Papers for

extended reality 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.

Hand and object motion generated smoothly from single start state

Learning Dynamic Grasping

Abstract: Synthesizing believable 4D hand-object grasping sequences is important for character animation, extended reality, and embodied agents. Grasping requires a hand to approach, contact, and lift or manipulate an object coherently. Existing synthesis methods often model only the final static grasp or rely on additional conditions, such as language, target grasps, or object trajectories, to specify the interaction. We instead study the underconstrained problem of generating a complete grasping motion from a single initial hand-object state. Our framework decouples hand-motion generation from object-motion recovery. Given an object point cloud in the initial wrist frame and the initial parameterized hand configuration, conditional flow matching predicts a sequence-level contact map and a hand pose at each normalized sequence time. This time-indexed formulation avoids the error accumulation of autoregressive rollout while representing the complete motion. We then infer an attachment frame and recover rigid-object motion through training-free, contact-guided weighted registration. We evaluate on held-out DexYCB objects and unseen object geometries reconstructed from in-the-wild videos by Open-CHOIR. Compared with LatentHOI, our method produces smoother hand and object motion in every setting, matches or improves on its contact and penetration metrics in the wild under a shared initialization, and is about 30x faster per generated frame. In a 15-participant study, our motions were preferred in roughly two thirds of (forced-choice pairwise) comparisons. Precise contact closure on novel geometry, however, remains a key open challenge.

Sat 10 OctRoboticsGraphics
The gist
Making robots or animations that can grasp objects realistically involves showing a hand moving, touching, and lifting things properly. This paper shows a way to create the entire motion of a hand grasping an object starting from just one initial position, without needing extra instructions. The authors separate the hand's movement from the object's motion and use a special prediction method to create smooth motion sequences. Their approach works better and faster than previous methods, especially for new objects, but achieving perfect contact with unfamiliar objects still needs more work.
Open → 2610.14848v1

Sparse 4D anchors improve volumetric video compression with Gaussian splatting

Gaussian Splatting-based Volumetric Video Compression with Sparse 4D Anchors

Abstract: Immersive video communication requires photorealistic, render-efficient, and compact dynamic scene representations. 3D Gaussian Splatting (3DGS) offers a promising representation, but dynamic 3DGS remains difficult to compress due to dense primitives and spatiotemporal redundancy. Anchor-based formulations improve compactness with sparse scaffolds that share geometry and appearance across primitives. However, existing designs often rely on deforming a single canonical scaffold and condition each primitive on its associated anchor in isolation, limiting their ability to handle non-local dynamics and disocclusion while under-exploiting inter-anchor correlations, particularly in motion- or texture-dense regions. To address these limitations, we propose SAGA, a volumetric video codec built upon Sparse Anchor-assisted GAussian splatting representations. SAGA represents dynamic 3D scenes using hierarchically organized sparse 4D anchors, where coordinate-based INR decoders generate fine anchors and Gaussian primitives from inter-anchor interpolations, enabling compact parameter sharing across spatiotemporal structures. For long-range dependencies among unstructured anchors, we further introduce fixed-size memory slots with orthogonality-informed updates for accurate entropy-context modeling. Experiments show that SAGA achieves strong rate-distortion performance against GIFStream, with PSNR BD-rate reductions of 80.39% and 83.94% on Neu3D and MPEG MIV, respectively.

Sun 27 SeptComputer Vision and Pattern Recognition
The gist
Capturing realistic 3D videos that change over time usually creates huge files that are hard to store or send. The authors found a way to shrink these files by using special points called sparse 4D anchors to represent the video more simply and efficiently. Their method also shares information between these anchors, making the videos take up less space while still looking good. Tests show this new method compresses better than previous techniques on different video datasets.
Open → 2609.33969v1