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May 20

XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera

We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.

  • 10 authors
·
Jul 1, 2019

A skeletonization algorithm for gradient-based optimization

The skeleton of a digital image is a compact representation of its topology, geometry, and scale. It has utility in many computer vision applications, such as image description, segmentation, and registration. However, skeletonization has only seen limited use in contemporary deep learning solutions. Most existing skeletonization algorithms are not differentiable, making it impossible to integrate them with gradient-based optimization. Compatible algorithms based on morphological operations and neural networks have been proposed, but their results often deviate from the geometry and topology of the true medial axis. This work introduces the first three-dimensional skeletonization algorithm that is both compatible with gradient-based optimization and preserves an object's topology. Our method is exclusively based on matrix additions and multiplications, convolutional operations, basic non-linear functions, and sampling from a uniform probability distribution, allowing it to be easily implemented in any major deep learning library. In benchmarking experiments, we prove the advantages of our skeletonization algorithm compared to non-differentiable, morphological, and neural-network-based baselines. Finally, we demonstrate the utility of our algorithm by integrating it with two medical image processing applications that use gradient-based optimization: deep-learning-based blood vessel segmentation, and multimodal registration of the mandible in computed tomography and magnetic resonance images.

  • 9 authors
·
Sep 5, 2023

Few-Shot Video Object Segmentation in X-Ray Angiography Using Local Matching and Spatio-Temporal Consistency Loss

We introduce a novel FSVOS model that employs a local matching strategy to restrict the search space to the most relevant neighboring pixels. Rather than relying on inefficient standard im2col-like implementations (e.g., spatial convolutions, depthwise convolutions and feature-shifting mechanisms) or hardware-specific CUDA kernels (e.g., deformable and neighborhood attention), which often suffer from limited portability across non-CUDA devices, we reorganize the local sampling process through a direction-based sampling perspective. Specifically, we implement a non-parametric sampling mechanism that enables dynamically varying sampling regions. This approach provides the flexibility to adapt to diverse spatial structures without the computational costs of parametric layers and the need for model retraining. To further enhance feature coherence across frames, we design a supervised spatio-temporal contrastive learning scheme that enforces consistency in feature representations. In addition, we introduce a publicly available benchmark dataset for multi-object segmentation in X-ray angiography videos (MOSXAV), featuring detailed, manually labeled segmentation ground truth. Extensive experiments on the CADICA, XACV, and MOSXAV datasets show that our proposed FSVOS method outperforms current state-of-the-art video segmentation methods in terms of segmentation accuracy and generalization capability (i.e., seen and unseen categories). This work offers enhanced flexibility and potential for a wide range of clinical applications.

  • 3 authors
·
Jan 2

S3O: A Dual-Phase Approach for Reconstructing Dynamic Shape and Skeleton of Articulated Objects from Single Monocular Video

Reconstructing dynamic articulated objects from a singular monocular video is challenging, requiring joint estimation of shape, motion, and camera parameters from limited views. Current methods typically demand extensive computational resources and training time, and require additional human annotations such as predefined parametric models, camera poses, and key points, limiting their generalizability. We propose Synergistic Shape and Skeleton Optimization (S3O), a novel two-phase method that forgoes these prerequisites and efficiently learns parametric models including visible shapes and underlying skeletons. Conventional strategies typically learn all parameters simultaneously, leading to interdependencies where a single incorrect prediction can result in significant errors. In contrast, S3O adopts a phased approach: it first focuses on learning coarse parametric models, then progresses to motion learning and detail addition. This method substantially lowers computational complexity and enhances robustness in reconstruction from limited viewpoints, all without requiring additional annotations. To address the current inadequacies in 3D reconstruction from monocular video benchmarks, we collected the PlanetZoo dataset. Our experimental evaluations on standard benchmarks and the PlanetZoo dataset affirm that S3O provides more accurate 3D reconstruction, and plausible skeletons, and reduces the training time by approximately 60% compared to the state-of-the-art, thus advancing the state of the art in dynamic object reconstruction.

  • 4 authors
·
May 21, 2024

From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans

Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..

  • 7 authors
·
Sep 8, 2025

SkeletonX: Data-Efficient Skeleton-based Action Recognition via Cross-sample Feature Aggregation

While current skeleton action recognition models demonstrate impressive performance on large-scale datasets, their adaptation to new application scenarios remains challenging. These challenges are particularly pronounced when facing new action categories, diverse performers, and varied skeleton layouts, leading to significant performance degeneration. Additionally, the high cost and difficulty of collecting skeleton data make large-scale data collection impractical. This paper studies one-shot and limited-scale learning settings to enable efficient adaptation with minimal data. Existing approaches often overlook the rich mutual information between labeled samples, resulting in sub-optimal performance in low-data scenarios. To boost the utility of labeled data, we identify the variability among performers and the commonality within each action as two key attributes. We present SkeletonX, a lightweight training pipeline that integrates seamlessly with existing GCN-based skeleton action recognizers, promoting effective training under limited labeled data. First, we propose a tailored sample pair construction strategy on two key attributes to form and aggregate sample pairs. Next, we develop a concise and effective feature aggregation module to process these pairs. Extensive experiments are conducted on NTU RGB+D, NTU RGB+D 120, and PKU-MMD with various GCN backbones, demonstrating that the pipeline effectively improves performance when trained from scratch with limited data. Moreover, it surpasses previous state-of-the-art methods in the one-shot setting, with only 1/10 of the parameters and much fewer FLOPs. The code and data are available at: https://github.com/zzysteve/SkeletonX

  • 4 authors
·
Apr 16, 2025

SIMSPINE: A Biomechanics-Aware Simulation Framework for 3D Spine Motion Annotation and Benchmarking

Modeling spinal motion is fundamental to understanding human biomechanics, yet remains underexplored in computer vision due to the spine's complex multi-joint kinematics and the lack of large-scale 3D annotations. We present a biomechanics-aware keypoint simulation framework that augments existing human pose datasets with anatomically consistent 3D spinal keypoints derived from musculoskeletal modeling. Using this framework, we create the first open dataset, named SIMSPINE, which provides sparse vertebra-level 3D spinal annotations for natural full-body motions in indoor multi-camera capture without external restraints. With 2.14 million frames, this enables data-driven learning of vertebral kinematics from subtle posture variations and bridges the gap between musculoskeletal simulation and computer vision. In addition, we release pretrained baselines covering fine-tuned 2D detectors, monocular 3D pose lifting models, and multi-view reconstruction pipelines, establishing a unified benchmark for biomechanically valid spine motion estimation. Specifically, our 2D spine baselines improve the state-of-the-art from 0.63 to 0.80 AUC in controlled environments, and from 0.91 to 0.93 AP for in-the-wild spine tracking. Together, the simulation framework and SIMSPINE dataset advance research in vision-based biomechanics, motion analysis, and digital human modeling by enabling reproducible, anatomically grounded 3D spine estimation under natural conditions.

Controllable Complex Human Motion Video Generation via Text-to-Skeleton Cascades

Generating videos of complex human motions such as flips, cartwheels, and martial arts remains challenging for current video diffusion models. Text-only conditioning is temporally ambiguous for fine-grained motion control, while explicit pose-based controls, though effective, require users to provide complete skeleton sequences that are costly to produce for long and dynamic actions. We propose a two-stage cascaded framework that addresses both limitations. First, an autoregressive text-to-skeleton model generates 2D pose sequences from natural language descriptions by predicting each joint conditioned on previously generated poses. This design captures long-range temporal dependencies and inter-joint coordination required for complex motions. Second, a pose-conditioned video diffusion model synthesizes videos from a reference image and the generated skeleton sequence. It employs DINO-ALF (Adaptive Layer Fusion), a multi-level reference encoder that preserves appearance and clothing details under large pose changes and self-occlusions. To address the lack of publicly available datasets for complex human motion video generation, we introduce a Blender-based synthetic dataset containing 2,000 videos with diverse characters performing acrobatic and stunt-like motions. The dataset provides full control over appearance, motion, and environment. It fills an important gap because existing benchmarks significantly under-represent acrobatic motions while web-collected datasets raise copyright and privacy concerns. Experiments on our synthetic dataset and the Motion-X Fitness benchmark show that our text-to-skeleton model outperforms prior methods on FID, R-precision, and motion diversity. Our pose-to-video model also achieves the best results among all compared methods on VBench metrics for temporal consistency, motion smoothness, and subject preservation.

  • 6 authors
·
Mar 8

One Model to Rig Them All: Diverse Skeleton Rigging with UniRig

The rapid evolution of 3D content creation, encompassing both AI-powered methods and traditional workflows, is driving an unprecedented demand for automated rigging solutions that can keep pace with the increasing complexity and diversity of 3D models. We introduce UniRig, a novel, unified framework for automatic skeletal rigging that leverages the power of large autoregressive models and a bone-point cross-attention mechanism to generate both high-quality skeletons and skinning weights. Unlike previous methods that struggle with complex or non-standard topologies, UniRig accurately predicts topologically valid skeleton structures thanks to a new Skeleton Tree Tokenization method that efficiently encodes hierarchical relationships within the skeleton. To train and evaluate UniRig, we present Rig-XL, a new large-scale dataset of over 14,000 rigged 3D models spanning a wide range of categories. UniRig significantly outperforms state-of-the-art academic and commercial methods, achieving a 215% improvement in rigging accuracy and a 194% improvement in motion accuracy on challenging datasets. Our method works seamlessly across diverse object categories, from detailed anime characters to complex organic and inorganic structures, demonstrating its versatility and robustness. By automating the tedious and time-consuming rigging process, UniRig has the potential to speed up animation pipelines with unprecedented ease and efficiency. Project Page: https://zjp-shadow.github.io/works/UniRig/

  • 5 authors
·
Apr 16, 2025

SK-Adapter: Skeleton-Based Structural Control for Native 3D Generation

Native 3D generative models have achieved remarkable fidelity and speed, yet they suffer from a critical limitation: inability to prescribe precise structural articulations, where precise structural control within the native 3D space remains underexplored. This paper proposes SK-Adapter, a simple and yet highly efficient and effective framework that unlocks precise skeletal manipulation for native 3D generation. Moving beyond text or image prompts, which can be ambiguous for precise structure, we treat the 3D skeleton as a first-class control signal. SK-Adapter is a lightweight structural adapter network that encodes joint coordinates and topology into learnable tokens, which are injected into the frozen 3D generation backbone via cross-attention. This smart design allows the model to not only effectively "attend" to specific 3D structural constraints but also preserve its original generative priors. To bridge the data gap, we contribute Objaverse-TMS dataset, a large-scale dataset of 24k text-mesh-skeleton pairs. Extensive experiments confirm that our method achieves robust structural control while preserving the geometry and texture quality of the foundation model, significantly outperforming existing baselines. Furthermore, we extend this capability to local 3D editing, enabling the region specific editing of existing assets with skeletal guidance, which is unattainable by previous methods. Project Page: https://sk-adapter.github.io/

  • 4 authors
·
Mar 14 2

Learnable SMPLify: A Neural Solution for Optimization-Free Human Pose Inverse Kinematics

In 3D human pose and shape estimation, SMPLify remains a robust baseline that solves inverse kinematics (IK) through iterative optimization. However, its high computational cost limits its practicality. Recent advances across domains have shown that replacing iterative optimization with data-driven neural networks can achieve significant runtime improvements without sacrificing accuracy. Motivated by this trend, we propose Learnable SMPLify, a neural framework that replaces the iterative fitting process in SMPLify with a single-pass regression model. The design of our framework targets two core challenges in neural IK: data construction and generalization. To enable effective training, we propose a temporal sampling strategy that constructs initialization-target pairs from sequential frames. To improve generalization across diverse motions and unseen poses, we propose a human-centric normalization scheme and residual learning to narrow the solution space. Learnable SMPLify supports both sequential inference and plug-in post-processing to refine existing image-based estimators. Extensive experiments demonstrate that our method establishes itself as a practical and simple baseline: it achieves nearly 200x faster runtime compared to SMPLify, generalizes well to unseen 3DPW and RICH, and operates in a model-agnostic manner when used as a plug-in tool on LucidAction. The code is available at https://github.com/Charrrrrlie/Learnable-SMPLify.

  • 5 authors
·
Aug 19, 2025 2

PKU-DyMVHumans: A Multi-View Video Benchmark for High-Fidelity Dynamic Human Modeling

High-quality human reconstruction and photo-realistic rendering of a dynamic scene is a long-standing problem in computer vision and graphics. Despite considerable efforts invested in developing various capture systems and reconstruction algorithms, recent advancements still struggle with loose or oversized clothing and overly complex poses. In part, this is due to the challenges of acquiring high-quality human datasets. To facilitate the development of these fields, in this paper, we present PKU-DyMVHumans, a versatile human-centric dataset for high-fidelity reconstruction and rendering of dynamic human scenarios from dense multi-view videos. It comprises 8.2 million frames captured by more than 56 synchronized cameras across diverse scenarios. These sequences comprise 32 human subjects across 45 different scenarios, each with a high-detailed appearance and realistic human motion. Inspired by recent advancements in neural radiance field (NeRF)-based scene representations, we carefully set up an off-the-shelf framework that is easy to provide those state-of-the-art NeRF-based implementations and benchmark on PKU-DyMVHumans dataset. It is paving the way for various applications like fine-grained foreground/background decomposition, high-quality human reconstruction and photo-realistic novel view synthesis of a dynamic scene. Extensive studies are performed on the benchmark, demonstrating new observations and challenges that emerge from using such high-fidelity dynamic data.

  • 8 authors
·
Mar 24, 2024

Pose as Clinical Prior: Learning Dual Representations for Scoliosis Screening

Recent AI-based scoliosis screening methods primarily rely on large-scale silhouette datasets, often neglecting clinically relevant postural asymmetries-key indicators in traditional screening. In contrast, pose data provide an intuitive skeletal representation, enhancing clinical interpretability across various medical applications. However, pose-based scoliosis screening remains underexplored due to two main challenges: (1) the scarcity of large-scale, annotated pose datasets; and (2) the discrete and noise-sensitive nature of raw pose coordinates, which hinders the modeling of subtle asymmetries. To address these limitations, we introduce Scoliosis1K-Pose, a 2D human pose annotation set that extends the original Scoliosis1K dataset, comprising 447,900 frames of 2D keypoints from 1,050 adolescents. Building on this dataset, we introduce the Dual Representation Framework (DRF), which integrates a continuous skeleton map to preserve spatial structure with a discrete Postural Asymmetry Vector (PAV) that encodes clinically relevant asymmetry descriptors. A novel PAV-Guided Attention (PGA) module further uses the PAV as clinical prior to direct feature extraction from the skeleton map, focusing on clinically meaningful asymmetries. Extensive experiments demonstrate that DRF achieves state-of-the-art performance. Visualizations further confirm that the model leverages clinical asymmetry cues to guide feature extraction and promote synergy between its dual representations. The dataset and code are publicly available at https://zhouzi180.github.io/Scoliosis1K/.

  • 6 authors
·
Aug 31, 2025

ATLAS: Decoupling Skeletal and Shape Parameters for Expressive Parametric Human Modeling

Parametric body models offer expressive 3D representation of humans across a wide range of poses, shapes, and facial expressions, typically derived by learning a basis over registered 3D meshes. However, existing human mesh modeling approaches struggle to capture detailed variations across diverse body poses and shapes, largely due to limited training data diversity and restrictive modeling assumptions. Moreover, the common paradigm first optimizes the external body surface using a linear basis, then regresses internal skeletal joints from surface vertices. This approach introduces problematic dependencies between internal skeleton and outer soft tissue, limiting direct control over body height and bone lengths. To address these issues, we present ATLAS, a high-fidelity body model learned from 600k high-resolution scans captured using 240 synchronized cameras. Unlike previous methods, we explicitly decouple the shape and skeleton bases by grounding our mesh representation in the human skeleton. This decoupling enables enhanced shape expressivity, fine-grained customization of body attributes, and keypoint fitting independent of external soft-tissue characteristics. ATLAS outperforms existing methods by fitting unseen subjects in diverse poses more accurately, and quantitative evaluations show that our non-linear pose correctives more effectively capture complex poses compared to linear models.

  • 10 authors
·
Aug 21, 2025 2

Pose-independent 3D Anthropometry from Sparse Data

3D digital anthropometry is the study of estimating human body measurements from 3D scans. Precise body measurements are important health indicators in the medical industry, and guiding factors in the fashion, ergonomic and entertainment industries. The measuring protocol consists of scanning the whole subject in the static A-pose, which is maintained without breathing or movement during the scanning process. However, the A-pose is not easy to maintain during the whole scanning process, which can last even up to a couple of minutes. This constraint affects the final quality of the scan, which in turn affects the accuracy of the estimated body measurements obtained from methods that rely on dense geometric data. Additionally, this constraint makes it impossible to develop a digital anthropometry method for subjects unable to assume the A-pose, such as those with injuries or disabilities. We propose a method that can obtain body measurements from sparse landmarks acquired in any pose. We make use of the sparse landmarks of the posed subject to create pose-independent features, and train a network to predict the body measurements as taken from the standard A-pose. We show that our method achieves comparable results to competing methods that use dense geometry in the standard A-pose, but has the capability of estimating the body measurements from any pose using sparse landmarks only. Finally, we address the lack of open-source 3D anthropometry methods by making our method available to the research community at https://github.com/DavidBoja/pose-independent-anthropometry.

  • 4 authors
·
Jan 9, 2025

Ultrafast Sampling-based Kinodynamic Planning via Differential Flatness

Motion planning under dynamics constraints, i.e., kinodynamic planning, enables safe robot operation by generating dynamically feasible trajectories that the robot can accurately track. For high-\dof robots such as manipulators, sampling-based motion planners are commonly used, especially for complex tasks in cluttered environments. However, enforcing constraints on robot dynamics in such planners requires solving either challenging two-point boundary value problems (BVPs) or propagating robot dynamics over time, both of which are computational bottlenecks that drastically increase planning times. Meanwhile, recent efforts have shown that sampling-based motion planners can generate plans in microseconds using parallelization, but are limited to geometric paths. This paper develops AkinoPDF, a fast parallelized sampling-based kinodynamic motion planning technique for a broad class of differentially flat robot systems, including manipulators, ground and aerial vehicles, and more. Differential flatness allows us to transform the motion planning problem from the original state space to a flat output space, where an analytical time-parameterized solution of the BVP and dynamics integration can be obtained. A trajectory in the flat output space is then converted back to a closed-form dynamically feasible trajectory in the original state space, enabling fast validation via ``single instruction, multiple data" parallelism. Our method is fast, exact, and compatible with any sampling-based motion planner. We extensively verify the effectiveness of our approach in both simulated benchmarks and real experiments with cluttered and dynamic environments, requiring mere microseconds to milliseconds of planning time.

  • 5 authors
·
Mar 16

MoCapAnything: Unified 3D Motion Capture for Arbitrary Skeletons from Monocular Videos

Motion capture now underpins content creation far beyond digital humans, yet most existing pipelines remain species- or template-specific. We formalize this gap as Category-Agnostic Motion Capture (CAMoCap): given a monocular video and an arbitrary rigged 3D asset as a prompt, the goal is to reconstruct a rotation-based animation such as BVH that directly drives the specific asset. We present MoCapAnything, a reference-guided, factorized framework that first predicts 3D joint trajectories and then recovers asset-specific rotations via constraint-aware inverse kinematics. The system contains three learnable modules and a lightweight IK stage: (1) a Reference Prompt Encoder that extracts per-joint queries from the asset's skeleton, mesh, and rendered images; (2) a Video Feature Extractor that computes dense visual descriptors and reconstructs a coarse 4D deforming mesh to bridge the gap between video and joint space; and (3) a Unified Motion Decoder that fuses these cues to produce temporally coherent trajectories. We also curate Truebones Zoo with 1038 motion clips, each providing a standardized skeleton-mesh-render triad. Experiments on both in-domain benchmarks and in-the-wild videos show that MoCapAnything delivers high-quality skeletal animations and exhibits meaningful cross-species retargeting across heterogeneous rigs, enabling scalable, prompt-driven 3D motion capture for arbitrary assets. Project page: https://animotionlab.github.io/MoCapAnything/

  • 11 authors
·
Dec 11, 2025 3

SKEL-CF: Coarse-to-Fine Biomechanical Skeleton and Surface Mesh Recovery

Parametric 3D human models such as SMPL have driven significant advances in human pose and shape estimation, yet their simplified kinematics limit biomechanical realism. The recently proposed SKEL model addresses this limitation by re-rigging SMPL with an anatomically accurate skeleton. However, estimating SKEL parameters directly remains challenging due to limited training data, perspective ambiguities, and the inherent complexity of human articulation. We introduce SKEL-CF, a coarse-to-fine framework for SKEL parameter estimation. SKEL-CF employs a transformer-based encoder-decoder architecture, where the encoder predicts coarse camera and SKEL parameters, and the decoder progressively refines them in successive layers. To ensure anatomically consistent supervision, we convert the existing SMPL-based dataset 4DHuman into a SKEL-aligned version, 4DHuman-SKEL, providing high-quality training data for SKEL estimation. In addition, to mitigate depth and scale ambiguities, we explicitly incorporate camera modeling into the SKEL-CF pipeline and demonstrate its importance across diverse viewpoints. Extensive experiments validate the effectiveness of the proposed design. On the challenging MOYO dataset, SKEL-CF achieves 85.0 MPJPE / 51.4 PA-MPJPE, significantly outperforming the previous SKEL-based state-of-the-art HSMR (104.5 / 79.6). These results establish SKEL-CF as a scalable and anatomically faithful framework for human motion analysis, bridging the gap between computer vision and biomechanics. Our implementation is available on the project page: https://pokerman8.github.io/SKEL-CF/.

  • 9 authors
·
Nov 25, 2025

DreamDance: Animating Human Images by Enriching 3D Geometry Cues from 2D Poses

In this work, we present DreamDance, a novel method for animating human images using only skeleton pose sequences as conditional inputs. Existing approaches struggle with generating coherent, high-quality content in an efficient and user-friendly manner. Concretely, baseline methods relying on only 2D pose guidance lack the cues of 3D information, leading to suboptimal results, while methods using 3D representation as guidance achieve higher quality but involve a cumbersome and time-intensive process. To address these limitations, DreamDance enriches 3D geometry cues from 2D poses by introducing an efficient diffusion model, enabling high-quality human image animation with various guidance. Our key insight is that human images naturally exhibit multiple levels of correlation, progressing from coarse skeleton poses to fine-grained geometry cues, and further from these geometry cues to explicit appearance details. Capturing such correlations could enrich the guidance signals, facilitating intra-frame coherency and inter-frame consistency. Specifically, we construct the TikTok-Dance5K dataset, comprising 5K high-quality dance videos with detailed frame annotations, including human pose, depth, and normal maps. Next, we introduce a Mutually Aligned Geometry Diffusion Model to generate fine-grained depth and normal maps for enriched guidance. Finally, a Cross-domain Controller incorporates multi-level guidance to animate human images effectively with a video diffusion model. Extensive experiments demonstrate that our method achieves state-of-the-art performance in animating human images.

  • 8 authors
·
Nov 30, 2024

Point2SSM: Learning Morphological Variations of Anatomies from Point Cloud

We present Point2SSM, a novel unsupervised learning approach for constructing correspondence-based statistical shape models (SSMs) directly from raw point clouds. SSM is crucial in clinical research, enabling population-level analysis of morphological variation in bones and organs. Traditional methods of SSM construction have limitations, including the requirement of noise-free surface meshes or binary volumes, reliance on assumptions or templates, and prolonged inference times due to simultaneous optimization of the entire cohort. Point2SSM overcomes these barriers by providing a data-driven solution that infers SSMs directly from raw point clouds, reducing inference burdens and increasing applicability as point clouds are more easily acquired. While deep learning on 3D point clouds has seen success in unsupervised representation learning and shape correspondence, its application to anatomical SSM construction is largely unexplored. We conduct a benchmark of state-of-the-art point cloud deep networks on the SSM task, revealing their limited robustness to clinical challenges such as noisy, sparse, or incomplete input and limited training data. Point2SSM addresses these issues through an attention-based module, providing effective correspondence mappings from learned point features. Our results demonstrate that the proposed method significantly outperforms existing networks in terms of accurate surface sampling and correspondence, better capturing population-level statistics.

  • 2 authors
·
May 23, 2023

MagicArticulate: Make Your 3D Models Articulation-Ready

With the explosive growth of 3D content creation, there is an increasing demand for automatically converting static 3D models into articulation-ready versions that support realistic animation. Traditional approaches rely heavily on manual annotation, which is both time-consuming and labor-intensive. Moreover, the lack of large-scale benchmarks has hindered the development of learning-based solutions. In this work, we present MagicArticulate, an effective framework that automatically transforms static 3D models into articulation-ready assets. Our key contributions are threefold. First, we introduce Articulation-XL, a large-scale benchmark containing over 33k 3D models with high-quality articulation annotations, carefully curated from Objaverse-XL. Second, we propose a novel skeleton generation method that formulates the task as a sequence modeling problem, leveraging an auto-regressive transformer to naturally handle varying numbers of bones or joints within skeletons and their inherent dependencies across different 3D models. Third, we predict skinning weights using a functional diffusion process that incorporates volumetric geodesic distance priors between vertices and joints. Extensive experiments demonstrate that MagicArticulate significantly outperforms existing methods across diverse object categories, achieving high-quality articulation that enables realistic animation. Project page: https://chaoyuesong.github.io/MagicArticulate.

  • 11 authors
·
Feb 17, 2025 2

Representation-Centric Survey of Skeletal Action Recognition and the ANUBIS Benchmark

3D skeleton-based human action recognition has emerged as a powerful alternative to traditional RGB and depth-based approaches, offering robustness to environmental variations, computational efficiency, and enhanced privacy. Despite remarkable progress, current research remains fragmented across diverse input representations and lacks evaluation under scenarios that reflect modern real-world challenges. This paper presents a representation-centric survey of skeleton-based action recognition, systematically categorizing state-of-the-art methods by their input feature types: joint coordinates, bone vectors, motion flows, and extended representations, and analyzing how these choices influence spatial-temporal modeling strategies. Building on the insights from this review, we introduce ANUBIS, a large-scale, challenging skeleton action dataset designed to address critical gaps in existing benchmarks. ANUBIS incorporates multi-view recordings with back-view perspectives, complex multi-person interactions, fine-grained and violent actions, and contemporary social behaviors. We benchmark a diverse set of state-of-the-art models on ANUBIS and conduct an in-depth analysis of how different feature types affect recognition performance across 102 action categories. Our results show strong action-feature dependencies, highlight the limitations of na\"ive multi-representational fusion, and point toward the need for task-aware, semantically aligned integration strategies. This work offers both a comprehensive foundation and a practical benchmarking resource, aiming to guide the next generation of robust, generalizable skeleton-based action recognition systems for complex real-world scenarios. The dataset website, benchmarking framework, and download link are available at https://yliu1082.github.io/ANUBIS/{https://yliu1082.github.io/ANUBIS/

  • 11 authors
·
May 4, 2022

Ensemble One-dimensional Convolution Neural Networks for Skeleton-based Action Recognition

In this paper, we proposed a effective but extensible residual one-dimensional convolution neural network as base network, based on the this network, we proposed four subnets to explore the features of skeleton sequences from each aspect. Given a skeleton sequences, the spatial information are encoded into the skeleton joints coordinate in a frame and the temporal information are present by multiple frames. Limited by the skeleton sequence representations, two-dimensional convolution neural network cannot be used directly, we chose one-dimensional convolution layer as the basic layer. Each sub network could extract discriminative features from different aspects. Our first subnet is a two-stream network which could explore both temporal and spatial information. The second is a body-parted network, which could gain micro spatial features and macro temporal features. The third one is an attention network, the main contribution of which is to focus the key frames and feature channels which high related with the action classes in a skeleton sequence. One frame-difference network, as the last subnet, mainly processes the joints changes between the consecutive frames. Four subnets ensemble together by late fusion, the key problem of ensemble method is each subnet should have a certain performance and between the subnets, there are diversity existing. Each subnet shares a wellperformance basenet and differences between subnets guaranteed the diversity. Experimental results show that the ensemble network gets a state-of-the-art performance on three widely used datasets.

  • 2 authors
·
Jan 8, 2018

SkeletonMAE: Graph-based Masked Autoencoder for Skeleton Sequence Pre-training

Skeleton sequence representation learning has shown great advantages for action recognition due to its promising ability to model human joints and topology. However, the current methods usually require sufficient labeled data for training computationally expensive models, which is labor-intensive and time-consuming. Moreover, these methods ignore how to utilize the fine-grained dependencies among different skeleton joints to pre-train an efficient skeleton sequence learning model that can generalize well across different datasets. In this paper, we propose an efficient skeleton sequence learning framework, named Skeleton Sequence Learning (SSL). To comprehensively capture the human pose and obtain discriminative skeleton sequence representation, we build an asymmetric graph-based encoder-decoder pre-training architecture named SkeletonMAE, which embeds skeleton joint sequence into Graph Convolutional Network (GCN) and reconstructs the masked skeleton joints and edges based on the prior human topology knowledge. Then, the pre-trained SkeletonMAE encoder is integrated with the Spatial-Temporal Representation Learning (STRL) module to build the SSL framework. Extensive experimental results show that our SSL generalizes well across different datasets and outperforms the state-of-the-art self-supervised skeleton-based action recognition methods on FineGym, Diving48, NTU 60 and NTU 120 datasets. Additionally, we obtain comparable performance to some fully supervised methods. The code is avaliable at https://github.com/HongYan1123/SkeletonMAE.

  • 6 authors
·
Jul 17, 2023

Monocular Mesh Recovery and Body Measurement of Female Saanen Goats

The lactation performance of Saanen dairy goats, renowned for their high milk yield, is intrinsically linked to their body size, making accurate 3D body measurement essential for assessing milk production potential, yet existing reconstruction methods lack goat-specific authentic 3D data. To address this limitation, we establish the FemaleSaanenGoat dataset containing synchronized eight-view RGBD videos of 55 female Saanen goats (6-18 months). Using multi-view DynamicFusion, we fuse noisy, non-rigid point cloud sequences into high-fidelity 3D scans, overcoming challenges from irregular surfaces and rapid movement. Based on these scans, we develop SaanenGoat, a parametric 3D shape model specifically designed for female Saanen goats. This model features a refined template with 41 skeletal joints and enhanced udder representation, registered with our scan data. A comprehensive shape space constructed from 48 goats enables precise representation of diverse individual variations. With the help of SaanenGoat model, we get high-precision 3D reconstruction from single-view RGBD input, and achieve automated measurement of six critical body dimensions: body length, height, chest width, chest girth, hip width, and hip height. Experimental results demonstrate the superior accuracy of our method in both 3D reconstruction and body measurement, presenting a novel paradigm for large-scale 3D vision applications in precision livestock farming.

  • 8 authors
·
Feb 23 2

MosaicMRI: A Diverse Dataset and Benchmark for Raw Musculoskeletal MRI

Deep learning underpins a wide range of applications in MRI, including reconstruction, artifact removal, and segmentation. However, progress has been driven largely by public datasets focused on brain and knee imaging, shaping how models are trained and evaluated. As a result, careful studies of the reliability of these models across diverse anatomical settings remain limited. In this work, we introduce MosaicMRI, a large and diverse collection of fully sampled raw musculoskeletal (MSK) MR measurements designed for training and evaluating machine-learning-based methods. MosaicMRI is the largest open-source raw MSK MRI dataset to date, comprising 2,671 volumes and 80,156 slices. The dataset offers substantial diversity in volume orientation (e.g., axial, sagittal), imaging contrasts (e.g., PD, T1, T2), anatomies (e.g., spine, knee, hip, ankle, and others), and numbers of acquisition coils. Using VarNet as a baseline for accelerated reconstruction task, we perform a comprehensive set of experiments to study scaling behavior with respect to both model capacity and dataset size. Interestingly, models trained on the combined anatomies significantly outperform anatomy-specific models in low-sample regimes, highlighting the benefits of anatomical diversity and the presence of exploitable cross-anatomical correlations. We further evaluate robustness and cross-anatomy generalization by training models on one anatomy (e.g., spine) and testing them on another (e.g., knee). Notably, we identify groups of body parts (e.g., foot and elbow) that generalize well with each other, and highlight that performance under domain shifts depends on both training set size, anatomy, and protocol-specific factors.

  • 5 authors
·
Apr 12

SpinalSAM-R1: A Vision-Language Multimodal Interactive System for Spine CT Segmentation

The anatomical structure segmentation of the spine and adjacent structures from computed tomography (CT) images is a key step for spinal disease diagnosis and treatment. However, the segmentation of CT images is impeded by low contrast and complex vertebral boundaries. Although advanced models such as the Segment Anything Model (SAM) have shown promise in various segmentation tasks, their performance in spinal CT imaging is limited by high annotation requirements and poor domain adaptability. To address these limitations, we propose SpinalSAM-R1, a multimodal vision-language interactive system that integrates a fine-tuned SAM with DeepSeek-R1, for spine CT image segmentation. Specifically, our SpinalSAM-R1 introduces an anatomy-guided attention mechanism to improve spine segmentation performance, and a semantics-driven interaction protocol powered by DeepSeek-R1, enabling natural language-guided refinement. The SpinalSAM-R1 is fine-tuned using Low-Rank Adaptation (LoRA) for efficient adaptation. We validate our SpinalSAM-R1 on the spine anatomical structure with CT images. Experimental results suggest that our method achieves superior segmentation performance. Meanwhile, we develop a PyQt5-based interactive software, which supports point, box, and text-based prompts. The system supports 11 clinical operations with 94.3\% parsing accuracy and sub-800 ms response times. The software is released on https://github.com/6jm233333/spinalsam-r1.

  • 6 authors
·
Oct 30, 2025

MeTRAbs: Metric-Scale Truncation-Robust Heatmaps for Absolute 3D Human Pose Estimation

Heatmap representations have formed the basis of human pose estimation systems for many years, and their extension to 3D has been a fruitful line of recent research. This includes 2.5D volumetric heatmaps, whose X and Y axes correspond to image space and Z to metric depth around the subject. To obtain metric-scale predictions, 2.5D methods need a separate post-processing step to resolve scale ambiguity. Further, they cannot localize body joints outside the image boundaries, leading to incomplete estimates for truncated images. To address these limitations, we propose metric-scale truncation-robust (MeTRo) volumetric heatmaps, whose dimensions are all defined in metric 3D space, instead of being aligned with image space. This reinterpretation of heatmap dimensions allows us to directly estimate complete, metric-scale poses without test-time knowledge of distance or relying on anthropometric heuristics, such as bone lengths. To further demonstrate the utility our representation, we present a differentiable combination of our 3D metric-scale heatmaps with 2D image-space ones to estimate absolute 3D pose (our MeTRAbs architecture). We find that supervision via absolute pose loss is crucial for accurate non-root-relative localization. Using a ResNet-50 backbone without further learned layers, we obtain state-of-the-art results on Human3.6M, MPI-INF-3DHP and MuPoTS-3D. Our code will be made publicly available to facilitate further research.

  • 4 authors
·
Jul 12, 2020

FineTec: Fine-Grained Action Recognition Under Temporal Corruption via Skeleton Decomposition and Sequence Completion

Recognizing fine-grained actions from temporally corrupted skeleton sequences remains a significant challenge, particularly in real-world scenarios where online pose estimation often yields substantial missing data. Existing methods often struggle to accurately recover temporal dynamics and fine-grained spatial structures, resulting in the loss of subtle motion cues crucial for distinguishing similar actions. To address this, we propose FineTec, a unified framework for Fine-grained action recognition under Temporal Corruption. FineTec first restores a base skeleton sequence from corrupted input using context-aware completion with diverse temporal masking. Next, a skeleton-based spatial decomposition module partitions the skeleton into five semantic regions, further divides them into dynamic and static subgroups based on motion variance, and generates two augmented skeleton sequences via targeted perturbation. These, along with the base sequence, are then processed by a physics-driven estimation module, which utilizes Lagrangian dynamics to estimate joint accelerations. Finally, both the fused skeleton position sequence and the fused acceleration sequence are jointly fed into a GCN-based action recognition head. Extensive experiments on both coarse-grained (NTU-60, NTU-120) and fine-grained (Gym99, Gym288) benchmarks show that FineTec significantly outperforms previous methods under various levels of temporal corruption. Specifically, FineTec achieves top-1 accuracies of 89.1% and 78.1% on the challenging Gym99-severe and Gym288-severe settings, respectively, demonstrating its robustness and generalizability. Code and datasets could be found at https://smartdianlab.github.io/projects-FineTec/.

  • 3 authors
·
Dec 31, 2025

Ani3DHuman: Photorealistic 3D Human Animation with Self-guided Stochastic Sampling

Current 3D human animation methods struggle to achieve photorealism: kinematics-based approaches lack non-rigid dynamics (e.g., clothing dynamics), while methods that leverage video diffusion priors can synthesize non-rigid motion but suffer from quality artifacts and identity loss. To overcome these limitations, we present Ani3DHuman, a framework that marries kinematics-based animation with video diffusion priors. We first introduce a layered motion representation that disentangles rigid motion from residual non-rigid motion. Rigid motion is generated by a kinematic method, which then produces a coarse rendering to guide the video diffusion model in generating video sequences that restore the residual non-rigid motion. However, this restoration task, based on diffusion sampling, is highly challenging, as the initial renderings are out-of-distribution, causing standard deterministic ODE samplers to fail. Therefore, we propose a novel self-guided stochastic sampling method, which effectively addresses the out-of-distribution problem by combining stochastic sampling (for photorealistic quality) with self-guidance (for identity fidelity). These restored videos provide high-quality supervision, enabling the optimization of the residual non-rigid motion field. Extensive experiments demonstrate that \MethodName can generate photorealistic 3D human animation, outperforming existing methods. Code is available in https://github.com/qiisun/ani3dhuman.

4D-VLA: Spatiotemporal Vision-Language-Action Pretraining with Cross-Scene Calibration

Leveraging diverse robotic data for pretraining remains a critical challenge. Existing methods typically model the dataset's action distribution using simple observations as inputs. However, these inputs are often incomplete, resulting in a dispersed conditional action distribution-an issue we refer to as coordinate system chaos and state chaos. This inconsistency significantly hampers pretraining efficiency. To address this, we propose 4D-VLA, a novel approach that effectively integrates 4D information into the input to mitigate these sources of chaos. Our model introduces depth and temporal information into visual features with sequential RGB-D inputs, aligning the coordinate systems of the robot and the scene. This alignment endows the model with strong spatiotemporal reasoning capabilities while minimizing training overhead. Additionally, we introduce memory bank sampling, a frame sampling strategy designed to extract informative frames from historical images, further improving effectiveness and efficiency. Experimental results demonstrate that our pretraining method and architectural components substantially enhance model performance. In both simulated and real-world experiments, our model achieves a significant increase in success rate over OpenVLA. To further assess spatial perception and generalization to novel views, we introduce MV-Bench, a multi-view simulation benchmark. Our model consistently outperforms existing methods, demonstrating stronger spatial understanding and adaptability.

  • 11 authors
·
Jun 27, 2025

Self-supervised Learning of Motion Capture

Current state-of-the-art solutions for motion capture from a single camera are optimization driven: they optimize the parameters of a 3D human model so that its re-projection matches measurements in the video (e.g. person segmentation, optical flow, keypoint detections etc.). Optimization models are susceptible to local minima. This has been the bottleneck that forced using clean green-screen like backgrounds at capture time, manual initialization, or switching to multiple cameras as input resource. In this work, we propose a learning based motion capture model for single camera input. Instead of optimizing mesh and skeleton parameters directly, our model optimizes neural network weights that predict 3D shape and skeleton configurations given a monocular RGB video. Our model is trained using a combination of strong supervision from synthetic data, and self-supervision from differentiable rendering of (a) skeletal keypoints, (b) dense 3D mesh motion, and (c) human-background segmentation, in an end-to-end framework. Empirically we show our model combines the best of both worlds of supervised learning and test-time optimization: supervised learning initializes the model parameters in the right regime, ensuring good pose and surface initialization at test time, without manual effort. Self-supervision by back-propagating through differentiable rendering allows (unsupervised) adaptation of the model to the test data, and offers much tighter fit than a pretrained fixed model. We show that the proposed model improves with experience and converges to low-error solutions where previous optimization methods fail.

  • 4 authors
·
Dec 4, 2017

Recovering 3D Human Mesh from Monocular Images: A Survey

Estimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey to focus on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area. A regularly updated project page can be found at https://github.com/tinatiansjz/hmr-survey.

  • 4 authors
·
Mar 3, 2022

Robust automatic brain vessel segmentation in 3D CTA scans using dynamic 4D-CTA data

In this study, we develop a novel methodology for annotating the brain vasculature using dynamic 4D-CTA head scans. By using multiple time points from dynamic CTA acquisitions, we subtract bone and soft tissue to enhance the visualization of arteries and veins, reducing the effort required to obtain manual annotations of brain vessels. We then train deep learning models on our ground truth annotations by using the same segmentation for multiple phases from the dynamic 4D-CTA collection, effectively enlarging our dataset by 4 to 5 times and inducing robustness to contrast phases. In total, our dataset comprises 110 training images from 25 patients and 165 test images from 14 patients. In comparison with two similarly-sized datasets for CTA-based brain vessel segmentation, a nnUNet model trained on our dataset can achieve significantly better segmentations across all vascular regions, with an average mDC of 0.846 for arteries and 0.957 for veins in the TopBrain dataset. Furthermore, metrics such as average directed Hausdorff distance (adHD) and topology sensitivity (tSens) reflected similar trends: using our dataset resulted in low error margins (adHD of 0.304 mm for arteries and 0.078 for veins) and high sensitivity (tSens of 0.877 for arteries and 0.974 for veins), indicating excellent accuracy in capturing vessel morphology. Our code and model weights are available online at https://github.com/alceballosa/robust-vessel-segmentation

  • 7 authors
·
Jan 30

AniDress: Animatable Loose-Dressed Avatar from Sparse Views Using Garment Rigging Model

Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they predominantly rely on naked body models for human modeling while leaving the garment part un-modeled. This is mainly due to that the deformations yielded by loose garments are highly non-rigid, and capturing such deformations often requires dense views as supervision. In this paper, we introduce AniDress, a novel method for generating animatable human avatars in loose clothes using very sparse multi-view videos (4-8 in our setting). To allow the capturing and appearance learning of loose garments in such a situation, we employ a virtual bone-based garment rigging model obtained from physics-based simulation data. Such a model allows us to capture and render complex garment dynamics through a set of low-dimensional bone transformations. Technically, we develop a novel method for estimating temporal coherent garment dynamics from a sparse multi-view video. To build a realistic rendering for unseen garment status using coarse estimations, a pose-driven deformable neural radiance field conditioned on both body and garment motions is introduced, providing explicit control of both parts. At test time, the new garment poses can be captured from unseen situations, derived from a physics-based or neural network-based simulator to drive unseen garment dynamics. To evaluate our approach, we create a multi-view dataset that captures loose-dressed performers with diverse motions. Experiments show that our method is able to render natural garment dynamics that deviate highly from the body and generalize well to both unseen views and poses, surpassing the performance of existing methods. The code and data will be publicly available.

  • 6 authors
·
Jan 27, 2024

Real-Time Inverse Kinematics for Generating Multi-Constrained Movements of Virtual Human Characters

Generating accurate and realistic virtual human movements in real-time is of high importance for a variety of applications in computer graphics, interactive virtual environments, robotics, and biomechanics. This paper introduces a novel real-time inverse kinematics (IK) solver specifically designed for realistic human-like movement generation. Leveraging the automatic differentiation and just-in-time compilation of TensorFlow, the proposed solver efficiently handles complex articulated human skeletons with high degrees of freedom. By treating forward and inverse kinematics as differentiable operations, our method effectively addresses common challenges such as error accumulation and complicated joint limits in multi-constrained problems, which are critical for realistic human motion modeling. We demonstrate the solver's effectiveness on the SMPLX human skeleton model, evaluating its performance against widely used iterative-based IK algorithms, like Cyclic Coordinate Descent (CCD), FABRIK, and the nonlinear optimization algorithm IPOPT. Our experiments cover both simple end-effector tasks and sophisticated, multi-constrained problems with realistic joint limits. Results indicate that our IK solver achieves real-time performance, exhibiting rapid convergence, minimal computational overhead per iteration, and improved success rates compared to existing methods. The project code is available at https://github.com/hvoss-techfak/TF-JAX-IK

  • 2 authors
·
Jul 1, 2025

Swin-X2S: Reconstructing 3D Shape from 2D Biplanar X-ray with Swin Transformers

The conversion from 2D X-ray to 3D shape holds significant potential for improving diagnostic efficiency and safety. However, existing reconstruction methods often rely on hand-crafted features, manual intervention, and prior knowledge, resulting in unstable shape errors and additional processing costs. In this paper, we introduce Swin-X2S, an end-to-end deep learning method for directly reconstructing 3D segmentation and labeling from 2D biplanar orthogonal X-ray images. Swin-X2S employs an encoder-decoder architecture: the encoder leverages 2D Swin Transformer for X-ray information extraction, while the decoder employs 3D convolution with cross-attention to integrate structural features from orthogonal views. A dimension-expanding module is introduced to bridge the encoder and decoder, ensuring a smooth conversion from 2D pixels to 3D voxels. We evaluate proposed method through extensive qualitative and quantitative experiments across nine publicly available datasets covering four anatomies (femur, hip, spine, and rib), with a total of 54 categories. Significant improvements over previous methods have been observed not only in the segmentation and labeling metrics but also in the clinically relevant parameters that are of primary concern in practical applications, which demonstrates the promise of Swin-X2S to provide an effective option for anatomical shape reconstruction in clinical scenarios. Code implementation is available at: https://github.com/liukuan5625/Swin-X2S.

  • 11 authors
·
Jan 10, 2025

Generative Action Description Prompts for Skeleton-based Action Recognition

Skeleton-based action recognition has recently received considerable attention. Current approaches to skeleton-based action recognition are typically formulated as one-hot classification tasks and do not fully exploit the semantic relations between actions. For example, "make victory sign" and "thumb up" are two actions of hand gestures, whose major difference lies in the movement of hands. This information is agnostic from the categorical one-hot encoding of action classes but could be unveiled from the action description. Therefore, utilizing action description in training could potentially benefit representation learning. In this work, we propose a Generative Action-description Prompts (GAP) approach for skeleton-based action recognition. More specifically, we employ a pre-trained large-scale language model as the knowledge engine to automatically generate text descriptions for body parts movements of actions, and propose a multi-modal training scheme by utilizing the text encoder to generate feature vectors for different body parts and supervise the skeleton encoder for action representation learning. Experiments show that our proposed GAP method achieves noticeable improvements over various baseline models without extra computation cost at inference. GAP achieves new state-of-the-arts on popular skeleton-based action recognition benchmarks, including NTU RGB+D, NTU RGB+D 120 and NW-UCLA. The source code is available at https://github.com/MartinXM/GAP.

  • 5 authors
·
Aug 10, 2022

Reconstructing Interacting Hands with Interaction Prior from Monocular Images

Reconstructing interacting hands from monocular images is indispensable in AR/VR applications. Most existing solutions rely on the accurate localization of each skeleton joint. However, these methods tend to be unreliable due to the severe occlusion and confusing similarity among adjacent hand parts. This also defies human perception because humans can quickly imitate an interaction pattern without localizing all joints. Our key idea is to first construct a two-hand interaction prior and recast the interaction reconstruction task as the conditional sampling from the prior. To expand more interaction states, a large-scale multimodal dataset with physical plausibility is proposed. Then a VAE is trained to further condense these interaction patterns as latent codes in a prior distribution. When looking for image cues that contribute to interaction prior sampling, we propose the interaction adjacency heatmap (IAH). Compared with a joint-wise heatmap for localization, IAH assigns denser visible features to those invisible joints. Compared with an all-in-one visible heatmap, it provides more fine-grained local interaction information in each interaction region. Finally, the correlations between the extracted features and corresponding interaction codes are linked by the ViT module. Comprehensive evaluations on benchmark datasets have verified the effectiveness of this framework. The code and dataset are publicly available at https://github.com/binghui-z/InterPrior_pytorch

  • 6 authors
·
Aug 27, 2023

GUESS:GradUally Enriching SyntheSis for Text-Driven Human Motion Generation

In this paper, we propose a novel cascaded diffusion-based generative framework for text-driven human motion synthesis, which exploits a strategy named GradUally Enriching SyntheSis (GUESS as its abbreviation). The strategy sets up generation objectives by grouping body joints of detailed skeletons in close semantic proximity together and then replacing each of such joint group with a single body-part node. Such an operation recursively abstracts a human pose to coarser and coarser skeletons at multiple granularity levels. With gradually increasing the abstraction level, human motion becomes more and more concise and stable, significantly benefiting the cross-modal motion synthesis task. The whole text-driven human motion synthesis problem is then divided into multiple abstraction levels and solved with a multi-stage generation framework with a cascaded latent diffusion model: an initial generator first generates the coarsest human motion guess from a given text description; then, a series of successive generators gradually enrich the motion details based on the textual description and the previous synthesized results. Notably, we further integrate GUESS with the proposed dynamic multi-condition fusion mechanism to dynamically balance the cooperative effects of the given textual condition and synthesized coarse motion prompt in different generation stages. Extensive experiments on large-scale datasets verify that GUESS outperforms existing state-of-the-art methods by large margins in terms of accuracy, realisticness, and diversity. Code is available at https://github.com/Xuehao-Gao/GUESS.

  • 6 authors
·
Jan 4, 2024

Disentangled Diffusion-Based 3D Human Pose Estimation with Hierarchical Spatial and Temporal Denoiser

Recently, diffusion-based methods for monocular 3D human pose estimation have achieved state-of-the-art (SOTA) performance by directly regressing the 3D joint coordinates from the 2D pose sequence. Although some methods decompose the task into bone length and bone direction prediction based on the human anatomical skeleton to explicitly incorporate more human body prior constraints, the performance of these methods is significantly lower than that of the SOTA diffusion-based methods. This can be attributed to the tree structure of the human skeleton. Direct application of the disentangled method could amplify the accumulation of hierarchical errors, propagating through each hierarchy. Meanwhile, the hierarchical information has not been fully explored by the previous methods. To address these problems, a Disentangled Diffusion-based 3D Human Pose Estimation method with Hierarchical Spatial and Temporal Denoiser is proposed, termed DDHPose. In our approach: (1) We disentangle the 3D pose and diffuse the bone length and bone direction during the forward process of the diffusion model to effectively model the human pose prior. A disentanglement loss is proposed to supervise diffusion model learning. (2) For the reverse process, we propose Hierarchical Spatial and Temporal Denoiser (HSTDenoiser) to improve the hierarchical modeling of each joint. Our HSTDenoiser comprises two components: the Hierarchical-Related Spatial Transformer (HRST) and the Hierarchical-Related Temporal Transformer (HRTT). HRST exploits joint spatial information and the influence of the parent joint on each joint for spatial modeling, while HRTT utilizes information from both the joint and its hierarchical adjacent joints to explore the hierarchical temporal correlations among joints. Code and models are available at https://github.com/Andyen512/DDHPose

  • 5 authors
·
Mar 7, 2024

OpenCapBench: A Benchmark to Bridge Pose Estimation and Biomechanics

Pose estimation has promised to impact healthcare by enabling more practical methods to quantify nuances of human movement and biomechanics. However, despite the inherent connection between pose estimation and biomechanics, these disciplines have largely remained disparate. For example, most current pose estimation benchmarks use metrics such as Mean Per Joint Position Error, Percentage of Correct Keypoints, or mean Average Precision to assess performance, without quantifying kinematic and physiological correctness - key aspects for biomechanics. To alleviate this challenge, we develop OpenCapBench to offer an easy-to-use unified benchmark to assess common tasks in human pose estimation, evaluated under physiological constraints. OpenCapBench computes consistent kinematic metrics through joints angles provided by an open-source musculoskeletal modeling software (OpenSim). Through OpenCapBench, we demonstrate that current pose estimation models use keypoints that are too sparse for accurate biomechanics analysis. To mitigate this challenge, we introduce SynthPose, a new approach that enables finetuning of pre-trained 2D human pose models to predict an arbitrarily denser set of keypoints for accurate kinematic analysis through the use of synthetic data. Incorporating such finetuning on synthetic data of prior models leads to twofold reduced joint angle errors. Moreover, OpenCapBench allows users to benchmark their own developed models on our clinically relevant cohort. Overall, OpenCapBench bridges the computer vision and biomechanics communities, aiming to drive simultaneous advances in both areas.

  • 6 authors
·
Jun 14, 2024

CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition

Skeleton-based multi-entity action recognition is a challenging task aiming to identify interactive actions or group activities involving multiple diverse entities. Existing models for individuals often fall short in this task due to the inherent distribution discrepancies among entity skeletons, leading to suboptimal backbone optimization. To this end, we introduce a Convex Hull Adaptive Shift based multi-Entity action recognition method (CHASE), which mitigates inter-entity distribution gaps and unbiases subsequent backbones. Specifically, CHASE comprises a learnable parameterized network and an auxiliary objective. The parameterized network achieves plausible, sample-adaptive repositioning of skeleton sequences through two key components. First, the Implicit Convex Hull Constrained Adaptive Shift ensures that the new origin of the coordinate system is within the skeleton convex hull. Second, the Coefficient Learning Block provides a lightweight parameterization of the mapping from skeleton sequences to their specific coefficients in convex combinations. Moreover, to guide the optimization of this network for discrepancy minimization, we propose the Mini-batch Pair-wise Maximum Mean Discrepancy as the additional objective. CHASE operates as a sample-adaptive normalization method to mitigate inter-entity distribution discrepancies, thereby reducing data bias and improving the subsequent classifier's multi-entity action recognition performance. Extensive experiments on six datasets, including NTU Mutual 11/26, H2O, Assembly101, Collective Activity and Volleyball, consistently verify our approach by seamlessly adapting to single-entity backbones and boosting their performance in multi-entity scenarios. Our code is publicly available at https://github.com/Necolizer/CHASE .

SunYatsen Sun Yat-Sen University
·
Oct 9, 2024

MoCapAnything V2: End-to-End Motion Capture for Arbitrary Skeletons

Recent methods for arbitrary-skeleton motion capture from monocular video follow a factorized pipeline, where a Video-to-Pose network predicts joint positions and an analytical inverse-kinematics (IK) stage recovers joint rotations. While effective, this design is inherently limited, since joint positions do not fully determine rotations and leave degrees of freedom such as bone-axis twist ambiguous, and the non-differentiable IK stage prevents the system from adapting to noisy predictions or optimizing for the final animation objective. In this work, we present the first fully end-to-end framework in which both Video-to-Pose and Pose-to-Rotation are learnable and jointly optimized. We observe that the ambiguity in pose-to-rotation mapping arises from missing coordinate system information: the same joint positions can correspond to different rotations under different rest poses and local axis conventions. To resolve this, we introduce a reference pose-rotation pair from the target asset, which, together with the rest pose, not only anchors the mapping but also defines the underlying rotation coordinate system. This formulation turns rotation prediction into a well-constrained conditional problem and enables effective learning. In addition, our model predicts joint positions directly from video without relying on mesh intermediates, improving both robustness and efficiency. Both stages share a skeleton-aware Global-Local Graph-guided Multi-Head Attention (GL-GMHA) module for joint-level local reasoning and global coordination. Experiments on Truebones Zoo and Objaverse show that our method reduces rotation error from ~17 degrees to ~10 degrees, and to 6.54 degrees on unseen skeletons, while achieving ~20x faster inference than mesh-based pipelines. Project page: https://animotionlab.github.io/MoCapAnythingV2/

  • 13 authors
·
Apr 29 3

Mixed Neural Voxels for Fast Multi-view Video Synthesis

Synthesizing high-fidelity videos from real-world multi-view input is challenging because of the complexities of real-world environments and highly dynamic motions. Previous works based on neural radiance fields have demonstrated high-quality reconstructions of dynamic scenes. However, training such models on real-world scenes is time-consuming, usually taking days or weeks. In this paper, we present a novel method named MixVoxels to better represent the dynamic scenes with fast training speed and competitive rendering qualities. The proposed MixVoxels represents the 4D dynamic scenes as a mixture of static and dynamic voxels and processes them with different networks. In this way, the computation of the required modalities for static voxels can be processed by a lightweight model, which essentially reduces the amount of computation, especially for many daily dynamic scenes dominated by the static background. To separate the two kinds of voxels, we propose a novel variation field to estimate the temporal variance of each voxel. For the dynamic voxels, we design an inner-product time query method to efficiently query multiple time steps, which is essential to recover the high-dynamic motions. As a result, with 15 minutes of training for dynamic scenes with inputs of 300-frame videos, MixVoxels achieves better PSNR than previous methods. Codes and trained models are available at https://github.com/fengres/mixvoxels

  • 5 authors
·
Nov 30, 2022

Latent Interpolation Learning Using Diffusion Models for Cardiac Volume Reconstruction

Cardiac Magnetic Resonance (CMR) imaging is a critical tool for diagnosing and managing cardiovascular disease, yet its utility is often limited by the sparse acquisition of 2D short-axis slices, resulting in incomplete volumetric information. Accurate 3D reconstruction from these sparse slices is essential for comprehensive cardiac assessment, but existing methods face challenges, including reliance on predefined interpolation schemes (e.g., linear or spherical), computational inefficiency, and dependence on additional semantic inputs such as segmentation labels or motion data. To address these limitations, we propose a novel Cardiac Latent Interpolation Diffusion (CaLID) framework that introduces three key innovations. First, we present a data-driven interpolation scheme based on diffusion models, which can capture complex, non-linear relationships between sparse slices and improves reconstruction accuracy. Second, we design a computationally efficient method that operates in the latent space and speeds up 3D whole-heart upsampling time by a factor of 24, reducing computational overhead compared to previous methods. Third, with only sparse 2D CMR images as input, our method achieves SOTA performance against baseline methods, eliminating the need for auxiliary input such as morphological guidance, thus simplifying workflows. We further extend our method to 2D+T data, enabling the effective modeling of spatiotemporal dynamics and ensuring temporal coherence. Extensive volumetric evaluations and downstream segmentation tasks demonstrate that CaLID achieves superior reconstruction quality and efficiency. By addressing the fundamental limitations of existing approaches, our framework advances the state of the art for spatio and spatiotemporal whole-heart reconstruction, offering a robust and clinically practical solution for cardiovascular imaging.

  • 11 authors
·
Aug 19, 2025

Stroke3D: Lifting 2D strokes into rigged 3D model via latent diffusion models

Rigged 3D assets are fundamental to 3D deformation and animation. However, existing 3D generation methods face challenges in generating animatable geometry, while rigging techniques lack fine-grained structural control over skeleton creation. To address these limitations, we introduce Stroke3D, a novel framework that directly generates rigged meshes from user inputs: 2D drawn strokes and a descriptive text prompt. Our approach pioneers a two-stage pipeline that separates the generation into: 1) Controllable Skeleton Generation, we employ the Skeletal Graph VAE (Sk-VAE) to encode the skeleton's graph structure into a latent space, where the Skeletal Graph DiT (Sk-DiT) generates a skeletal embedding. The generation process is conditioned on both the text for semantics and the 2D strokes for explicit structural control, with the VAE's decoder reconstructing the final high-quality 3D skeleton; and 2) Enhanced Mesh Synthesis via TextuRig and SKA-DPO, where we then synthesize a textured mesh conditioned on the generated skeleton. For this stage, we first enhance an existing skeleton-to-mesh model by augmenting its training data with TextuRig: a dataset of textured and rigged meshes with captions, curated from Objaverse-XL. Additionally, we employ a preference optimization strategy, SKA-DPO, guided by a skeleton-mesh alignment score, to further improve geometric fidelity. Together, our framework enables a more intuitive workflow for creating ready to animate 3D content. To the best of our knowledge, our work is the first to generate rigged 3D meshes conditioned on user-drawn 2D strokes. Extensive experiments demonstrate that Stroke3D produces plausible skeletons and high-quality meshes.

AGORA: Avatars in Geography Optimized for Regression Analysis

While the accuracy of 3D human pose estimation from images has steadily improved on benchmark datasets, the best methods still fail in many real-world scenarios. This suggests that there is a domain gap between current datasets and common scenes containing people. To obtain ground-truth 3D pose, current datasets limit the complexity of clothing, environmental conditions, number of subjects, and occlusion. Moreover, current datasets evaluate sparse 3D joint locations corresponding to the major joints of the body, ignoring the hand pose and the face shape. To evaluate the current state-of-the-art methods on more challenging images, and to drive the field to address new problems, we introduce AGORA, a synthetic dataset with high realism and highly accurate ground truth. Here we use 4240 commercially-available, high-quality, textured human scans in diverse poses and natural clothing; this includes 257 scans of children. We create reference 3D poses and body shapes by fitting the SMPL-X body model (with face and hands) to the 3D scans, taking into account clothing. We create around 14K training and 3K test images by rendering between 5 and 15 people per image using either image-based lighting or rendered 3D environments, taking care to make the images physically plausible and photoreal. In total, AGORA consists of 173K individual person crops. We evaluate existing state-of-the-art methods for 3D human pose estimation on this dataset and find that most methods perform poorly on images of children. Hence, we extend the SMPL-X model to better capture the shape of children. Additionally, we fine-tune methods on AGORA and show improved performance on both AGORA and 3DPW, confirming the realism of the dataset. We provide all the registered 3D reference training data, rendered images, and a web-based evaluation site at https://agora.is.tue.mpg.de/.

  • 6 authors
·
Apr 28, 2021

Generative Zoo

The model-based estimation of 3D animal pose and shape from images enables computational modeling of animal behavior. Training models for this purpose requires large amounts of labeled image data with precise pose and shape annotations. However, capturing such data requires the use of multi-view or marker-based motion-capture systems, which are impractical to adapt to wild animals in situ and impossible to scale across a comprehensive set of animal species. Some have attempted to address the challenge of procuring training data by pseudo-labeling individual real-world images through manual 2D annotation, followed by 3D-parameter optimization to those labels. While this approach may produce silhouette-aligned samples, the obtained pose and shape parameters are often implausible due to the ill-posed nature of the monocular fitting problem. Sidestepping real-world ambiguity, others have designed complex synthetic-data-generation pipelines leveraging video-game engines and collections of artist-designed 3D assets. Such engines yield perfect ground-truth annotations but are often lacking in visual realism and require considerable manual effort to adapt to new species or environments. Motivated by these shortcomings, we propose an alternative approach to synthetic-data generation: rendering with a conditional image-generation model. We introduce a pipeline that samples a diverse set of poses and shapes for a variety of mammalian quadrupeds and generates realistic images with corresponding ground-truth pose and shape parameters. To demonstrate the scalability of our approach, we introduce GenZoo, a synthetic dataset containing one million images of distinct subjects. We train a 3D pose and shape regressor on GenZoo, which achieves state-of-the-art performance on a real-world animal pose and shape estimation benchmark, despite being trained solely on synthetic data. https://genzoo.is.tue.mpg.de

  • 7 authors
·
Dec 10, 2024