Papers for

virtual try-on 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.

Model tracks body points in 3D from regular photos

Dense4D: Pixel-Level 4D Human Correspondence

Abstract: Reconstructing human motion in 4D requires identifying the same surface points through articulation, deformation and changes in visibility. We introduce Dense4D, to our knowledge the first feed-forward model dedicated to dense 4D correspondence across the body, clothing and hair from a set of monocular RGB images, without a body template. Trained specifically for human geometry, Dense4D jointly processes person-centred crops with known image-to-crop transforms to predict Human Point Maps (HPMs) and depth for each image. An HPM assigns each person pixel the 3D position of its observed surface point at a common reference time. These maps support amodal correspondence: points hidden in the reference image can be localised from observations in other frames. Matching HPM coordinates across crops establishes correspondence without predicting camera poses or large scene displacements; per-image depth then lifts the matches into 3D tracks. Experiments on real people demonstrate substantially higher tracking accuracy and closer agreement with scanned surfaces than the evaluated baselines. Points from different frames assemble into coherent human geometry in the reference pose, providing visible evidence of consistent dense correspondence through articulation and clothing deformation. Additional qualitative results, videos, and an interactive viewer are available at https://alpguler.com/dense4d.

Thu 15 OctComputer Vision and Pattern Recognition
The gist
Understanding how people move in 3D from normal video is hard because the same points on the body can look very different when the person moves, wears clothes, or parts are hidden. The authors created Dense4D, a model that looks at regular images of a person and figures out where body points are over time without needing a preset body model. It works by giving every pixel a 3D position relative to a fixed time, even if parts are hidden in some images. This helps create detailed, consistent tracks of the person’s body shape and motion, handling clothes and hair well.
Open → 2610.22325v1

Verifier-guided method improves 3D human shape generation diversity

Verifier-Guided Synthetic Augmentation for 3D Human Shape Generation

Abstract: Limited training data diversity constrains generative modeling of 3D human bodies: conservative models remain close to observed examples, whereas exploratory models often violate basic body proportions. We introduce a verifier-guided augmentation framework that uses global and mode-local PCA to generate inexpensive candidates, screens them using correspondence-derived skeletal proportions and body-part geometry, and retrains a diffusion model on accepted candidates. Elastic registration provides both the modal structure used by distributed PCA and the dense anatomical correspondence needed for scalable screening without per-candidate body-model fitting. A blinded human study supports the verifier as a conservative gatekeeper, favoring verifier-accepted over rejected outputs. We evaluate full-pool verifier acceptance separately from the coverage and departure of accepted samples and combine them through EAUC. On 4,498 registered DFAUST surfaces, distributed-PCA augmentation achieves 86.32% acceptance, the highest CP-AUC (0.871), and the highest EAUC (0.752), improving EAUC by 32% over real-only and self-augmented diffusion. These results show that mode-local, verifier-guided proposals broaden diffusion generation while maintaining high agreement with calibrated body measurements.

Fri 2 OctComputer Vision and Pattern Recognition
The gist
Generating realistic 3D human body shapes is difficult because models tend to produce either very similar shapes or unrealistic ones that don’t follow natural body proportions. The authors developed a system that creates many candidate shapes, then uses a special checker to keep only those with correct body proportions and details. They retrain a model with these verified shapes, making it better at producing diverse but still realistic human bodies. Their tests show this approach creates more varied yet believable 3D humans compared to other methods.
Open → 2610.04006v1

High-fidelity 3D human scans enable better avatar images

Revisiting Avatar-As-Image: High-Fidelity Registration is All You Need

Abstract: The representation of 3D clothed humans as standardized 2D UV texture and displacement maps over an underlying body model has long been studied. This compact representation is enticing as it enables pretrained image networks to process, generate, and edit 3D avatars, but is only useful if scans are accurately aligned and brought into correspondence via high-fidelity registration. This prerequisite has never been met, which we argue explains the limited quality of prior UV-based methods for clothed humans. Despite its significance, no public method produces high-fidelity SMPL(-X)+D registrations with UV texture from arbitrary clothed scans. We present AvaImg, a multi-stage optimization pipeline, to close this gap: it enforces body-inside-clothing constraint via signed winding numbers, made viable by a three-level efficiency cascade (~10x runtime reduced, ~95% storage saved), and recovers fine surface detail using coarse-to-fine displacement optimization. AvaImg outperforms all baselines in body fitting, shape estimation, and surface registration across six datasets, yielding textured registrations near-indistinguishable from scans (PSNR=34.48dB). For validation of AvaImg's Avatar-as-Image representation as imminently compatible with image foundation models, we auto-encode our UV maps via the frozen FLUX VAE. This achieves only 0.76mm added Chamfer error relative to scan and shows that the resulting maps lie within natural-image distributions, supporting the use of 2D generative priors for 3D avatar generation. Code, data, and Singularity containers will be at https://yuxuan-xue.com/avaimg.

Thu 10 SeptComputer Vision and Pattern Recognition
The gist
To create realistic digital avatars of clothed people, 3D body scans need to be precisely aligned to a standard body model. The authors show previous methods failed to do this well, limiting the quality of avatar images. They introduce AvaImg, a new technique that sharply improves this precise alignment and adds fine surface details. Their method produces avatar textures so close to real scans that they can be efficiently processed by existing 2D image models.
Open → 2609.11722v1