Papers for

animation and game developers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Closed-form method improves uncertainty estimates for 3D face models

Modeling Uncertainty Propagation in 3D Morphable Models

Abstract: We study the problem of mapping parameter-space variance of a 3D Morphable Model (3DMM) to per-vertex variance. Traditionally, per-vertex variance has been used to visually interpret the learnt parameter uncertainty. However, mapping parameter-space variance to per-vertex using sampling or error propagation is computationally expensive. We address this limitation with Closed-form Local Uncertainty Estimation (CLUE), which transforms the parameter-space distribution of 3DMMs to per-vertex through a closed-form approximation. CLUE emerges from applying the law of total variance to the 3DMM formulation and is modular, computationally inexpensive, and accurate. Subsequently, we study integrating CLUE for in-the-wild human mesh recovery training and inference. We note that CLUE uses the geometry of the mesh as an inductive bias when predicting the variance, leading to improved accuracy. Through extensive qualitative and quantitative experiments, we show that when used in training, CLUE (1) outpeforms probabilistic and deterministic baselines on metrics evaluating joints, mesh and uncertainty, and (2) has the highest uncertainty-to-error spearman correlation, with applications including data mining and interpretable uncertainty. Finally, we share SAM 3D Body (CLUE) which augments the regressor with high resolution uncertainty maps. We make our code available at https://github.com/vita-epfl/CLUE

Sat 17 OctComputer Vision and Pattern RecognitionMachine Learning
The gist
When creating 3D models of human faces, it’s important to understand how certain or uncertain the model’s details are. The authors studied how to quickly and accurately turn uncertainties in the model’s settings into uncertainties for each point on the 3D face. Their new method, called CLUE, does this without heavy computation and helps build better models that can also tell us how confident they are in their predictions. Using CLUE during training and testing makes 3D face reconstructions more accurate and provides useful uncertainty maps.
Open → 2610.24646v1

Sign language production model adapts timing for natural motions

BLANC: Adaptive Temporal Scheduling for Sign Language Production

Abstract: Sign language production (SLP) aims to synthesize expressive signing motion from written text. Modeling signing motion presents two key temporal challenges. First, fine-grained hand articulations demand higher temporal resolution than relatively slower body movements. Second, signing events unfold over variable durations, calling for adaptive temporal scheduling during generation. To address these challenges, we first introduce a Multi-Rate Vector Quantizer (MRVQ), an articulation-decoupled motion tokenizer that represents the body and both hands as separate discrete streams at distinct temporal resolutions. Building on this representation, we propose BLANC (BLock-wise Adaptive diffusioN with Articulatory Clock), a gloss-free SLP framework that generates variable-duration motion blocks causally while denoising tokens in parallel within each block. At its core, a Latent Articulatory Clock (LAC) learns temporal structure from multi-scale motion-derived partitions to predict block durations and sequence termination during generation. We further introduce inference-time body-conditioned hand refinement to improve coordination across articulators. Extensive experiments on PHOENIX-2014T and CSL-Daily demonstrate that BLANC achieves state-of-the-art performance in sign language production.

Fri 16 OctComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Creating realistic sign language from text is hard because different parts of the body move at different speeds. The hands need detailed, fast movements, while the body moves more slowly. The authors designed a method that handles these differences by treating hand and body motions separately and deciding the timing dynamically. Their system, BLANC, learns when to speed up or slow down during signing to make the movements look natural and coordinated. Tests show it outperforms earlier approaches in producing sign language videos.
Open → 2610.24109v1

Commander executor method scales multi-human cooperative object manipulation

Scalable Multi-Human Cooperative Manipulation via Commander-Executor Coordination

Abstract: Multi-human cooperative object manipulation is a highly challenging topic in humanoid control. While existing methods can handle simple collaborative carrying tasks, they struggle with role-dependent, long-horizon, and sequential cooperative manipulation. To address this issue, we propose a hierarchical commander-executor framework that enables multiple agents to accomplish complex collaborative tasks in distinct ways. Specifically, a commander combines instructions and scene information for joint semantic and geometric planning. It then decomposes the task into role-specific subtasks and generates shared object-centric coordination plans, specifying execution timing, target positions, and manipulation actions for each agent. Conditioned on the commander's high-level strategy and each agent's local observations, the executor learns a low-level physics-based policy through a solo-to-cooperative curriculum to realize coordinated human-object interactions. The planned object trajectory provides a shared coordination target, while root positions and grasping instructions specify role-dependent execution cues. We evaluate our method on a variety of object manipulation tasks, demonstrating its ability to execute long-horizon tasks that combine different types of collaboration and to scale from two-agent to multi-agent cooperation. Extensive experiments further show that our approach achieves higher success rates compared to state-of-the-art methods. Code will be made publicly available at https://github.com/TJU-3DV/Co-Manipulation.

Sat 10 OctRoboticsComputer Vision and Pattern Recognition
The gist
Doing tasks together that involve moving and handling objects is hard, especially when people have different roles and need to work step-by-step over time. The authors developed a two-part system where one part plans the big steps and shared goals, and the other part controls each person’s movements based on those plans. This approach helps multiple people work together better than before, even on complicated, long tasks. They tested it on various setups and showed it succeeds more often than previous methods.
Open → 2610.14911v1

Video transformers pretrained on synthetic data improve human action recognition

HuC-VideoMAE: Human-Centric Video Masked Autoencoding from synthetic data

Abstract: Modern action recognition models rely on video transformers pretrained on massive collections of web-crawled videos, such as Kinetics-700. However, the use of such data raises ethical concerns, as subjects' consent is typically not obtained. Recent high-quality synthetic video datasets generated from motion-capture data, such as BEDLAM2.0, offer a promising ethical alternative. In this work, we investigate self-supervised pretraining of video transformers on synthetic human-motion datasets. We first show that directly applying the standard VideoMAE masking strategy leads to substantially worse performance than pretraining on Kinetics. To address this limitation, we propose a human-centric masking scheme that leverages body keypoints and person bounding box regions. Our approach encourages the model to focus on the structure and dynamics of human motion during pretraining. Experiments on NTU RGB+D and Toyota-Smarthome demonstrate that our method significantly outperforms standard VideoMAE pretraining on synthetic data, closing 49% of the gap to Kinetics pretraining on NTU RGB+D cross-view-subject without using a single real frame during pretraining. To promote the use of ethical action recognition models, we will publicly release our pretrained models.

Tue 6 OctComputer Vision and Pattern Recognition
The gist
Video recognition models typically learn by looking at lots of real videos of people doing things, but using these videos raises privacy concerns. The authors found that training models with only synthetic videos made from human motion data works poorly with usual methods. They improved this by focusing the training method on parts of the video showing the human body and its movements. This new way helps the model learn better about human actions without using any real video footage.
Open → 2610.08433v1