild via UV-space Neural Fusion</title>
    <updated>2026-07-21T07:24:42Z</updated>
    <link href="https://arxiv.org/abs/2607.18798v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.18798v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing high-fidelity facial geometry with an assigned topology is essential for digital avatar creation and animation, yet existing automated methods often trade off geometric fidelity and in-the-wild generalization. We present UVFaceFusion, a feed-forward framework for multi-view, fixed-topology face reconstruction from daily images. Our key idea is to replace heuristic topological optimization with learnable neural fusion in a canonical UV space. Given multi-view images, we first obtain dense point maps and facial UV correspondences of each view using VGGT and Pixel3DMM, respectively. Then, the view-specific point maps are lifted into the canonical UV domain and fused with a novel mask-aware neural fusion network. The network predicts a complete UV-space point map, from which a fixed-topology mesh is directly sampled. Although trained only on Ava-256, UVFaceFusion generalizes well to multiple public benchmarks and in-the-wild captures, benefiting from its canonical UV-space geometry-to-geometry fusion that reduces dependence on dataset-specific appearance and capture conditions. Experiments on various benchmarks show that UVFaceFusion achieves state-of-the-art reconstruction accuracy while reconstructing a mesh from 16 input views in less than 3 seconds on a single RTX 4090. Code is available at https://github.com/grignarder/UVFaceFusion.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-21T07:24:42Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xin Ming</name>
    </author>
    <author>
      <name>Yuxuan Han</name>
    </author>
    <author>
      <name>Junhai Yong</name>
    </author>
    <author>
      <name>Feng Xu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.13691v1</id>
    <title>Drawing with water waves</title>
    <updated>2026-07-15T10:40:43Z</updated>
    <link href="https://arxiv.org/abs/2607.13691v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.13691v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The deterministic reproduction of complex 3D wave fields remains a significant challenge in ocean engineering. This study proposes a novel methodology for drawing arbitrary 2D curves and 3D volumetric shapes on a water surface using transient multi-directional focused waves. To overcome the limitations of conventional discrete-point focusing methods, our framework integrates Bézier curve parametrisation, equal arc-length sampling, and an Iterative Amplitude Correction (IAC) algorithm. This effectively mitigates wave height overshoot and enables precise spatial superposition of spectral components.
  The method's effectiveness was validated through linear wave theory and Smoothed Particle Hydrodynamics (SPH) simulations, successfully reproducing 2D characters and a 3D human face. Physical experiments in the FloWave circular wave basin further demonstrated target shape generation, such as a 2D star and 3D pyramid. Although further integration of nonlinear wave theories is necessary for high-amplitude accuracy, this technique establishes a deterministic methodology for creating arbitrary 2D and 3D surface geometries. It represents a significant advantage in wave field control for ocean engineering applications.</summary>
    <category term="physics.flu-dyn" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-15T10:40:43Z</published>
    <arxiv:comment>20 pages, 17 figures</arxiv:comment>
    <arxiv:primary_category term="physics.flu-dyn"/>
    <author>
      <name>Taiga Kanehira</name>
    </author>
    <author>
      <name>James Steer</name>
    </author>
    <author>
      <name>Laura-Beth Jordan</name>
    </author>
    <author>
      <name>Shaun Fraser</name>
    </author>
    <author>
      <name>Thomas Davey</name>
    </author>
    <author>
      <name>Hidemi Mutsuda</name>
    </author>
    <author>
      <name>Samuel Draycott</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.13654v1</id>
    <title>T3HG-Editor: Text-driven 3D Human Garment Editing with Body Priors Embedded in SMPL-X</title>
    <updated>2026-07-15T09:58:37Z</updated>
    <link href="https://arxiv.org/abs/2607.13654v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.13654v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>While 3D Gaussian Editing (3DGE) has seen substantial progress, text-driven 3D human garment editing remains largely underexplored. Existing 3DGE works typically follow a paradigm that applies 2D editing techniques to multi-view rendered images and updates 3D Gaussians based on the modified images. Extending such methods to 3D human garment editing suffers from low-fidelity outcomes, caused by introduced distortions and garment inconsistencies. A promising breakthrough opportunity arises from the SMPL eXpressive (SMPL-X) model that embodies rich prior information for virtual humans. Motivated by this insight, we propose a text-driven 3D human garment editor termed T3HG-Editor, which delivers high-fidelity and garment consistent results by leveraging geometry and joint priors embedded in SMPL-X. Specifically, T3HG-Editor contains three stages, namely obtainment of editable Gaussians, garment consistent editing, and Gaussian updating with overflow pruning. The obtainment of editable Gaussians begins with seeding Gaussians along SMPL-X normals to generate sufficient near surface Gaussians, followed by a 2D mask constraint that precisely localizes the target Gaussians to be edited. The garment consistent editing aggregates tokens corresponding to the same SMPL-X vertex across multiple views and propagates them to their original views, enforcing garment consistency without requiring additional training. Gaussian updating with overflow pruning employs a Signed Distance Function (SDF) defined on SMPL-X to construct a human distance field, which is then integrated with a 2D semantic mask to prune overflowing Gaussians, thus preventing contamination of non-target regions. Experiments on multiple subjects and diverse garment types demonstrate that T3HG-Editor outperforms state-of-the-art methods in both editing quality and garment consistency.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-15T09:58:37Z</published>
    <arxiv:comment>9 pages, 7 figures, 2 tables</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Shaoru Sun</name>
    </author>
    <author>
      <name>Xingtao Wang</name>
    </author>
    <author>
      <name>Zihan Ma</name>
    </author>
    <author>
      <name>Wenrui Li</name>
    </author>
    <author>
      <name>Jiantao Zhou</name>
    </author>
    <author>
      <name>Debin Zhao</name>
    </author>
    <author>
      <name>Xiaopeng Fan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.12206v1</id>
    <title>RegHead: Non-Humanoid Head Blendshapes via Feed-Forward Registration</title>
    <updated>2026-07-13T23:16:29Z</updated>
    <link href="https://arxiv.org/abs/2607.12206v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.12206v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present RegHead, a framework for constructing semantic blendshape sets for animatable non-humanoid head avatars. With a fixed expression vocabulary, semantic blendshapes provide a low-dimensional and interpretable animation interface and support cross-identity retargeting. Building such blendshape sets remains expensive because (i) expression-consistent supervision is scarce, (ii) generated 4D assets typically lack correspondence, and (iii) facial motion is highly localized. We propose (1) a large-scale dataset of non-humanoid identities paired with a shared expression vocabulary, obtained by expanding a small artist-rigged library via fine-tuned image editing; (2) a dense stochastic anchor motion representation tailored to localized facial deformations; and (3) a fast feed-forward registration model that converts unregistered expression meshes into a corresponded blendshape basis by predicting anchor-based deformations from the neutral shape. Experiments show that our approach produces higher-fidelity expression meshes than baselines, while running orders of magnitude faster than optimization. We further demonstrate real-time retargeting from human face tracking signals to non-humanoid characters, capturing both head pose and localized facial motions. Our project page is available at https://snap-research.github.io/RegHead/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-13T23:16:29Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jiahao Luo</name>
    </author>
    <author>
      <name>Hao Zhang</name>
    </author>
    <author>
      <name>Jianqi Chen</name>
    </author>
    <author>
      <name>Yijie He</name>
    </author>
    <author>
      <name>Jiaxu Zou</name>
    </author>
    <author>
      <name>Michael Vasilkovsky</name>
    </author>
    <author>
      <name>Sergei Korolev</name>
    </author>
    <author>
      <name>Sergey Tulyakov</name>
    </author>
    <author>
      <name>Chaoyang Wang</name>
    </author>
    <author>
      <name>Peter Wonka</name>
    </author>
    <author>
      <name>James Davis</name>
    </author>
    <author>
      <name>Jian Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.11512v1</id>
    <title>Toward Inclusive Avatar Design with Limb Differences Through Artificial Intelligence</title>
    <updated>2026-07-13T13:00:45Z</updated>
    <link href="https://arxiv.org/abs/2607.11512v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.11512v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>As extended reality becomes more popular for social interaction and entertainment, 3D avatars must represent the full diversity of body types. Most 3D avatar systems only support normative bodies and do not accurately depict people with limb differences, amputations, or other morphological variations. This paper reviews emerging technical approaches for inclusive 3D avatar customization for this group and current guidelines that promote respectful and accurate representation. We highlight persistent challenges, including the scarcity of diverse datasets and the limitations in animation for non-normative anatomies. This paper positions artificial intelligence as a promising path to overcoming these limitations and advancing inclusive 3D avatar generation.</summary>
    <category term="cs.HC" 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>2026-07-13T13:00:45Z</published>
    <arxiv:primary_category term="cs.HC"/>
    <arxiv:journal_ref>IEEE Computing in Science &amp; Engineering, Apr.-Jun. 2026, pp. 81-88, vol. 28</arxiv:journal_ref>
    <author>
      <name>Fernanda Miyuki Yamada</name>
    </author>
    <author>
      <name>João Paulo Gois</name>
    </author>
    <author>
      <name>Hiroki Takahashi</name>
    </author>
    <arxiv:doi>10.1109/MCSE.2026.3685086</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/MCSE.2026.3685086" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.10984v1</id>
    <title>EquiFusion: Kinematics-Agnostic Human Motion Prediction via Equivariant Latent Diffusion</title>
    <updated>2026-07-13T01:16:18Z</updated>
    <link href="https://arxiv.org/abs/2607.10984v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.10984v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing Stochastic 3D Human Motion Prediction models are fundamentally constrained by hard-coding the skeleton kinematics, severely limiting generalization, preventing cross-dataset training, and requiring complex data retargeting. We introduce EquiFusion, the first kinematics-agnostic model to solve this bottleneck, implementing a latent diffusion model with a permutation equivariant architecture. EquiFusion treats the kinematics' connectivity as an explicit input parameter, ensuring its internal computations are inherently agnostic to joint ordering and graph structure. This novel design enables truly cross-dataset generalization to unseen kinematics and unlocks novel zero-shot directions, such as motion prediction from partial or occluded observations and targeted limb generation. EquiFusion achieves state-of-the-art results on major benchmarks, being up to 75% more compact than previous kinematics-specific methods, while achieving faster training and inference. EquiFusion thus establishes a new, flexible standard for robust human motion prediction. Model and training code are available at https://ceveloper.github.io/publications/equifusion/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-13T01:16:18Z</published>
    <arxiv:comment>Accepted to ECCV 2026. Visit our webpage at https://ceveloper.github.io/publications/equifusion/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Cecilia Curreli</name>
    </author>
    <author>
      <name>Florian Hofherr</name>
    </author>
    <author>
      <name>Dominik Muhle</name>
    </author>
    <author>
      <name>Abhishek Saroha</name>
    </author>
    <author>
      <name>Riccardo Marin</name>
    </author>
    <author>
      <name>Daniel Cremers</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.10408v1</id>
    <title>GNOCHI: Generative Neural mOdel for Close Human-Human Interactions</title>
    <updated>2026-07-11T17:19:32Z</updated>
    <link href="https://arxiv.org/abs/2607.10408v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.10408v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating realistic 3D human-human interactions in virtual environments is challenging due to the high degrees of freedom in the human body and the need for physically accurate poses that do not collide with each other. Traditional methods for human-human interaction are based on motion tracking or 3D body reconstruction, but lack generative capabilities. Recent generative methods enable the synthesis of individual or interacting motions via text or image input, but generally fall short in modeling close interactions. This paper introduces a novel generative model for close 3D human-human interactions using a conditional variational autoencoder (cVAE), which generates poses for one human conditioned on the pose of another, allowing for controlled and diverse interaction synthesis. To train our model, we address two underlying long-standing challenges in the field of human-human interaction: data scarcity, for which we propose an automated supervised data augmentation strategy that generates synthetic yet realistic interaction poses; and collision awareness in generative approaches, for which we propose a self-supervised loss based on a collision resolution technique using volumetric proxies to ensure physically correct interactions. We extensively evaluate the capabilities of our model, and demonstrate a wide variety of plausible and physically correct interactions, not possible to generate with current state-of-the-art methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-11T17:19:32Z</published>
    <arxiv:comment>Presented at SCA 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Gonzalo Gómez-Nogales</name>
    </author>
    <author>
      <name>Marc Comino-Trinidad</name>
    </author>
    <author>
      <name>Andrés Casado-Elvira</name>
    </author>
    <author>
      <name>Dan Casas</name>
    </author>
    <arxiv:doi>10.1111/cgf.70561</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1111/cgf.70561" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.09210v1</id>
    <title>Network-distance decay of perceived online social support</title>
    <updated>2026-07-10T08:57:22Z</updated>
    <link href="https://arxiv.org/abs/2607.09210v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.09210v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Perceived social support can buffer stress, but how it is associated across online social networks at different graph distances remains unclear. Here we show that inferred perceived online social support in a large avatar communication application decays with network distance in a form better described, over the observed range, by a power-decay model than by a single exponential. We linked two-wave survey data from Pigg Party with behavioral logs, trained a random forest to infer perceived support for active users, and regressed Wave 2 scores on Wave 1 scores for users at hop distance $k$, adjusting for baseline support and covariates. Adjusted associations persisted across hops, consistent with power-law-like decay over the observed range. Individual-based simulations indicated that heterogeneous source-specific exponential decay rates can generate heavy-tailed aggregate decay. These results suggest that network position heterogeneity should be considered when characterizing distance-dependent associations among psychosocial states in online communities.</summary>
    <category term="cs.SI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-10T08:57:22Z</published>
    <arxiv:primary_category term="cs.SI"/>
    <author>
      <name>Masanori Takano</name>
    </author>
    <author>
      <name>Kenji Yokotani</name>
    </author>
    <author>
      <name>Masaki Chujyo</name>
    </author>
    <author>
      <name>Fujio Toriumi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.09169v1</id>
    <title>TSR-Ego: Temporally Guided Stereo Refinement Framework for Egocentric 3D Human Pose Estimation</title>
    <updated>2026-07-10T07:56:30Z</updated>
    <link href="https://arxiv.org/abs/2607.09169v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.09169v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Egocentric 3D human pose estimation from head-mounted stereo cameras is challenging due to fisheye distortion, severe self-occlusion, and frequent truncation of body joints outside the camera field of view. Recent stereo egocentric methods have improved performance through heatmap lifting, stereo correspondence, and transformer-based refinement, but they often rely heavily on frame-local evidence or use temporal information only as auxiliary pose-level context. This limits robustness when current-frame stereo cues are weak, occluded, or ambiguous. We propose TSR-Ego, a temporally guided stereo framework that couples short-term motion evidence with projection-guided feature sampling. The model first enriches dense stereo feature maps using a causal depthwise-separable temporal convolution, allowing past visual evidence to influence the feature space before deformable cross-attention. A single-stage causal stereo decoder then refines learned 3D joint queries through temporal self-attention, joint self-attention, and fisheye deformable stereo cross-attention, using the evolving pose estimate to generate 2D sampling references. Unlike methods that apply temporal reasoning mainly after pose prediction, TSR-Ego uses motion context to shape both the sampled stereo features and the joint representations while preserving online inference without future frames. Experiments on UnrealEgo2 and UnrealEgo-RW show state-of-the-art performance, with especially strong gains on real-world sequences.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-10T07:56:30Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Md Mushfiqur Azam</name>
    </author>
    <author>
      <name>John Quarles</name>
    </author>
    <author>
      <name>Kevin Desai</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.08741v1</id>
    <title>ARDY: Autoregressive Diffusion with Hybrid Representation for Interactive Human Motion Generation</title>
    <updated>2026-07-09T17:41:49Z</updated>
    <link href="https://arxiv.org/abs/2607.08741v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.08741v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating realistic 3D human motions in real-time within interactive applications is key for animation, simulation, and humanoid robotics. While recent offline motion generation approaches offer precise control via text and kinematic constraints, they lack the inference speed required for interactive settings. Conversely, existing online methods enable real-time synthesis but often sacrifice controllability or struggle with complex text semantics and long-horizon goals due to limited context windows. In this work, we introduce ARDY, a streaming generation framework that bridges this gap by enabling high-fidelity motion generation controllable via online text prompts and flexible kinematic constraints. ARDY employs a hybrid representation that combines explicit root features with a latent body embedding, balancing precise trajectory control with efficient generative learning. We propose a two-stage autoregressive transformer denoiser that features variable history context and supports conditioning on flexible, long-horizon kinematic constraints. By training on a large-scale motion capture dataset and being directly conditioned on text labels and kinematic constraints sampled from ground truth poses, ARDY natively learns controllable generation that supports online prompting and flexible long-horizon goals. Extensive evaluations on the HumanML3D benchmark and the large-scale, high-fidelity Bones Rigplay dataset demonstrate ARDY's high motion quality and constraint adherence, validating the efficacy of our key architectural decisions. Finally, we demonstrate the method's practical versatility through an interactive demo featuring dynamic text control, diverse keyframe pose constraints, path following, and interactive locomotion control via mouse and keyboard. Supplementary video results, code, and model releases can be found at https://research.nvidia.com/labs/sil/projects/ardy/.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-09T17:41:49Z</published>
    <arxiv:comment>ACM Transactions on Graphics (SIGGRAPH 2026)</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Kaifeng Zhao</name>
    </author>
    <author>
      <name>Mathis Petrovich</name>
    </author>
    <author>
      <name>Haotian Zhang</name>
    </author>
    <author>
      <name>Tingwu Wang</name>
    </author>
    <author>
      <name>Siyu Tang</name>
    </author>
    <author>
      <name>Davis Rempe</name>
    </author>
    <arxiv:doi>10.1145/3811284</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3811284" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.05787v1</id>
    <title>DeSeG: Decoupling Semantic Intent and Geometric Constraints for Physically Plausible Human-Scene Interaction</title>
    <updated>2026-07-07T03:21:08Z</updated>
    <link href="https://arxiv.org/abs/2607.05787v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.05787v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Synthesizing physically plausible human-scene interactions (HSI) remains a critical challenge in computer vision and the development of human avatars. Although recent generative models enable diverse motion synthesis, they suffer from an inductive bias referred to as semantic-geometric entanglement. Because spatial constraints often strongly correlate with specific actions in training data, monolithic models will learn the shortcut bias, aggressively overriding the semantic intent when faced with strict geometric cues. Furthermore, this entanglement exacerbates physical hallucinations, such as body-scene penetrations. To address these limitations, we propose DeSeG, a hierarchical framework that explicitly decouples semantic intent from geometric constraints. First, we introduce a Residual Semantic Planner that encodes textual instructions and canonicalized goal voxels into a compact latent space, enabling fine-grained semantic control independent of spatial trajectories. Second, we propose a physics regularized diffusion executor that incorporates differentiable repulsive potential fields directly into the diffusion objective, enforcing collision-aware motion generation. Extensive experiments on the Lingo dataset demonstrate that DeSeG achieves state-of-the-art performance, reducing mean scene penetration by 47% and improving semantic alignment by 29% over the SOTA baselines.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-07T03:21:08Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jiakun Li</name>
    </author>
    <author>
      <name>Zhe Li</name>
    </author>
    <author>
      <name>Wenqiang Wu</name>
    </author>
    <author>
      <name>Zheng Chang</name>
    </author>
    <author>
      <name>Mingqi Gao</name>
    </author>
    <author>
      <name>Jinyu Yang</name>
    </author>
    <author>
      <name>Feng Zheng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.02986v2</id>
    <title>RePos: Relative-to-Absolute Pose Factorization for Cross-Environment WiFi-Based 3D Human Pose Estimation</title>
    <updated>2026-07-17T08:07:00Z</updated>
    <link href="https://arxiv.org/abs/2607.02986v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.02986v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Device-free 3D human pose estimation from commodity WiFi Channel State Information (CSI) enables human sensing that preserves privacy and tolerates poor illumination, but its deployment is limited by poor generalization across environments. Unlike images, CSI measurements have no spatially localized correspondence to body parts and are heavily affected by multipath propagation. Consequently, models that regress absolute poses entangle body structure with location cues specific to each environment. Within a single environment this coupling is not problematic: RePos-D, a direct model that regresses the absolute pose, already achieves the best reported accuracy on Person-in-WiFi-3D, a 3.4% gain over the previous best WiFi method, DT-Pose. Across environments, however, the same model overfits position and degrades sharply. We therefore propose RePos, a factorized framework that separates root-relative pose estimation from root localization. By shielding the structure branch from absolute position, RePos learns robust pose representations. Specifically, it groups CSI features into latent tokens organized by body part that a skeleton-guided module refines into the pose, while a separate network estimates the root position from CSI amplitude through a differentiable spatial decomposition. Under the strict MM-Fi cross-environment protocol, RePos reduces the mean per-joint position error (MPJPE) by 10-21% over existing WiFi methods. The improvement is consistent across activity protocols, holds when each environment is held out in turn, and survives few-shot transfer without data leakage. Further analysis shows that the relative pose predictions remain largely independent of position, whereas root localization remains dependent on the environment.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-03T05:49:12Z</published>
    <arxiv:comment>15 pages, 7 figures, 15 tables</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhangcheng Hou</name>
    </author>
    <author>
      <name>Tomoaki Ohtsuki</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.02674v1</id>
    <title>EmoteGPT: 3D Human Facial Expressions from Natural Language Descriptions</title>
    <updated>2026-07-02T18:10:34Z</updated>
    <link href="https://arxiv.org/abs/2607.02674v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.02674v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Precise control of 3D facial expressions from text is crucial for virtual avatars, animation, and human-computer interaction, yet existing text-to-3D methods jointly generate identity, expression, and texture, making fine-grained expression control difficult. We instead formulate text-driven expression synthesis as a regression problem in the disentangled parameter space of a 3D Morphable Model (3DMM). This setting, however, requires paired data linking detailed language to precise expression parameters, which are missing from existing resources. To fill this gap, we introduce Txt2Emote, a benchmark of diverse 3D facial expressions with fine-grained textual annotations obtained from GPT-4o and a high-fidelity face tracker, providing both explicit descriptions detailing facial features and implicit descriptions referencing the situational context behind the expression. Leveraging this dataset, we present EmoteGPT, a text-to-3D expression framework based on a Multimodal Large Language Model (MLLM) with a dedicated &lt;Expr&gt; token to semantically ground expression representations, which are then decoded into 3DMM parameters. We further improve EmoteGPT by augmenting training with large-scale image-to-3DMM data, enabling it to surpass state-of-the-art text-to-3D face synthesis methods on emotion recognition metrics and in perceived expressiveness. Integrated into avatar pipelines, our method enables photorealistic and stylized 3D avatars, as well as expressive 3D-consistent 2D face synthesis from textual input.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-02T18:10:34Z</published>
    <arxiv:comment>Project page: https://genintel.github.io/EmoteGPT</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haoran Wang</name>
    </author>
    <author>
      <name>Mohit Mendiratta</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <author>
      <name>Adam Kortylewski</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.02611v1</id>
    <title>Privacy-Preserving Industrial Ergonomics: mmWave-Based Automated REBA Scoring and Pose Estimation</title>
    <updated>2026-07-01T15:41:15Z</updated>
    <link href="https://arxiv.org/abs/2607.02611v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.02611v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Work-related Musculoskeletal Disorders (WMSDs) require continuous ergonomic assessments. While Rapid Entire Body Assessment (REBA) is a gold-standard observation tool, manual monitoring is labor-intensive, and vision-based automation leads to privacy concerns. This paper proposes a novel end-to-end multi-task learning framework for privacy-preserving ergonomic assessment using millimetre-wave (mmWave) radar. A spatio-temporal backbone reconstructs 3D human skeletons, which serves as the biomechanical foundation for a subsequent regression head to generate REBA risk scores. To overcome the sparsity of radar point clouds, we utilise a multi-objective loss function incorporating biomechanical limits and temporal smoothness constraints. Furthermore, we implement an oversampling strategy to address the imbalance of high-risk postures in existing datasets. Experimental results on MMFi dataset demonstrate that our framework achieves a Categorical Accuracy of 77.78% and real-time performance with an inference latency of 5.70 ms. Our method reaches a High-risk REBA MAE of 0.93, which significantly outperforms both direct regression and two-stage pipelines in high-risk scenarios, providing a robust solution for non-invasive industrial ergonomic assessment.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-01T15:41:15Z</published>
    <arxiv:comment>6 pages, 4 figures. To appear in the Proceedings of the 2026 International Conference on Automation and Computing (ICAC 2026)</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xuhan Zhang</name>
    </author>
    <author>
      <name>Zhuangzhuang Dai</name>
    </author>
    <author>
      <name>Luis J. Mans</name>
    </author>
    <author>
      <name>Victor Chang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.00959v1</id>
    <title>GaussianEmoTalker: Real-Time Emotional Talking Head Synthesis with Audio-Driven and Blendshape-Based 3D Gaussian Splatting</title>
    <updated>2026-07-01T13:56:38Z</updated>
    <link href="https://arxiv.org/abs/2607.00959v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.00959v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Audio-driven talking head synthesis has achieved impressive progress in lip synchronization and visual quality, yet generating expressive emotional avatars with controllable intensity remains challenging, especially under real-time constraints. In this paper, we present GaussianEmoTalker, an audio-driven framework for real-time emotional talking head synthesis based on 3D Gaussian Splatting. Instead of directly predicting the final emotional avatar from speech, we formulate emotional animation as a neutral-to-emotional residual deformation problem. GaussianEmoTalker first constructs an identity-specific neutral talking space with GaussianBlendshapes, which provides high-fidelity Gaussian attributes and phoneme-synchronized neutral motion. It then predicts an emotion-conditioned residual deformation by combining mesh displacement cues, audio features, emotion categories, and intensity encodings. To fuse these heterogeneous signals, we introduce a spatial-audio-emotion attention module that estimates the offsets of Gaussian attributes for expressive and temporally stable rendering. Extensive experiments demonstrate that GaussianEmoTalker achieves competitive video quality, accurate lip synchronization, controllable emotional expression, and real-time rendering compared with recent emotional talking head methods. Our project page is available at https://njust-yang.github.io/GaussianEmoTalker.github.io/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-01T13:56:38Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haijie Yang</name>
    </author>
    <author>
      <name>Zhenyu Zhang</name>
    </author>
    <author>
      <name>Yixuan Dong</name>
    </author>
    <author>
      <name>Jianjun Qian</name>
    </author>
    <author>
      <name>Jian Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.31981v2</id>
    <title>LUNA: Learning Universal 3D Human Animation Beyond Skinning</title>
    <updated>2026-09-01T12:24:57Z</updated>
    <link href="https://arxiv.org/abs/2606.31981v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.31981v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating photorealistic, animatable 3D human avatars from monocular images still largely depends on Linear Blend Skinning (LBS) and parametric body models, which constrain expressivity and often introduce artifacts due to imperfect fitting. We propose LUNA, an LBS-free universal neural animation model that directly maps multiple 2D controls like images, keypoints, sketches, and unseen characters into 3D Gaussian deformations, bypassing explicit body fitting. At its core, a transformer-based motion regressor disentangles global rigid motion from fine-grained local dynamics to capture both coherent movement and subtle non-rigid effects. To resolve the inherent ambiguity of 2D-to-3D lifting while scaling beyond fitted datasets, we introduce hybrid supervision that distills soft structural priors from an LBS teacher and a loss that supports training on both limited fitted data and large in-the-wild unlabeled videos. Extensive experiments show LUNA achieves competitive visual fidelity compared to LBS-based approaches, while delivering realistic human motion and zero-shot cross-identity generalization across diverse driving modalities. To the best of our knowledge, LUNA is the first end-to-end 3D animatable model that supports implicit 2D driving.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-30T17:19:55Z</published>
    <arxiv:comment>ECCV 2026, Project page: https://penghtyx.github.io/LUNA/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Peng Li</name>
    </author>
    <author>
      <name>Rawal Khirodkar</name>
    </author>
    <author>
      <name>Junxuan Li</name>
    </author>
    <author>
      <name>Yuan Dong</name>
    </author>
    <author>
      <name>Chen Cao</name>
    </author>
    <author>
      <name>Yuan Liu</name>
    </author>
    <author>
      <name>Wenhan Luo</name>
    </author>
    <author>
      <name>Yike Guo</name>
    </author>
    <author>
      <name>Shunsuke Saito</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.31115v1</id>
    <title>JacobianAvatar: Temporally Consistent Semi-rigid Avatar Reconstruction from a Monocular Video</title>
    <updated>2026-06-30T04:22:16Z</updated>
    <link href="https://arxiv.org/abs/2606.31115v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.31115v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating realistic human avatars in complex motions--such as clothing dynamics--requires modeling of global and local deformations which remains challenging in monocular settings. We address this problem by leveraging neural Jacobian fields (NJFs) for representing semi-rigid deformations. We train self-supervised neural networks for predicting Jacobian matrices that give the pose-dependent deformations, by solving a Poisson equation. However, monocular input presents several difficulties such as self-occluded regions and invisible surfaces. To address these issues, we introduce three key components: a constrained Poisson solver, signed distance-based Jacobian regularization, and a deformation-guided residual flow loss, which together suppress boundary artifacts, recover frequently occluded regions such as armpits and thighs, and enforce temporal consistency during motion. Experiments on benchmark and in-the-wild videos demonstrate that our method generates temporally stable and geometrically coherent avatars, outperforming state-of-the-art approaches.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-30T04:22:16Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Changyeon Won</name>
    </author>
    <author>
      <name>Min-Gyu Park</name>
    </author>
    <author>
      <name>Seonghwan Park</name>
    </author>
    <author>
      <name>Ju Hong Yoon</name>
    </author>
    <author>
      <name>Hae-Gon Jeon</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.30849v1</id>
    <title>SyncCache: Exploiting Asymmetric Dynamics for Fast Audio-Driven Portrait Animation</title>
    <updated>2026-06-29T19:26:13Z</updated>
    <link href="https://arxiv.org/abs/2606.30849v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.30849v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Diffusion Transformers (DiTs) have significantly advanced audio-driven portrait animation, but their high computational cost leads to substantial inference latency. Although training-free diffusion caching accelerates inference significant, existing methods are primarily developed for text-conditioned generation and overlook the spatial and modality imbalances inherent in audio-driven portrait animation. In this paper, we propose SyncCache, a training-free caching acceleration method tailored for DiT-based portrait animation that explicitly exploits asymmetric dynamics. Specifically, high-frequency dynamics driven by audio conditions and concentrated in human regions are more challenging and critical to cache and reuse than the low-frequency visual background in portrait animation. First, we introduce Spatially-Asymmetric Probing to prioritize error sensitivity in dynamic human region. Second, through Modality-Decoupled Caching, we bypass heavy DiT block by reusing stable inter-block residuals, while continuously recomputing lightweight audio blocks to preserve precise lip synchronization. Furthermore, we introduce a cache ratio to control cache capacity and formulate memory-adaptive cache selection as an offline dynamic programming problem without online overhead. Extensive experiments demonstrate that SyncCache achieves superior speed-quality trade-offs, delivering up to 4.12x acceleration on HunyuanVideo-Avatar and 3.75x on Wan-S2V with near-lossless visual fidelity and precise audio alignment.</summary>
    <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>2026-06-29T19:26:13Z</published>
    <arxiv:comment>ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Juncheng Ma</name>
    </author>
    <author>
      <name>Yuxuan Du</name>
    </author>
    <author>
      <name>Yanan Sun</name>
    </author>
    <author>
      <name>Zhening Xing</name>
    </author>
    <author>
      <name>Changlin Li</name>
    </author>
    <author>
      <name>Zhenyu Tang</name>
    </author>
    <author>
      <name>Bo Li</name>
    </author>
    <author>
      <name>Peng-Tao Jiang</name>
    </author>
    <author>
      <name>Li Yuan</name>
    </author>
    <author>
      <name>Daquan Zhou</name>
    </author>
    <author>
      <name>Yonghong Tian</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.29208v1</id>
    <title>Zero-Gated Language-conditioned Human Motion Prediction</title>
    <updated>2026-06-28T05:20:10Z</updated>
    <link href="https://arxiv.org/abs/2606.29208v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.29208v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Pose histories provide the core kinematic evidence for 3D human motion prediction, but they lack explicit high-level semantic guidance. This paper introduces ZGL, a lightweight language-conditioned predictor that uses captions of the observed motion as a semantic prior while preserving a strong motion backbone as the main source of dynamics. We render only the observed poses, generate a one-sentence description with a vision-language model, encode the caption with a frozen CLIP-L text tower, and project it into a small set of conditioning tokens. These tokens are injected into a DCT-based spatial-temporal Transformer by compact crossattention adapters with zero gates: each adapter output is multiplied by a learnable gate initialized to zero, so the full network is numerically identical to the pose-only baseline at initialization and can learn to use language only when it reduces prediction error. On Human3.6M, ZGL improves overall MPJPE over representative motion-prediction baselines in our comparison. Results on CMUMocap further show that compact caption conditioning transfers to a second benchmark and provides a practical semantic cue for 3D human motion prediction.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-28T05:20:10Z</published>
    <arxiv:comment>5 pages, 1 figure, 5 tables</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Guanhui Qiao</name>
    </author>
    <author>
      <name>Lu Zhou</name>
    </author>
    <author>
      <name>Ding Jiang</name>
    </author>
    <author>
      <name>Jinqiao Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.28769v1</id>
    <title>Generative Learning as a Tool to Improve Perception of Emotional Body Motion Expressions</title>
    <updated>2026-06-27T06:51:03Z</updated>
    <link href="https://arxiv.org/abs/2606.28769v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.28769v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Emotional body motion expressions are an essential element of non-verbal communication. Effectively conveying these expressions through technology is of utmost importance, for example, with virtual reality avatars and in social robotics. Recent advances in generative models have opened new opportunities for advancing research on emotional body motion learning. However, generating accurate emotional expression representations is challenging, given the subtlety of emotional cues, individual variability, and cultural differences. We investigate whether a generative model can implicitly learn emotional body motions directly from culturally grounded motion-capture data, without explicit emotion-motion guidance. Using a dataset of emotional performances by 49 Japanese actors, we trained a Transformer-based generative model to generate expressive motions conditioned on 13 discrete emotion labels. We evaluate the generated motions from two perspectives: (1) an LSTM-based classifier to assess recognizability by machine observers, achieving a recognition accuracy of 22.80%, and (2) a human perception study with Japanese raters to assess alignment with human affective interpretations, yielding a recognition accuracy of 24.91%. Beyond these, we evaluate the utility of generative modeling for three practical tasks: augmenting emotion recognition models, extracting representative emotion-specific motion patterns, and synthesizing smooth transitions between emotion intensities. Our findings highlight the potential of implicit, data-driven generative modeling to enhance affective computing applications and our understanding of emotion expressions.</summary>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-27T06:51:03Z</published>
    <arxiv:comment>Accepted by ACII 2025</arxiv:comment>
    <arxiv:primary_category term="cs.LG"/>
    <author>
      <name>Huakun Liu</name>
    </author>
    <author>
      <name>Miao Cheng</name>
    </author>
    <author>
      <name>Xin Wei</name>
    </author>
    <author>
      <name>Felix Dollack</name>
    </author>
    <author>
      <name>Victor Schneider</name>
    </author>
    <author>
      <name>Hideaki Uchiyama</name>
    </author>
    <author>
      <name>Chia-huei Tseng</name>
    </author>
    <author>
      <name>Yoshifumi Kitamura</name>
    </author>
    <author>
      <name>Monica Perusquia-Hernandez</name>
    </author>
  </entry>
</feed>
