Papers for

game animation teams

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.

Facial animation from muscle signals works with vr headsets on

emg2face: Expressive Facial Animation with High-Density Surface EMG

Abstract: Facial movements convey subtle and important information that is critical for human social communication. Optical methods for face capture are difficult or impossible to use when the face is occluded by head-mounted devices (HMDs), such as VR headsets. Even with a clear line of sight, such methods raise privacy concerns and require head-mounted capture rigs that offset cameras and lighting from the face. We show that high-density surface electromyography (HD-sEMG) provides a viable non-optical alternative that addresses these challenges. We measured 64 EMG channels, using two textile EMG grids, with 32 from the forehead (typically occluded by an HMD) and 32 from the side of the face. EMG data were digitized at 2048 Hz and filtered. Facial movements were simultaneously recorded and used to estimate 478 3D facial landmarks using MediaPipe's Face Landmarker. A major challenge in such multimodal recordings is synchronizing EMG and video data, which have different sampling frequencies and independent clocks. We developed a novel synchronization method using analog audio bursts that is capable of sub-millisecond synchronization. We also developed a staged fitting method that fits a recent high-resolution parametric head model (GNM), with 253 identity blendshapes and 383 expression blendshapes, to the MediaPipe landmarks as participants performed different facial expressions. We trained a deep neural network comprising per-grid spatial encoders followed by a dilated temporal convolutional network (TCN) to predict blendshape parameters from HD-sEMG signals at 100 Hz. Once trained, the network can predict expression blendshapes solely from HD-sEMG recordings. The output can be rendered using standard real-time blendshape animation methods. We demonstrate the methods using recordings from 25 participants, and direct expression transfer to a variety of human faces and non-human characters.

Wed 7 OctGraphicsComputer Vision and Pattern RecognitionEmerging Technologies
The gist
Capturing facial expressions with cameras is hard when people wear VR headsets that cover their faces. The authors show that using high-density sensors on the skin to record muscle signals can predict detailed facial movements instead. They recorded signals from many spots on faces and trained a neural network to turn these signals into 3D expressions. This approach works even when the face is hidden and can animate different human or non-human faces.
Open → 2610.09304v1

Residual diffusion improves multiple facial reaction generation accuracy

ResDiffFRG: Residual Diffusion for Multiple Appropriate Facial Reaction Generation

Abstract: In dyadic human speaker-listener conversations, the listener's facial reactions allows the speaker to accurately perceive the listener's emotional states. Since human facial reactions are non-deterministic, the ability to generate multiple appropriate human-like facial reactions is crucial for realistic human-agent interactions. Although diffusion models are naturally suited to such one-to-many generation, existing diffusion-based Multiple Appropriate Facial Reaction Generation (MAFRG) methods attempt to denoise random Gaussian initialisations directly into multiple appropriate facial reactions (AFRs). These random initialisations are usually not well-aligned with the target listener facial reaction, which requires complex denoising trajectories from these initialisations, and subsequently creates substantial opportunities for deviations away from the range of trajectories leading to appropriate AFRs. Given the inherent mimicry between the human listener's and speaker's facial behaviours, we address the above denoising trajectory issue by leveraging this strong prior. Specifically, we propose ResDiffFRG, a novel diffusion-based MAFRG framework that explicitly anchors the diffusion process to the speaker behaviour by defining its diffusion target as the residual between the speaker anchor and an AFR. The denoiser only needs to model the comparatively small, reaction-specific residual needed to transform this anchor into an AFR, rather than reconstructing the complete reaction from an unstructured state. Extensive experiments show that ResDiffFRG achieves large improvements in correlation-based appropriateness over existing methods. Our denoising trajectory analysis showed that even at the start of the denoising trajectory, ResDiffFRG already achieves a higher facial-reaction correlation score than the Gaussian Diffusion baseline does after completing 60% of its denoising trajectory.

Sun 27 SeptMachine Learning
The gist
In conversations, listeners show facial reactions that help speakers understand their feelings. Because people often have many natural ways to react, it's important for computers to generate multiple suitable facial reactions for virtual listeners. The authors propose ResDiffFRG, a method that bases its facial reaction generation on the speaker's face, so it only needs to create the small changes that make a proper listener reaction. This approach improves how well generated reactions match real human responses compared to earlier methods.
Open → 2609.33749v1

DirtyMoCap creates robust full-body motion capture from noisy markers

DirtyMoCap: Robust Motion Capture from Unconstrained Markers

Abstract: Optical motion capture delivers high-fidelity human motion, but its reliance on strict marker layouts and clean trajectories severely limits its real-world applicability. In practice, tracking systems frequently output unconstrained markers: sparse, noisy, and unordered point clouds with unknown or varying configurations. To bridge the gap between corrupted raw markers and parametric human models, we introduce DirtyMoCap, a robust, marker-layout-free framework. Our core insight is to map unordered marker observations to a fixed set of "proxy anchors" comprising skeletal joints and body surface points, which serve as a stable intermediate representation. We first initialize and track these anchors over long sequences using a recurrent sliding-window architecture. Then, a custom differentiable Gauss-Newton solver fits the SMPL-H model to the tracked anchors to recover full-body pose, translation, and shape. By explicitly deriving geometric residuals, our solver learns adaptive observation confidence, smoothness, and prior weights end-to-end, adapting dynamically to the reliability of the input data. Extensive experiments on diverse, noisy marker configurations demonstrate that DirtyMoCap successfully generalizes across arbitrary layouts using only a single trained model. It consistently outperforms state-of-the-art configuration-specific baselines in both joint and vertex reconstruction accuracy, while our custom CUDA solver achieves up to a 100x speedup over standard PyTorch implementations. We further apply DirtyMoCap to heterogeneous raw optical MoCap recordings of traditional Chinese martial arts, yielding a Kung Fu motion dataset of temporally coherent SMPL-H reconstructions. Code and data are available at https://wanglongzju.github.io/DirtyMoCap-Project-Page.

Thu 17 SeptComputer Vision and Pattern Recognition
The gist
Motion capture systems that track human movements usually need markers placed precisely and cleanly, which is hard to do outside labs. The authors present DirtyMoCap, a system that can take messy, unordered, and noisy marker data and still figure out the body’s pose and shape accurately. They do this by translating the raw marker data into stable 'anchors' corresponding to body joints and surfaces, then fitting a detailed human model to these anchors using a fast and adaptable solver. Their approach works well on many different marker setups and outperforms existing methods, even speeding up computations significantly. They also demonstrate the system by capturing martial arts motions, creating a new dataset of realistic movement recordings.
Open → 2609.19927v1