Papers for

virtual event producers

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.

Improving volumetric video by smart gaussian placement in dynamic scenes

Dusting the Phantom: Gaussian Allocation for Fading Dynamic Content

Abstract: Dynamic Gaussian representations have made high-quality, real-time volumetric video increasingly practical, yet challenging motion can still break their reconstruction: small fast-moving objects may disappear, and fine textures in highly dynamic regions are often lost. In particular, simply training longer or using more Gaussians may still fail to recover small, fast-moving objects. We argue that the key bottleneck is not representational capacity itself, but where and when Gaussian primitives are allocated. Existing allocation strategies rely on current Gaussian locations and often overlook the spatiotemporal destinations of relocated Gaussians. To address these limitations, we introduce two complementary strategies. First, Seed Injection identifies under-reconstructed dynamic regions using temporal appearance changes and reconstruction errors, and initializes new Gaussians at geometrically plausible 3D locations through multi-view observations, independent of existing Gaussian locations. Second, Temporal Biased Relocation uses time-resolved optimization signals to guide the spatiotemporal placement of relocated Gaussians. Both strategies maintain a fixed Gaussian budget without modifying the underlying representation. Experiments across multiple dynamic-scene datasets demonstrate improved reconstruction quality, particularly in highly dynamic regions, recovering small, rapidly moving objects and fine-grained appearance details.

Thu 15 OctComputer Vision and Pattern Recognition
The gist
Volumetric videos create 3D videos by using many small 3D shapes called Gaussians to represent objects. Sometimes, fast-moving small objects or detailed textures get lost because the shapes are not placed in the right spots over time. The authors introduce two methods to detect these missing details and move or add Gaussians to better spots based on where the objects are headed. This helps improve the clarity and realism of fast-moving and complex scenes without needing more shapes overall.
Open → 2610.21302v1

Routed forcing improves dynamic quality and diversity of streaming avatars

Where and When to Force: Routed Forcing for Streaming Avatars

Abstract: Audio-driven streaming avatar generation requires real-time synthesis of speech-synchronized videos with dynamic and diverse motion. Self Forcing uses Distribution Matching Distillation (DMD) to distill bidirectional video diffusion models into causal, few-step generators for real-time streaming. However, DMD minimizes a reverse KL divergence, which is inherently mode-seeking: it causes the student to discard high-dynamic modes and collapse onto static outputs, compressing both dynamics and diversity of generated videos. We find that this collapse is region-heterogeneous: person regions involving pose and gesture variations suffer the largest diversity loss, the audio-driven mouth region shows a small loss, and the background remains nearly stable. Based on this observation, we propose Routed Forcing, which routes the distillation objective by semantic region and noise stage to improve dynamics and diversity while preserving visual quality. Specifically, (1) Where to Force: Semantic-Region Routing applies Data-Forcing Distillation (DFD), which supervises the student with real videos, to the person region where diversity collapse is most severe, while retaining DMD for the mouth and background to preserve lip synchronization and scene stability. (2) When to Force: Noise-Stage Routing activates DFD at high noise stages, where real video serves as effective supervision to inject diverse and dynamic motion patterns. At low noise stages, DMD is used to refine details, avoiding blur and artifacts from spatial differences between real video and student-generated video. Experiments show that Routed Forcing improves dynamics by up to 45% and diversity by 7-25% over Self Forcing, while preserving video quality and lip synchronization.

Fri 25 SeptComputer Vision and Pattern Recognition
The gist
Making realistic talking avatars that move naturally in real time is hard because simple training methods tend to produce dull and repetitive movements. The authors found that this problem happens mostly in body areas that change a lot, like hands and pose, while the mouth and background stay mostly correct. They created a method called Routed Forcing that applies different training strategies to different video regions and noise levels, improving the variety and liveliness of avatar movements without losing lip-sync accuracy. Their method increases motion dynamics by up to 45% and diversity by 7 to 25% compared to previous approaches.
Open → 2609.30963v1

Avatar motion generated naturally from speech text and path inputs

Multi-Modal Controlled Coherent Motion Generation

Abstract: It is natural for humans to walk and talk simultaneously. This paper tackles the challenge of replicating such natural behaviors in 3D avatar motion generation driven by concurrent multimodal inputs, such as a text description of a man walking alongside speech audio. Existing methods, constrained by the scarcity of aligned multimodal data, typically combine motions from individual modalities sequentially or through weighted sums. However, they often result in mismatched or unrealistic movements. To overcome these limitations, we propose MOCO, a novel diffusion-based framework capable of processing multiple simultaneous inputs, including speech audio, text descriptions, and trajectory data, to generate coherent and lifelike motions without requiring aligned multimodal data. Our key innovation lies in decoupling the motion generation process. During each denoising step, the diffusion model independently generates motions for each modality from the input noise and assembles the body parts according to predefined spatial rules. The resulting combined motion is then diffused and serves as the input noise for the subsequent denoising step. This iterative approach enables each modality to refine its contribution within the context of the overall motion, progressively harmonizing movements across modalities. Consequently, the generated motions become increasingly natural and fluid with each iteration, achieving coherent and synchronized behaviors. We evaluate our approach using a purpose-built multimodal benchmark. Experimental results demonstrate that MOCO outperforms existing baselines, advancing the field of multimodal motion generation for 3D avatars.

Thu 10 SeptComputer Vision and Pattern Recognition
The gist
People often walk and talk at the same time naturally, but making 3D avatars do this realistically is hard. The authors developed a new method that can mix different types of input—like speech sounds, text descriptions, and movement paths—to create smooth, lifelike avatar motions. Their approach builds the motion step-by-step, letting each input contribute separately before combining them in a way that looks natural. This method works well even when the inputs aren't perfectly matched, producing more realistic movements than earlier techniques.
Open → 2609.11439v1