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Feb 26

A Neural Anthropometer Learning from Body Dimensions Computed on Human 3D Meshes

Human shape estimation has become increasingly important both theoretically and practically, for instance, in 3D mesh estimation, distance garment production and computational forensics, to mention just a few examples. As a further specialization, Human Body Dimensions Estimation (HBDE) focuses on estimating human body measurements like shoulder width or chest circumference from images or 3D meshes usually using supervised learning approaches. The main obstacle in this context is the data scarcity problem, as collecting this ground truth requires expensive and difficult procedures. This obstacle can be overcome by obtaining realistic human measurements from 3D human meshes. However, a) there are no well established methods to calculate HBDs from 3D meshes and b) there are no benchmarks to fairly compare results on the HBDE task. Our contribution is twofold. On the one hand, we present a method to calculate right and left arm length, shoulder width, and inseam (crotch height) from 3D meshes with focus on potential medical, virtual try-on and distance tailoring applications. On the other hand, we use four additional body dimensions calculated using recently published methods to assemble a set of eight body dimensions which we use as a supervision signal to our Neural Anthropometer: a convolutional neural network capable of estimating these dimensions. To assess the estimation, we train the Neural Anthropometer with synthetic images of 3D meshes, from which we calculated the HBDs and observed that the network's overall mean estimate error is 20.89 mm (relative error of 2.84\%). The results we present are fully reproducible and establish a fair baseline for research on the task of HBDE, therefore enabling the community with a valuable method.

  • 2 authors
·
Oct 6, 2021

ChatAnything: Facetime Chat with LLM-Enhanced Personas

In this technical report, we target generating anthropomorphized personas for LLM-based characters in an online manner, including visual appearance, personality and tones, with only text descriptions. To achieve this, we first leverage the in-context learning capability of LLMs for personality generation by carefully designing a set of system prompts. We then propose two novel concepts: the mixture of voices (MoV) and the mixture of diffusers (MoD) for diverse voice and appearance generation. For MoV, we utilize the text-to-speech (TTS) algorithms with a variety of pre-defined tones and select the most matching one based on the user-provided text description automatically. For MoD, we combine the recent popular text-to-image generation techniques and talking head algorithms to streamline the process of generating talking objects. We termed the whole framework as ChatAnything. With it, users could be able to animate anything with any personas that are anthropomorphic using just a few text inputs. However, we have observed that the anthropomorphic objects produced by current generative models are often undetectable by pre-trained face landmark detectors, leading to failure of the face motion generation, even if these faces possess human-like appearances because those images are nearly seen during the training (e.g., OOD samples). To address this issue, we incorporate pixel-level guidance to infuse human face landmarks during the image generation phase. To benchmark these metrics, we have built an evaluation dataset. Based on it, we verify that the detection rate of the face landmark is significantly increased from 57.0% to 92.5% thus allowing automatic face animation based on generated speech content. The code and more results can be found at https://chatanything.github.io/.

  • 7 authors
·
Nov 12, 2023 3

Animate-X: Universal Character Image Animation with Enhanced Motion Representation

Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X, a universal animation framework based on LDM for various character types (collectively named X), including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of LDM by simulating possible inputs in advance that may arise during inference. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A^2Bench) to evaluate the performance of Animate-X on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X compared to state-of-the-art methods.

  • 9 authors
·
Oct 14, 2024 5

Dynamic Normativity: Necessary and Sufficient Conditions for Value Alignment

The critical inquiry pervading the realm of Philosophy, and perhaps extending its influence across all Humanities disciplines, revolves around the intricacies of morality and normativity. Surprisingly, in recent years, this thematic thread has woven its way into an unexpected domain, one not conventionally associated with pondering "what ought to be": the field of artificial intelligence (AI) research. Central to morality and AI, we find "alignment", a problem related to the challenges of expressing human goals and values in a manner that artificial systems can follow without leading to unwanted adversarial effects. More explicitly and with our current paradigm of AI development in mind, we can think of alignment as teaching human values to non-anthropomorphic entities trained through opaque, gradient-based learning techniques. This work addresses alignment as a technical-philosophical problem that requires solid philosophical foundations and practical implementations that bring normative theory to AI system development. To accomplish this, we propose two sets of necessary and sufficient conditions that, we argue, should be considered in any alignment process. While necessary conditions serve as metaphysical and metaethical roots that pertain to the permissibility of alignment, sufficient conditions establish a blueprint for aligning AI systems under a learning-based paradigm. After laying such foundations, we present implementations of this approach by using state-of-the-art techniques and methods for aligning general-purpose language systems. We call this framework Dynamic Normativity. Its central thesis is that any alignment process under a learning paradigm that cannot fulfill its necessary and sufficient conditions will fail in producing aligned systems.

  • 1 authors
·
Jun 16, 2024

Towards Bidirectional Human-AI Alignment: A Systematic Review for Clarifications, Framework, and Future Directions

Recent advancements in general-purpose AI have highlighted the importance of guiding AI systems towards the intended goals, ethical principles, and values of individuals and groups, a concept broadly recognized as alignment. However, the lack of clarified definitions and scopes of human-AI alignment poses a significant obstacle, hampering collaborative efforts across research domains to achieve this alignment. In particular, ML- and philosophy-oriented alignment research often views AI alignment as a static, unidirectional process (i.e., aiming to ensure that AI systems' objectives match humans) rather than an ongoing, mutual alignment problem [429]. This perspective largely neglects the long-term interaction and dynamic changes of alignment. To understand these gaps, we introduce a systematic review of over 400 papers published between 2019 and January 2024, spanning multiple domains such as Human-Computer Interaction (HCI), Natural Language Processing (NLP), Machine Learning (ML), and others. We characterize, define and scope human-AI alignment. From this, we present a conceptual framework of "Bidirectional Human-AI Alignment" to organize the literature from a human-centered perspective. This framework encompasses both 1) conventional studies of aligning AI to humans that ensures AI produces the intended outcomes determined by humans, and 2) a proposed concept of aligning humans to AI, which aims to help individuals and society adjust to AI advancements both cognitively and behaviorally. Additionally, we articulate the key findings derived from literature analysis, including discussions about human values, interaction techniques, and evaluations. To pave the way for future studies, we envision three key challenges for future directions and propose examples of potential future solutions.

  • 24 authors
·
Jun 13, 2024

Animate-X++: Universal Character Image Animation with Dynamic Backgrounds

Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Furthermore, previous methods could only generate videos with static backgrounds, which limits the realism of the videos. For the first challenge, our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X++, a universal animation framework based on DiT for various character types, including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of DiT by simulating possible inputs in advance that may arise during inference. For the second challenge, we introduce a multi-task training strategy that jointly trains the animation and TI2V tasks. Combined with the proposed partial parameter training, this approach achieves not only character animation but also text-driven background dynamics, making the videos more realistic. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A2Bench) to evaluate the performance of Animate-X++ on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X++.

  • 7 authors
·
Aug 12, 2025

When the Coffee Feature Activates on Coffins: An Analysis of Feature Extraction and Steering for Mechanistic Interpretability

Recent work by Anthropic on Mechanistic interpretability claims to understand and control Large Language Models by extracting human-interpretable features from their neural activation patterns using sparse autoencoders (SAEs). If successful, this approach offers one of the most promising routes for human oversight in AI safety. We conduct an initial stress-test of these claims by replicating their main results with open-source SAEs for Llama 3.1. While we successfully reproduce basic feature extraction and steering capabilities, our investigation suggests that major caution is warranted regarding the generalizability of these claims. We find that feature steering exhibits substantial fragility, with sensitivity to layer selection, steering magnitude, and context. We observe non-standard activation behavior and demonstrate the difficulty to distinguish thematically similar features from one another. While SAE-based interpretability produces compelling demonstrations in selected cases, current methods often fall short of the systematic reliability required for safety-critical applications. This suggests a necessary shift in focus from prioritizing interpretability of internal representations toward reliable prediction and control of model output. Our work contributes to a more nuanced understanding of what mechanistic interpretability has achieved and highlights fundamental challenges for AI safety that remain unresolved.

  • 3 authors
·
Jan 6

SCULPTOR: Skeleton-Consistent Face Creation Using a Learned Parametric Generator

Recent years have seen growing interest in 3D human faces modelling due to its wide applications in digital human, character generation and animation. Existing approaches overwhelmingly emphasized on modeling the exterior shapes, textures and skin properties of faces, ignoring the inherent correlation between inner skeletal structures and appearance. In this paper, we present SCULPTOR, 3D face creations with Skeleton Consistency Using a Learned Parametric facial generaTOR, aiming to facilitate easy creation of both anatomically correct and visually convincing face models via a hybrid parametric-physical representation. At the core of SCULPTOR is LUCY, the first large-scale shape-skeleton face dataset in collaboration with plastic surgeons. Named after the fossils of one of the oldest known human ancestors, our LUCY dataset contains high-quality Computed Tomography (CT) scans of the complete human head before and after orthognathic surgeries, critical for evaluating surgery results. LUCY consists of 144 scans of 72 subjects (31 male and 41 female) where each subject has two CT scans taken pre- and post-orthognathic operations. Based on our LUCY dataset, we learn a novel skeleton consistent parametric facial generator, SCULPTOR, which can create the unique and nuanced facial features that help define a character and at the same time maintain physiological soundness. Our SCULPTOR jointly models the skull, face geometry and face appearance under a unified data-driven framework, by separating the depiction of a 3D face into shape blend shape, pose blend shape and facial expression blend shape. SCULPTOR preserves both anatomic correctness and visual realism in facial generation tasks compared with existing methods. Finally, we showcase the robustness and effectiveness of SCULPTOR in various fancy applications unseen before.

  • 11 authors
·
Sep 14, 2022

The Case for Animal-Friendly AI

Artificial intelligence is seen as increasingly important, and potentially profoundly so, but the fields of AI ethics and AI engineering have not fully recognized that these technologies, including large language models (LLMs), will have massive impacts on animals. We argue that this impact matters, because animals matter morally. As a first experiment in evaluating animal consideration in LLMs, we constructed a proof-of-concept Evaluation System, which assesses LLM responses and biases from multiple perspectives. This system evaluates LLM outputs by two criteria: their truthfulness, and the degree of consideration they give to the interests of animals. We tested OpenAI ChatGPT 4 and Anthropic Claude 2.1 using a set of structured queries and predefined normative perspectives. Preliminary results suggest that the outcomes of the tested models can be benchmarked regarding the consideration they give to animals, and that generated positions and biases might be addressed and mitigated with more developed and validated systems. Our research contributes one possible approach to integrating animal ethics in AI, opening pathways for future studies and practical applications in various fields, including education, public policy, and regulation, that involve or relate to animals and society. Overall, this study serves as a step towards more useful and responsible AI systems that better recognize and respect the vital interests and perspectives of all sentient beings.

  • 5 authors
·
Mar 2, 2024

Improving Reasoning Performance in Large Language Models via Representation Engineering

Recent advancements in large language models (LLMs) have resulted in increasingly anthropomorphic language concerning the ability of LLMs to reason. Whether reasoning in LLMs should be understood to be inherently different is, however, widely debated. We propose utilizing a representation engineering approach wherein model activations are read from the residual stream of an LLM when processing a reasoning task. The activations are used to derive a control vector that is applied to the model as an inference-time intervention, modulating the representational space of the model, to improve performance on the specified task. We publish the code for deriving control vectors and analyzing model representations. The method allows us to improve performance on reasoning benchmarks and assess how control vectors influence the final logit distribution of a model via metrics such as KL divergence and entropy. We apply control vectors to Mistral-7B-Instruct and a range of Pythia models on an inductive, a deductive and mathematical reasoning task. We show that an LLM can, to a certain degree, be controlled to improve its perceived reasoning ability by modulating activations. The intervention is dependent upon the ability to reliably extract the model's typical state when correctly solving a task. Our results suggest that reasoning performance can be modulated in the same manner as other information-processing tasks performed by LLMs and demonstrate that we are capable of improving performance on specific tasks via a simple intervention on the residual stream with no additional training.

  • 3 authors
·
Apr 28, 2025

HumanAgencyBench: Scalable Evaluation of Human Agency Support in AI Assistants

As humans delegate more tasks and decisions to artificial intelligence (AI), we risk losing control of our individual and collective futures. Relatively simple algorithmic systems already steer human decision-making, such as social media feed algorithms that lead people to unintentionally and absent-mindedly scroll through engagement-optimized content. In this paper, we develop the idea of human agency by integrating philosophical and scientific theories of agency with AI-assisted evaluation methods: using large language models (LLMs) to simulate and validate user queries and to evaluate AI responses. We develop HumanAgencyBench (HAB), a scalable and adaptive benchmark with six dimensions of human agency based on typical AI use cases. HAB measures the tendency of an AI assistant or agent to Ask Clarifying Questions, Avoid Value Manipulation, Correct Misinformation, Defer Important Decisions, Encourage Learning, and Maintain Social Boundaries. We find low-to-moderate agency support in contemporary LLM-based assistants and substantial variation across system developers and dimensions. For example, while Anthropic LLMs most support human agency overall, they are the least supportive LLMs in terms of Avoid Value Manipulation. Agency support does not appear to consistently result from increasing LLM capabilities or instruction-following behavior (e.g., RLHF), and we encourage a shift towards more robust safety and alignment targets.

  • 4 authors
·
Sep 10, 2025 2

Neurosymbolic AI -- Why, What, and How

Humans interact with the environment using a combination of perception - transforming sensory inputs from their environment into symbols, and cognition - mapping symbols to knowledge about the environment for supporting abstraction, reasoning by analogy, and long-term planning. Human perception-inspired machine perception, in the context of AI, refers to large-scale pattern recognition from raw data using neural networks trained using self-supervised learning objectives such as next-word prediction or object recognition. On the other hand, machine cognition encompasses more complex computations, such as using knowledge of the environment to guide reasoning, analogy, and long-term planning. Humans can also control and explain their cognitive functions. This seems to require the retention of symbolic mappings from perception outputs to knowledge about their environment. For example, humans can follow and explain the guidelines and safety constraints driving their decision-making in safety-critical applications such as healthcare, criminal justice, and autonomous driving. This article introduces the rapidly emerging paradigm of Neurosymbolic AI combines neural networks and knowledge-guided symbolic approaches to create more capable and flexible AI systems. These systems have immense potential to advance both algorithm-level (e.g., abstraction, analogy, reasoning) and application-level (e.g., explainable and safety-constrained decision-making) capabilities of AI systems.

  • 3 authors
·
May 1, 2023

ICON: Implicit Clothed humans Obtained from Normals

Current methods for learning realistic and animatable 3D clothed avatars need either posed 3D scans or 2D images with carefully controlled user poses. In contrast, our goal is to learn an avatar from only 2D images of people in unconstrained poses. Given a set of images, our method estimates a detailed 3D surface from each image and then combines these into an animatable avatar. Implicit functions are well suited to the first task, as they can capture details like hair and clothes. Current methods, however, are not robust to varied human poses and often produce 3D surfaces with broken or disembodied limbs, missing details, or non-human shapes. The problem is that these methods use global feature encoders that are sensitive to global pose. To address this, we propose ICON ("Implicit Clothed humans Obtained from Normals"), which, instead, uses local features. ICON has two main modules, both of which exploit the SMPL(-X) body model. First, ICON infers detailed clothed-human normals (front/back) conditioned on the SMPL(-X) normals. Second, a visibility-aware implicit surface regressor produces an iso-surface of a human occupancy field. Importantly, at inference time, a feedback loop alternates between refining the SMPL(-X) mesh using the inferred clothed normals and then refining the normals. Given multiple reconstructed frames of a subject in varied poses, we use SCANimate to produce an animatable avatar from them. Evaluation on the AGORA and CAPE datasets shows that ICON outperforms the state of the art in reconstruction, even with heavily limited training data. Additionally, it is much more robust to out-of-distribution samples, e.g., in-the-wild poses/images and out-of-frame cropping. ICON takes a step towards robust 3D clothed human reconstruction from in-the-wild images. This enables creating avatars directly from video with personalized and natural pose-dependent cloth deformation.

  • 4 authors
·
Dec 16, 2021

ATLAS: Decoupling Skeletal and Shape Parameters for Expressive Parametric Human Modeling

Parametric body models offer expressive 3D representation of humans across a wide range of poses, shapes, and facial expressions, typically derived by learning a basis over registered 3D meshes. However, existing human mesh modeling approaches struggle to capture detailed variations across diverse body poses and shapes, largely due to limited training data diversity and restrictive modeling assumptions. Moreover, the common paradigm first optimizes the external body surface using a linear basis, then regresses internal skeletal joints from surface vertices. This approach introduces problematic dependencies between internal skeleton and outer soft tissue, limiting direct control over body height and bone lengths. To address these issues, we present ATLAS, a high-fidelity body model learned from 600k high-resolution scans captured using 240 synchronized cameras. Unlike previous methods, we explicitly decouple the shape and skeleton bases by grounding our mesh representation in the human skeleton. This decoupling enables enhanced shape expressivity, fine-grained customization of body attributes, and keypoint fitting independent of external soft-tissue characteristics. ATLAS outperforms existing methods by fitting unseen subjects in diverse poses more accurately, and quantitative evaluations show that our non-linear pose correctives more effectively capture complex poses compared to linear models.

  • 10 authors
·
Aug 21, 2025 2

HyperHuman: Hyper-Realistic Human Generation with Latent Structural Diffusion

Despite significant advances in large-scale text-to-image models, achieving hyper-realistic human image generation remains a desirable yet unsolved task. Existing models like Stable Diffusion and DALL-E 2 tend to generate human images with incoherent parts or unnatural poses. To tackle these challenges, our key insight is that human image is inherently structural over multiple granularities, from the coarse-level body skeleton to fine-grained spatial geometry. Therefore, capturing such correlations between the explicit appearance and latent structure in one model is essential to generate coherent and natural human images. To this end, we propose a unified framework, HyperHuman, that generates in-the-wild human images of high realism and diverse layouts. Specifically, 1) we first build a large-scale human-centric dataset, named HumanVerse, which consists of 340M images with comprehensive annotations like human pose, depth, and surface normal. 2) Next, we propose a Latent Structural Diffusion Model that simultaneously denoises the depth and surface normal along with the synthesized RGB image. Our model enforces the joint learning of image appearance, spatial relationship, and geometry in a unified network, where each branch in the model complements to each other with both structural awareness and textural richness. 3) Finally, to further boost the visual quality, we propose a Structure-Guided Refiner to compose the predicted conditions for more detailed generation of higher resolution. Extensive experiments demonstrate that our framework yields the state-of-the-art performance, generating hyper-realistic human images under diverse scenarios. Project Page: https://snap-research.github.io/HyperHuman/

  • 9 authors
·
Oct 12, 2023 1

Semantics derived automatically from language corpora contain human-like biases

Artificial intelligence and machine learning are in a period of astounding growth. However, there are concerns that these technologies may be used, either with or without intention, to perpetuate the prejudice and unfairness that unfortunately characterizes many human institutions. Here we show for the first time that human-like semantic biases result from the application of standard machine learning to ordinary language---the same sort of language humans are exposed to every day. We replicate a spectrum of standard human biases as exposed by the Implicit Association Test and other well-known psychological studies. We replicate these using a widely used, purely statistical machine-learning model---namely, the GloVe word embedding---trained on a corpus of text from the Web. Our results indicate that language itself contains recoverable and accurate imprints of our historic biases, whether these are morally neutral as towards insects or flowers, problematic as towards race or gender, or even simply veridical, reflecting the {\em status quo} for the distribution of gender with respect to careers or first names. These regularities are captured by machine learning along with the rest of semantics. In addition to our empirical findings concerning language, we also contribute new methods for evaluating bias in text, the Word Embedding Association Test (WEAT) and the Word Embedding Factual Association Test (WEFAT). Our results have implications not only for AI and machine learning, but also for the fields of psychology, sociology, and human ethics, since they raise the possibility that mere exposure to everyday language can account for the biases we replicate here.

  • 3 authors
·
Aug 25, 2016

ECON: Explicit Clothed humans Optimized via Normal integration

The combination of deep learning, artist-curated scans, and Implicit Functions (IF), is enabling the creation of detailed, clothed, 3D humans from images. However, existing methods are far from perfect. IF-based methods recover free-form geometry, but produce disembodied limbs or degenerate shapes for novel poses or clothes. To increase robustness for these cases, existing work uses an explicit parametric body model to constrain surface reconstruction, but this limits the recovery of free-form surfaces such as loose clothing that deviates from the body. What we want is a method that combines the best properties of implicit representation and explicit body regularization. To this end, we make two key observations: (1) current networks are better at inferring detailed 2D maps than full-3D surfaces, and (2) a parametric model can be seen as a "canvas" for stitching together detailed surface patches. Based on these, our method, ECON, has three main steps: (1) It infers detailed 2D normal maps for the front and back side of a clothed person. (2) From these, it recovers 2.5D front and back surfaces, called d-BiNI, that are equally detailed, yet incomplete, and registers these w.r.t. each other with the help of a SMPL-X body mesh recovered from the image. (3) It "inpaints" the missing geometry between d-BiNI surfaces. If the face and hands are noisy, they can optionally be replaced with the ones of SMPL-X. As a result, ECON infers high-fidelity 3D humans even in loose clothes and challenging poses. This goes beyond previous methods, according to the quantitative evaluation on the CAPE and Renderpeople datasets. Perceptual studies also show that ECON's perceived realism is better by a large margin. Code and models are available for research purposes at econ.is.tue.mpg.de

  • 5 authors
·
Dec 14, 2022

Aligning Machine and Human Visual Representations across Abstraction Levels

Deep neural networks have achieved success across a wide range of applications, including as models of human behavior in vision tasks. However, neural network training and human learning differ in fundamental ways, and neural networks often fail to generalize as robustly as humans do, raising questions regarding the similarity of their underlying representations. What is missing for modern learning systems to exhibit more human-like behavior? We highlight a key misalignment between vision models and humans: whereas human conceptual knowledge is hierarchically organized from fine- to coarse-scale distinctions, model representations do not accurately capture all these levels of abstraction. To address this misalignment, we first train a teacher model to imitate human judgments, then transfer human-like structure from its representations into pretrained state-of-the-art vision foundation models. These human-aligned models more accurately approximate human behavior and uncertainty across a wide range of similarity tasks, including a new dataset of human judgments spanning multiple levels of semantic abstractions. They also perform better on a diverse set of machine learning tasks, increasing generalization and out-of-distribution robustness. Thus, infusing neural networks with additional human knowledge yields a best-of-both-worlds representation that is both more consistent with human cognition and more practically useful, thus paving the way toward more robust, interpretable, and human-like artificial intelligence systems.

  • 9 authors
·
Sep 10, 2024

Putting People in their Place: Monocular Regression of 3D People in Depth

Given an image with multiple people, our goal is to directly regress the pose and shape of all the people as well as their relative depth. Inferring the depth of a person in an image, however, is fundamentally ambiguous without knowing their height. This is particularly problematic when the scene contains people of very different sizes, e.g. from infants to adults. To solve this, we need several things. First, we develop a novel method to infer the poses and depth of multiple people in a single image. While previous work that estimates multiple people does so by reasoning in the image plane, our method, called BEV, adds an additional imaginary Bird's-Eye-View representation to explicitly reason about depth. BEV reasons simultaneously about body centers in the image and in depth and, by combing these, estimates 3D body position. Unlike prior work, BEV is a single-shot method that is end-to-end differentiable. Second, height varies with age, making it impossible to resolve depth without also estimating the age of people in the image. To do so, we exploit a 3D body model space that lets BEV infer shapes from infants to adults. Third, to train BEV, we need a new dataset. Specifically, we create a "Relative Human" (RH) dataset that includes age labels and relative depth relationships between the people in the images. Extensive experiments on RH and AGORA demonstrate the effectiveness of the model and training scheme. BEV outperforms existing methods on depth reasoning, child shape estimation, and robustness to occlusion. The code and dataset are released for research purposes.

  • 6 authors
·
Dec 15, 2021

Empirically evaluating commonsense intelligence in large language models with large-scale human judgments

Commonsense intelligence in machines is often assessed by static benchmarks that compare a model's output against human-prescribed correct labels. An important, albeit implicit, assumption of these labels is that they accurately capture what any human would think, effectively treating human common sense as homogeneous. However, recent empirical work has shown that humans vary enormously in what they consider commonsensical; thus what appears self-evident to one benchmark designer may not be so to another. Here, we propose a novel method for evaluating common sense in artificial intelligence (AI), specifically in large language models (LLMs), that incorporates empirically observed heterogeneity among humans by measuring the correspondence between a model's judgment and that of a human population. We first find that, when treated as independent survey respondents, most LLMs remain below the human median in their individual commonsense competence. Second, when used as simulators of a hypothetical population, LLMs correlate with real humans only modestly in the extent to which they agree on the same set of statements. In both cases, smaller, open-weight models are surprisingly more competitive than larger, proprietary frontier models. Our evaluation framework, which ties commonsense intelligence to its cultural basis, contributes to the growing call for adapting AI models to human collectivities that possess different, often incompatible, social stocks of knowledge.

Zolly: Zoom Focal Length Correctly for Perspective-Distorted Human Mesh Reconstruction

As it is hard to calibrate single-view RGB images in the wild, existing 3D human mesh reconstruction (3DHMR) methods either use a constant large focal length or estimate one based on the background environment context, which can not tackle the problem of the torso, limb, hand or face distortion caused by perspective camera projection when the camera is close to the human body. The naive focal length assumptions can harm this task with the incorrectly formulated projection matrices. To solve this, we propose Zolly, the first 3DHMR method focusing on perspective-distorted images. Our approach begins with analysing the reason for perspective distortion, which we find is mainly caused by the relative location of the human body to the camera center. We propose a new camera model and a novel 2D representation, termed distortion image, which describes the 2D dense distortion scale of the human body. We then estimate the distance from distortion scale features rather than environment context features. Afterwards, we integrate the distortion feature with image features to reconstruct the body mesh. To formulate the correct projection matrix and locate the human body position, we simultaneously use perspective and weak-perspective projection loss. Since existing datasets could not handle this task, we propose the first synthetic dataset PDHuman and extend two real-world datasets tailored for this task, all containing perspective-distorted human images. Extensive experiments show that Zolly outperforms existing state-of-the-art methods on both perspective-distorted datasets and the standard benchmark (3DPW).

  • 9 authors
·
Mar 24, 2023

Embodied Hands: Modeling and Capturing Hands and Bodies Together

Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).

  • 3 authors
·
Jan 7, 2022

Large Language Models as Automated Aligners for benchmarking Vision-Language Models

With the advancements in Large Language Models (LLMs), Vision-Language Models (VLMs) have reached a new level of sophistication, showing notable competence in executing intricate cognition and reasoning tasks. However, existing evaluation benchmarks, primarily relying on rigid, hand-crafted datasets to measure task-specific performance, face significant limitations in assessing the alignment of these increasingly anthropomorphic models with human intelligence. In this work, we address the limitations via Auto-Bench, which delves into exploring LLMs as proficient aligners, measuring the alignment between VLMs and human intelligence and value through automatic data curation and assessment. Specifically, for data curation, Auto-Bench utilizes LLMs (e.g., GPT-4) to automatically generate a vast set of question-answer-reasoning triplets via prompting on visual symbolic representations (e.g., captions, object locations, instance relationships, and etc.). The curated data closely matches human intent, owing to the extensive world knowledge embedded in LLMs. Through this pipeline, a total of 28.5K human-verified and 3,504K unfiltered question-answer-reasoning triplets have been curated, covering 4 primary abilities and 16 sub-abilities. We subsequently engage LLMs like GPT-3.5 to serve as judges, implementing the quantitative and qualitative automated assessments to facilitate a comprehensive evaluation of VLMs. Our validation results reveal that LLMs are proficient in both evaluation data curation and model assessment, achieving an average agreement rate of 85%. We envision Auto-Bench as a flexible, scalable, and comprehensive benchmark for evaluating the evolving sophisticated VLMs.

  • 7 authors
·
Nov 24, 2023

One-shot Implicit Animatable Avatars with Model-based Priors

Existing neural rendering methods for creating human avatars typically either require dense input signals such as video or multi-view images, or leverage a learned prior from large-scale specific 3D human datasets such that reconstruction can be performed with sparse-view inputs. Most of these methods fail to achieve realistic reconstruction when only a single image is available. To enable the data-efficient creation of realistic animatable 3D humans, we propose ELICIT, a novel method for learning human-specific neural radiance fields from a single image. Inspired by the fact that humans can effortlessly estimate the body geometry and imagine full-body clothing from a single image, we leverage two priors in ELICIT: 3D geometry prior and visual semantic prior. Specifically, ELICIT utilizes the 3D body shape geometry prior from a skinned vertex-based template model (i.e., SMPL) and implements the visual clothing semantic prior with the CLIP-based pretrained models. Both priors are used to jointly guide the optimization for creating plausible content in the invisible areas. Taking advantage of the CLIP models, ELICIT can use text descriptions to generate text-conditioned unseen regions. In order to further improve visual details, we propose a segmentation-based sampling strategy that locally refines different parts of the avatar. Comprehensive evaluations on multiple popular benchmarks, including ZJU-MoCAP, Human3.6M, and DeepFashion, show that ELICIT has outperformed strong baseline methods of avatar creation when only a single image is available. The code is public for research purposes at https://huangyangyi.github.io/ELICIT/.

  • 9 authors
·
Dec 5, 2022

Redefining Robot Generalization Through Interactive Intelligence

Recent advances in large-scale machine learning have produced high-capacity foundation models capable of adapting to a broad array of downstream tasks. While such models hold great promise for robotics, the prevailing paradigm still portrays robots as single, autonomous decision-makers, performing tasks like manipulation and navigation, with limited human involvement. However, a large class of real-world robotic systems, including wearable robotics (e.g., prostheses, orthoses, exoskeletons), teleoperation, and neural interfaces, are semiautonomous, and require ongoing interactive coordination with human partners, challenging single-agent assumptions. In this position paper, we argue that robot foundation models must evolve to an interactive multi-agent perspective in order to handle the complexities of real-time human-robot co-adaptation. We propose a generalizable, neuroscience-inspired architecture encompassing four modules: (1) a multimodal sensing module informed by sensorimotor integration principles, (2) an ad-hoc teamwork model reminiscent of joint-action frameworks in cognitive science, (3) a predictive world belief model grounded in internal model theories of motor control, and (4) a memory/feedback mechanism that echoes concepts of Hebbian and reinforcement-based plasticity. Although illustrated through the lens of cyborg systems, where wearable devices and human physiology are inseparably intertwined, the proposed framework is broadly applicable to robots operating in semi-autonomous or interactive contexts. By moving beyond single-agent designs, our position emphasizes how foundation models in robotics can achieve a more robust, personalized, and anticipatory level of performance.

  • 1 authors
·
Feb 9, 2025

From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans

Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..

  • 7 authors
·
Sep 8, 2025

Beyond Hallucinations: The Illusion of Understanding in Large Language Models

Large language models (LLMs) are becoming deeply embedded in human communication and decision-making, yet they inherit the ambiguity, bias, and lack of direct access to truth inherent in language itself. While their outputs are fluent, emotionally resonant, and coherent, they are generated through statistical prediction rather than grounded reasoning. This creates the risk of hallucination, responses that sound convincing but lack factual validity. Building on Geoffrey Hinton's observation that AI mirrors human intuition rather than reasoning, this paper argues that LLMs operationalize System 1 cognition at scale: fast, associative, and persuasive, but without reflection or falsification. To address this, we introduce the Rose-Frame, a three-dimensional framework for diagnosing cognitive and epistemic drift in human-AI interaction. The three axes are: (i) Map vs. Territory, which distinguishes representations of reality (epistemology) from reality itself (ontology); (ii) Intuition vs. Reason, drawing on dual-process theory to separate fast, emotional judgments from slow, reflective thinking; and (iii) Conflict vs. Confirmation, which examines whether ideas are critically tested through disagreement or simply reinforced through mutual validation. Each dimension captures a distinct failure mode, and their combination amplifies misalignment. Rose-Frame does not attempt to fix LLMs with more data or rules. Instead, it offers a reflective tool that makes both the model's limitations and the user's assumptions visible, enabling more transparent and critically aware AI deployment. It reframes alignment as cognitive governance: intuition, whether human or artificial, must remain governed by human reason. Only by embedding reflective, falsifiable oversight can we align machine fluency with human understanding.

  • 4 authors
·
Oct 16, 2025

Should We Fear Large Language Models? A Structural Analysis of the Human Reasoning System for Elucidating LLM Capabilities and Risks Through the Lens of Heidegger's Philosophy

In the rapidly evolving field of Large Language Models (LLMs), there is a critical need to thoroughly analyze their capabilities and risks. Central to our investigation are two novel elements. Firstly, it is the innovative parallels between the statistical patterns of word relationships within LLMs and Martin Heidegger's concepts of "ready-to-hand" and "present-at-hand," which encapsulate the utilitarian and scientific altitudes humans employ in interacting with the world. This comparison lays the groundwork for positioning LLMs as the digital counterpart to the Faculty of Verbal Knowledge, shedding light on their capacity to emulate certain facets of human reasoning. Secondly, a structural analysis of human reasoning, viewed through Heidegger's notion of truth as "unconcealment" is conducted This foundational principle enables us to map out the inputs and outputs of the reasoning system and divide reasoning into four distinct categories. Respective cognitive faculties are delineated, allowing us to place LLMs within the broader schema of human reasoning, thus clarifying their strengths and inherent limitations. Our findings reveal that while LLMs possess the capability for Direct Explicative Reasoning and Pseudo Rational Reasoning, they fall short in authentic rational reasoning and have no creative reasoning capabilities, due to the current lack of many analogous AI models such as the Faculty of Judgement. The potential and risks of LLMs when they are augmented with other AI technologies are also evaluated. The results indicate that although LLMs have achieved proficiency in some reasoning abilities, the aspiration to match or exceed human intellectual capabilities is yet unattained. This research not only enriches our comprehension of LLMs but also propels forward the discourse on AI's potential and its bounds, paving the way for future explorations into AI's evolving landscape.

  • 1 authors
·
Mar 5, 2024

Language Models Trained to do Arithmetic Predict Human Risky and Intertemporal Choice

The observed similarities in the behavior of humans and Large Language Models (LLMs) have prompted researchers to consider the potential of using LLMs as models of human cognition. However, several significant challenges must be addressed before LLMs can be legitimately regarded as cognitive models. For instance, LLMs are trained on far more data than humans typically encounter, and may have been directly trained on human data in specific cognitive tasks or aligned with human preferences. Consequently, the origins of these behavioral similarities are not well understood. In this paper, we propose a novel way to enhance the utility of LLMs as cognitive models. This approach involves (i) leveraging computationally equivalent tasks that both an LLM and a rational agent need to master for solving a cognitive problem and (ii) examining the specific task distributions required for an LLM to exhibit human-like behaviors. We apply this approach to decision-making -- specifically risky and intertemporal choice -- where the key computationally equivalent task is the arithmetic of expected value calculations. We show that an LLM pretrained on an ecologically valid arithmetic dataset, which we call Arithmetic-GPT, predicts human behavior better than many traditional cognitive models. Pretraining LLMs on ecologically valid arithmetic datasets is sufficient to produce a strong correspondence between these models and human decision-making. Our results also suggest that LLMs used as cognitive models should be carefully investigated via ablation studies of the pretraining data.

  • 3 authors
·
May 29, 2024 2

Text2Place: Affordance-aware Text Guided Human Placement

For a given scene, humans can easily reason for the locations and pose to place objects. Designing a computational model to reason about these affordances poses a significant challenge, mirroring the intuitive reasoning abilities of humans. This work tackles the problem of realistic human insertion in a given background scene termed as Semantic Human Placement. This task is extremely challenging given the diverse backgrounds, scale, and pose of the generated person and, finally, the identity preservation of the person. We divide the problem into the following two stages i) learning semantic masks using text guidance for localizing regions in the image to place humans and ii) subject-conditioned inpainting to place a given subject adhering to the scene affordance within the semantic masks. For learning semantic masks, we leverage rich object-scene priors learned from the text-to-image generative models and optimize a novel parameterization of the semantic mask, eliminating the need for large-scale training. To the best of our knowledge, we are the first ones to provide an effective solution for realistic human placements in diverse real-world scenes. The proposed method can generate highly realistic scene compositions while preserving the background and subject identity. Further, we present results for several downstream tasks - scene hallucination from a single or multiple generated persons and text-based attribute editing. With extensive comparisons against strong baselines, we show the superiority of our method in realistic human placement.

  • 4 authors
·
Jul 22, 2024 1

Large Language Models Assume People are More Rational than We Really are

In order for AI systems to communicate effectively with people, they must understand how we make decisions. However, people's decisions are not always rational, so the implicit internal models of human decision-making in Large Language Models (LLMs) must account for this. Previous empirical evidence seems to suggest that these implicit models are accurate -- LLMs offer believable proxies of human behavior, acting how we expect humans would in everyday interactions. However, by comparing LLM behavior and predictions to a large dataset of human decisions, we find that this is actually not the case: when both simulating and predicting people's choices, a suite of cutting-edge LLMs (GPT-4o & 4-Turbo, Llama-3-8B & 70B, Claude 3 Opus) assume that people are more rational than we really are. Specifically, these models deviate from human behavior and align more closely with a classic model of rational choice -- expected value theory. Interestingly, people also tend to assume that other people are rational when interpreting their behavior. As a consequence, when we compare the inferences that LLMs and people draw from the decisions of others using another psychological dataset, we find that these inferences are highly correlated. Thus, the implicit decision-making models of LLMs appear to be aligned with the human expectation that other people will act rationally, rather than with how people actually act.

  • 5 authors
·
Jun 24, 2024 4

HumanDreamer-X: Photorealistic Single-image Human Avatars Reconstruction via Gaussian Restoration

Single-image human reconstruction is vital for digital human modeling applications but remains an extremely challenging task. Current approaches rely on generative models to synthesize multi-view images for subsequent 3D reconstruction and animation. However, directly generating multiple views from a single human image suffers from geometric inconsistencies, resulting in issues like fragmented or blurred limbs in the reconstructed models. To tackle these limitations, we introduce HumanDreamer-X, a novel framework that integrates multi-view human generation and reconstruction into a unified pipeline, which significantly enhances the geometric consistency and visual fidelity of the reconstructed 3D models. In this framework, 3D Gaussian Splatting serves as an explicit 3D representation to provide initial geometry and appearance priority. Building upon this foundation, HumanFixer is trained to restore 3DGS renderings, which guarantee photorealistic results. Furthermore, we delve into the inherent challenges associated with attention mechanisms in multi-view human generation, and propose an attention modulation strategy that effectively enhances geometric details identity consistency across multi-view. Experimental results demonstrate that our approach markedly improves generation and reconstruction PSNR quality metrics by 16.45% and 12.65%, respectively, achieving a PSNR of up to 25.62 dB, while also showing generalization capabilities on in-the-wild data and applicability to various human reconstruction backbone models.

  • 9 authors
·
Apr 4, 2025 2

Affective social anthropomorphic intelligent system

Human conversational styles are measured by the sense of humor, personality, and tone of voice. These characteristics have become essential for conversational intelligent virtual assistants. However, most of the state-of-the-art intelligent virtual assistants (IVAs) are failed to interpret the affective semantics of human voices. This research proposes an anthropomorphic intelligent system that can hold a proper human-like conversation with emotion and personality. A voice style transfer method is also proposed to map the attributes of a specific emotion. Initially, the frequency domain data (Mel-Spectrogram) is created by converting the temporal audio wave data, which comprises discrete patterns for audio features such as notes, pitch, rhythm, and melody. A collateral CNN-Transformer-Encoder is used to predict seven different affective states from voice. The voice is also fed parallelly to the deep-speech, an RNN model that generates the text transcription from the spectrogram. Then the transcripted text is transferred to the multi-domain conversation agent using blended skill talk, transformer-based retrieve-and-generate generation strategy, and beam-search decoding, and an appropriate textual response is generated. The system learns an invertible mapping of data to a latent space that can be manipulated and generates a Mel-spectrogram frame based on previous Mel-spectrogram frames to voice synthesize and style transfer. Finally, the waveform is generated using WaveGlow from the spectrogram. The outcomes of the studies we conducted on individual models were auspicious. Furthermore, users who interacted with the system provided positive feedback, demonstrating the system's effectiveness.

  • 5 authors
·
Apr 19, 2023

SyncHuman: Synchronizing 2D and 3D Generative Models for Single-view Human Reconstruction

Photorealistic 3D full-body human reconstruction from a single image is a critical yet challenging task for applications in films and video games due to inherent ambiguities and severe self-occlusions. While recent approaches leverage SMPL estimation and SMPL-conditioned image generative models to hallucinate novel views, they suffer from inaccurate 3D priors estimated from SMPL meshes and have difficulty in handling difficult human poses and reconstructing fine details. In this paper, we propose SyncHuman, a novel framework that combines 2D multiview generative model and 3D native generative model for the first time, enabling high-quality clothed human mesh reconstruction from single-view images even under challenging human poses. Multiview generative model excels at capturing fine 2D details but struggles with structural consistency, whereas 3D native generative model generates coarse yet structurally consistent 3D shapes. By integrating the complementary strengths of these two approaches, we develop a more effective generation framework. Specifically, we first jointly fine-tune the multiview generative model and the 3D native generative model with proposed pixel-aligned 2D-3D synchronization attention to produce geometrically aligned 3D shapes and 2D multiview images. To further improve details, we introduce a feature injection mechanism that lifts fine details from 2D multiview images onto the aligned 3D shapes, enabling accurate and high-fidelity reconstruction. Extensive experiments demonstrate that SyncHuman achieves robust and photo-realistic 3D human reconstruction, even for images with challenging poses. Our method outperforms baseline methods in geometric accuracy and visual fidelity, demonstrating a promising direction for future 3D generation models.

  • 9 authors
·
Oct 8, 2025 1

Joint2Human: High-quality 3D Human Generation via Compact Spherical Embedding of 3D Joints

3D human generation is increasingly significant in various applications. However, the direct use of 2D generative methods in 3D generation often results in significant loss of local details, while methods that reconstruct geometry from generated images struggle with global view consistency. In this work, we introduce Joint2Human, a novel method that leverages 2D diffusion models to generate detailed 3D human geometry directly, ensuring both global structure and local details. To achieve this, we employ the Fourier occupancy field (FOF) representation, enabling the direct production of 3D shapes as preliminary results using 2D generative models. With the proposed high-frequency enhancer and the multi-view recarving strategy, our method can seamlessly integrate the details from different views into a uniform global shape.To better utilize the 3D human prior and enhance control over the generated geometry, we introduce a compact spherical embedding of 3D joints. This allows for effective application of pose guidance during the generation process. Additionally, our method is capable of generating 3D humans guided by textual inputs. Our experimental results demonstrate the capability of our method to ensure global structure, local details, high resolution, and low computational cost, simultaneously. More results and code can be found on our project page at http://cic.tju.edu.cn/faculty/likun/projects/Joint2Human.

  • 6 authors
·
Dec 13, 2023

Vibe Reasoning: Eliciting Frontier AI Mathematical Capabilities -- A Case Study on IMO 2025 Problem 6

We introduce Vibe Reasoning, a human-AI collaborative paradigm for solving complex mathematical problems. Our key insight is that frontier AI models already possess the knowledge required to solve challenging problems -- they simply do not know how, what, or when to apply it. Vibe Reasoning transforms AI's latent potential into manifested capability through generic meta-prompts, agentic grounding, and model orchestration. We demonstrate this paradigm through IMO 2025 Problem 6, a combinatorial optimization problem where autonomous AI systems publicly reported failures. Our solution combined GPT-5's exploratory capabilities with Gemini 3 Pro's proof strengths, leveraging agentic workflows with Python code execution and file-based memory, to derive both the correct answer (2112) and a rigorous mathematical proof. Through iterative refinement across multiple attempts, we discovered the necessity of agentic grounding and model orchestration, while human prompts evolved from problem-specific hints to generic, transferable meta-prompts. We analyze why capable AI fails autonomously, how each component addresses specific failure modes, and extract principles for effective vibe reasoning. Our findings suggest that lightweight human guidance can unlock frontier models' mathematical reasoning potential. This is ongoing work; we are developing automated frameworks and conducting broader evaluations to further validate Vibe Reasoning's generality and effectiveness.

  • 4 authors
·
Dec 22, 2025

DailyDilemmas: Revealing Value Preferences of LLMs with Quandaries of Daily Life

As we increasingly seek guidance from LLMs for decision-making in daily life, many of these decisions are not clear-cut and depend significantly on the personal values and ethical standards of the users. We present DailyDilemmas, a dataset of 1,360 moral dilemmas encountered in everyday life. Each dilemma includes two possible actions and with each action, the affected parties and human values invoked. Based on these dilemmas, we consolidated a set of human values across everyday topics e.g., interpersonal relationships, workplace, and environmental issues. We evaluated LLMs on these dilemmas to determine what action they will take and the values represented by these actions. Then, we analyzed these values through the lens of five popular theories inspired by sociology, psychology and philosophy. These theories are: World Value Survey, Moral Foundation Theory, Maslow's Hierarchy of Needs, Aristotle's Virtues, and Plutchik Wheel of Emotion. We find that LLMs are most aligned with the self-expression over survival values in terms of World Value Survey, care over loyalty in Moral Foundation Theory. Interestingly, we find large preferences differences in models for some core values such as truthfulness e.g., Mixtral-8x7B model tends to neglect it by 9.7% while GPT-4-turbo model tends to select it by 9.4%. We also study the recent guidance released by OpenAI (ModelSpec), and Anthropic (Constitutional AI) to understand how their released principles reflect their actual value prioritization when facing nuanced moral reasoning in daily-life settings. We find that end users cannot effectively steer such prioritization using system prompts.

  • 3 authors
·
Oct 3, 2024

NCHO: Unsupervised Learning for Neural 3D Composition of Humans and Objects

Deep generative models have been recently extended to synthesizing 3D digital humans. However, previous approaches treat clothed humans as a single chunk of geometry without considering the compositionality of clothing and accessories. As a result, individual items cannot be naturally composed into novel identities, leading to limited expressiveness and controllability of generative 3D avatars. While several methods attempt to address this by leveraging synthetic data, the interaction between humans and objects is not authentic due to the domain gap, and manual asset creation is difficult to scale for a wide variety of objects. In this work, we present a novel framework for learning a compositional generative model of humans and objects (backpacks, coats, scarves, and more) from real-world 3D scans. Our compositional model is interaction-aware, meaning the spatial relationship between humans and objects, and the mutual shape change by physical contact is fully incorporated. The key challenge is that, since humans and objects are in contact, their 3D scans are merged into a single piece. To decompose them without manual annotations, we propose to leverage two sets of 3D scans of a single person with and without objects. Our approach learns to decompose objects and naturally compose them back into a generative human model in an unsupervised manner. Despite our simple setup requiring only the capture of a single subject with objects, our experiments demonstrate the strong generalization of our model by enabling the natural composition of objects to diverse identities in various poses and the composition of multiple objects, which is unseen in training data. https://taeksuu.github.io/ncho/

  • 3 authors
·
May 23, 2023

AnimateScene: Camera-controllable Animation in Any Scene

3D scene reconstruction and 4D human animation have seen rapid progress and broad adoption in recent years. However, seamlessly integrating reconstructed scenes with 4D human animation to produce visually engaging results remains challenging. One key difficulty lies in placing the human at the correct location and scale within the scene while avoiding unrealistic interpenetration. Another challenge is that the human and the background may exhibit different lighting and style, leading to unrealistic composites. In addition, appealing character motion videos are often accompanied by camera movements, which means that the viewpoints need to be reconstructed along a specified trajectory. We present AnimateScene, which addresses the above issues in a unified framework. First, we design an accurate placement module that automatically determines a plausible 3D position for the human and prevents any interpenetration within the scene during motion. Second, we propose a training-free style alignment method that adapts the 4D human representation to match the background's lighting and style, achieving coherent visual integration. Finally, we design a joint post-reconstruction method for both the 4D human and the 3D scene that allows camera trajectories to be inserted, enabling the final rendered video to feature visually appealing camera movements. Extensive experiments show that AnimateScene generates dynamic scene videos with high geometric detail and spatiotemporal coherence across various camera and action combinations.

  • 12 authors
·
Aug 7, 2025

FreeMan: Towards Benchmarking 3D Human Pose Estimation in the Wild

Estimating the 3D structure of the human body from natural scenes is a fundamental aspect of visual perception. This task carries great importance for fields like AIGC and human-robot interaction. In practice, 3D human pose estimation in real-world settings is a critical initial step in solving this problem. However, the current datasets, often collected under controlled laboratory conditions using complex motion capture equipment and unvarying backgrounds, are insufficient. The absence of real-world datasets is stalling the progress of this crucial task. To facilitate the development of 3D pose estimation, we present FreeMan, the first large-scale, real-world multi-view dataset. FreeMan was captured by synchronizing 8 smartphones across diverse scenarios. It comprises 11M frames from 8000 sequences, viewed from different perspectives. These sequences cover 40 subjects across 10 different scenarios, each with varying lighting conditions. We have also established an automated, precise labeling pipeline that allows for large-scale processing efficiently. We provide comprehensive evaluation baselines for a range of tasks, underlining the significant challenges posed by FreeMan. Further evaluations of standard indoor/outdoor human sensing datasets reveal that FreeMan offers robust representation transferability in real and complex scenes. FreeMan is now publicly available at https://wangjiongw.github.io/freeman.

  • 9 authors
·
Sep 10, 2023

TIMotion: Temporal and Interactive Framework for Efficient Human-Human Motion Generation

Human-human motion generation is essential for understanding humans as social beings. Current methods fall into two main categories: single-person-based methods and separate modeling-based methods. To delve into this field, we abstract the overall generation process into a general framework MetaMotion, which consists of two phases: temporal modeling and interaction mixing. For temporal modeling, the single-person-based methods concatenate two people into a single one directly, while the separate modeling-based methods skip the modeling of interaction sequences. The inadequate modeling described above resulted in sub-optimal performance and redundant model parameters. In this paper, we introduce TIMotion (Temporal and Interactive Modeling), an efficient and effective framework for human-human motion generation. Specifically, we first propose Causal Interactive Injection to model two separate sequences as a causal sequence leveraging the temporal and causal properties. Then we present Role-Evolving Scanning to adjust to the change in the active and passive roles throughout the interaction. Finally, to generate smoother and more rational motion, we design Localized Pattern Amplification to capture short-term motion patterns. Extensive experiments on InterHuman and InterX demonstrate that our method achieves superior performance. Project page: https://aigc-explorer.github.io/TIMotion-page/

  • 7 authors
·
Aug 30, 2024

PersPose: 3D Human Pose Estimation with Perspective Encoding and Perspective Rotation

Monocular 3D human pose estimation (HPE) methods estimate the 3D positions of joints from individual images. Existing 3D HPE approaches often use the cropped image alone as input for their models. However, the relative depths of joints cannot be accurately estimated from cropped images without the corresponding camera intrinsics, which determine the perspective relationship between 3D objects and the cropped images. In this work, we introduce Perspective Encoding (PE) to encode the camera intrinsics of the cropped images. Moreover, since the human subject can appear anywhere within the original image, the perspective relationship between the 3D scene and the cropped image differs significantly, which complicates model fitting. Additionally, the further the human subject deviates from the image center, the greater the perspective distortions in the cropped image. To address these issues, we propose Perspective Rotation (PR), a transformation applied to the original image that centers the human subject, thereby reducing perspective distortions and alleviating the difficulty of model fitting. By incorporating PE and PR, we propose a novel 3D HPE framework, PersPose. Experimental results demonstrate that PersPose achieves state-of-the-art (SOTA) performance on the 3DPW, MPI-INF-3DHP, and Human3.6M datasets. For example, on the in-the-wild dataset 3DPW, PersPose achieves an MPJPE of 60.1 mm, 7.54% lower than the previous SOTA approach. Code is available at: https://github.com/KenAdamsJoseph/PersPose.

  • 2 authors
·
Aug 24, 2025

BEDLAM: A Synthetic Dataset of Bodies Exhibiting Detailed Lifelike Animated Motion

We show, for the first time, that neural networks trained only on synthetic data achieve state-of-the-art accuracy on the problem of 3D human pose and shape (HPS) estimation from real images. Previous synthetic datasets have been small, unrealistic, or lacked realistic clothing. Achieving sufficient realism is non-trivial and we show how to do this for full bodies in motion. Specifically, our BEDLAM dataset contains monocular RGB videos with ground-truth 3D bodies in SMPL-X format. It includes a diversity of body shapes, motions, skin tones, hair, and clothing. The clothing is realistically simulated on the moving bodies using commercial clothing physics simulation. We render varying numbers of people in realistic scenes with varied lighting and camera motions. We then train various HPS regressors using BEDLAM and achieve state-of-the-art accuracy on real-image benchmarks despite training with synthetic data. We use BEDLAM to gain insights into what model design choices are important for accuracy. With good synthetic training data, we find that a basic method like HMR approaches the accuracy of the current SOTA method (CLIFF). BEDLAM is useful for a variety of tasks and all images, ground truth bodies, 3D clothing, support code, and more are available for research purposes. Additionally, we provide detailed information about our synthetic data generation pipeline, enabling others to generate their own datasets. See the project page: https://bedlam.is.tue.mpg.de/.

Recovering 3D Human Mesh from Monocular Images: A Survey

Estimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey to focus on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area. A regularly updated project page can be found at https://github.com/tinatiansjz/hmr-survey.

  • 4 authors
·
Mar 3, 2022

PrimitiveAnything: Human-Crafted 3D Primitive Assembly Generation with Auto-Regressive Transformer

Shape primitive abstraction, which decomposes complex 3D shapes into simple geometric elements, plays a crucial role in human visual cognition and has broad applications in computer vision and graphics. While recent advances in 3D content generation have shown remarkable progress, existing primitive abstraction methods either rely on geometric optimization with limited semantic understanding or learn from small-scale, category-specific datasets, struggling to generalize across diverse shape categories. We present PrimitiveAnything, a novel framework that reformulates shape primitive abstraction as a primitive assembly generation task. PrimitiveAnything includes a shape-conditioned primitive transformer for auto-regressive generation and an ambiguity-free parameterization scheme to represent multiple types of primitives in a unified manner. The proposed framework directly learns the process of primitive assembly from large-scale human-crafted abstractions, enabling it to capture how humans decompose complex shapes into primitive elements. Through extensive experiments, we demonstrate that PrimitiveAnything can generate high-quality primitive assemblies that better align with human perception while maintaining geometric fidelity across diverse shape categories. It benefits various 3D applications and shows potential for enabling primitive-based user-generated content (UGC) in games. Project page: https://primitiveanything.github.io

  • 8 authors
·
May 7, 2025 1

Multi-HMR: Multi-Person Whole-Body Human Mesh Recovery in a Single Shot

We present Multi-HMR, a strong sigle-shot model for multi-person 3D human mesh recovery from a single RGB image. Predictions encompass the whole body, i.e., including hands and facial expressions, using the SMPL-X parametric model and 3D location in the camera coordinate system. Our model detects people by predicting coarse 2D heatmaps of person locations, using features produced by a standard Vision Transformer (ViT) backbone. It then predicts their whole-body pose, shape and 3D location using a new cross-attention module called the Human Prediction Head (HPH), with one query attending to the entire set of features for each detected person. As direct prediction of fine-grained hands and facial poses in a single shot, i.e., without relying on explicit crops around body parts, is hard to learn from existing data, we introduce CUFFS, the Close-Up Frames of Full-Body Subjects dataset, containing humans close to the camera with diverse hand poses. We show that incorporating it into the training data further enhances predictions, particularly for hands. Multi-HMR also optionally accounts for camera intrinsics, if available, by encoding camera ray directions for each image token. This simple design achieves strong performance on whole-body and body-only benchmarks simultaneously: a ViT-S backbone on 448{times}448 images already yields a fast and competitive model, while larger models and higher resolutions obtain state-of-the-art results.

  • 7 authors
·
Feb 22, 2024

Full-Body Articulated Human-Object Interaction

Fine-grained capturing of 3D HOI boosts human activity understanding and facilitates downstream visual tasks, including action recognition, holistic scene reconstruction, and human motion synthesis. Despite its significance, existing works mostly assume that humans interact with rigid objects using only a few body parts, limiting their scope. In this paper, we address the challenging problem of f-AHOI, wherein the whole human bodies interact with articulated objects, whose parts are connected by movable joints. We present CHAIRS, a large-scale motion-captured f-AHOI dataset, consisting of 16.2 hours of versatile interactions between 46 participants and 81 articulated and rigid sittable objects. CHAIRS provides 3D meshes of both humans and articulated objects during the entire interactive process, as well as realistic and physically plausible full-body interactions. We show the value of CHAIRS with object pose estimation. By learning the geometrical relationships in HOI, we devise the very first model that leverage human pose estimation to tackle the estimation of articulated object poses and shapes during whole-body interactions. Given an image and an estimated human pose, our model first reconstructs the pose and shape of the object, then optimizes the reconstruction according to a learned interaction prior. Under both evaluation settings (e.g., with or without the knowledge of objects' geometries/structures), our model significantly outperforms baselines. We hope CHAIRS will promote the community towards finer-grained interaction understanding. We will make the data/code publicly available.

  • 9 authors
·
Dec 20, 2022

Visual Generation Unlocks Human-Like Reasoning through Multimodal World Models

Humans construct internal world models and reason by manipulating the concepts within these models. Recent advances in AI, particularly chain-of-thought (CoT) reasoning, approximate such human cognitive abilities, where world models are believed to be embedded within large language models. Expert-level performance in formal and abstract domains such as mathematics and programming has been achieved in current systems by relying predominantly on verbal reasoning. However, they still lag far behind humans in domains like physical and spatial intelligence, which require richer representations and prior knowledge. The emergence of unified multimodal models (UMMs) capable of both verbal and visual generation has therefore sparked interest in more human-like reasoning grounded in complementary multimodal pathways, though their benefits remain unclear. From a world-model perspective, this paper presents the first principled study of when and how visual generation benefits reasoning. Our key position is the visual superiority hypothesis: for certain tasks--particularly those grounded in the physical world--visual generation more naturally serves as world models, whereas purely verbal world models encounter bottlenecks arising from representational limitations or insufficient prior knowledge. Theoretically, we formalize internal world modeling as a core component of CoT reasoning and analyze distinctions among different forms of world models. Empirically, we identify tasks that necessitate interleaved visual-verbal CoT reasoning, constructing a new evaluation suite, VisWorld-Eval. Controlled experiments on a state-of-the-art UMM show that interleaved CoT significantly outperforms purely verbal CoT on tasks that favor visual world modeling, but offers no clear advantage otherwise. Together, this work clarifies the potential of multimodal world modeling for more powerful, human-like multimodal AI.

A Grasp Pose is All You Need: Learning Multi-fingered Grasping with Deep Reinforcement Learning from Vision and Touch

Multi-fingered robotic hands have potential to enable robots to perform sophisticated manipulation tasks. However, teaching a robot to grasp objects with an anthropomorphic hand is an arduous problem due to the high dimensionality of state and action spaces. Deep Reinforcement Learning (DRL) offers techniques to design control policies for this kind of problems without explicit environment or hand modeling. However, state-of-the-art model-free algorithms have proven inefficient for learning such policies. The main problem is that the exploration of the environment is unfeasible for such high-dimensional problems, thus hampering the initial phases of policy optimization. One possibility to address this is to rely on off-line task demonstrations, but, oftentimes, this is too demanding in terms of time and computational resources. To address these problems, we propose the A Grasp Pose is All You Need (G-PAYN) method for the anthropomorphic hand of the iCub humanoid. We develop an approach to automatically collect task demonstrations to initialize the training of the policy. The proposed grasping pipeline starts from a grasp pose generated by an external algorithm, used to initiate the movement. Then a control policy (previously trained with the proposed G-PAYN) is used to reach and grab the object. We deployed the iCub into the MuJoCo simulator and use it to test our approach with objects from the YCB-Video dataset. Results show that G-PAYN outperforms current DRL techniques in the considered setting in terms of success rate and execution time with respect to the baselines. The code to reproduce the experiments is released together with the paper with an open source license.

  • 4 authors
·
Jun 6, 2023

Large Language Models as Zero-Shot Human Models for Human-Robot Interaction

Human models play a crucial role in human-robot interaction (HRI), enabling robots to consider the impact of their actions on people and plan their behavior accordingly. However, crafting good human models is challenging; capturing context-dependent human behavior requires significant prior knowledge and/or large amounts of interaction data, both of which are difficult to obtain. In this work, we explore the potential of large-language models (LLMs) -- which have consumed vast amounts of human-generated text data -- to act as zero-shot human models for HRI. Our experiments on three social datasets yield promising results; the LLMs are able to achieve performance comparable to purpose-built models. That said, we also discuss current limitations, such as sensitivity to prompts and spatial/numerical reasoning mishaps. Based on our findings, we demonstrate how LLM-based human models can be integrated into a social robot's planning process and applied in HRI scenarios. Specifically, we present one case study on a simulated trust-based table-clearing task and replicate past results that relied on custom models. Next, we conduct a new robot utensil-passing experiment (n = 65) where preliminary results show that planning with a LLM-based human model can achieve gains over a basic myopic plan. In summary, our results show that LLMs offer a promising (but incomplete) approach to human modeling for HRI.

  • 2 authors
·
Mar 6, 2023

InteractAnything: Zero-shot Human Object Interaction Synthesis via LLM Feedback and Object Affordance Parsing

Recent advances in 3D human-aware generation have made significant progress. However, existing methods still struggle with generating novel Human Object Interaction (HOI) from text, particularly for open-set objects. We identify three main challenges of this task: precise human-object relation reasoning, affordance parsing for any object, and detailed human interaction pose synthesis aligning description and object geometry. In this work, we propose a novel zero-shot 3D HOI generation framework without training on specific datasets, leveraging the knowledge from large-scale pre-trained models. Specifically, the human-object relations are inferred from large language models (LLMs) to initialize object properties and guide the optimization process. Then we utilize a pre-trained 2D image diffusion model to parse unseen objects and extract contact points, avoiding the limitations imposed by existing 3D asset knowledge. The initial human pose is generated by sampling multiple hypotheses through multi-view SDS based on the input text and object geometry. Finally, we introduce a detailed optimization to generate fine-grained, precise, and natural interaction, enforcing realistic 3D contact between the 3D object and the involved body parts, including hands in grasping. This is achieved by distilling human-level feedback from LLMs to capture detailed human-object relations from the text instruction. Extensive experiments validate the effectiveness of our approach compared to prior works, particularly in terms of the fine-grained nature of interactions and the ability to handle open-set 3D objects.

  • 6 authors
·
May 30, 2025

DOPE: Distillation Of Part Experts for whole-body 3D pose estimation in the wild

We introduce DOPE, the first method to detect and estimate whole-body 3D human poses, including bodies, hands and faces, in the wild. Achieving this level of details is key for a number of applications that require understanding the interactions of the people with each other or with the environment. The main challenge is the lack of in-the-wild data with labeled whole-body 3D poses. In previous work, training data has been annotated or generated for simpler tasks focusing on bodies, hands or faces separately. In this work, we propose to take advantage of these datasets to train independent experts for each part, namely a body, a hand and a face expert, and distill their knowledge into a single deep network designed for whole-body 2D-3D pose detection. In practice, given a training image with partial or no annotation, each part expert detects its subset of keypoints in 2D and 3D and the resulting estimations are combined to obtain whole-body pseudo ground-truth poses. A distillation loss encourages the whole-body predictions to mimic the experts' outputs. Our results show that this approach significantly outperforms the same whole-body model trained without distillation while staying close to the performance of the experts. Importantly, DOPE is computationally less demanding than the ensemble of experts and can achieve real-time performance. Test code and models are available at https://europe.naverlabs.com/research/computer-vision/dope.

  • 5 authors
·
Aug 21, 2020

PKU-DyMVHumans: A Multi-View Video Benchmark for High-Fidelity Dynamic Human Modeling

High-quality human reconstruction and photo-realistic rendering of a dynamic scene is a long-standing problem in computer vision and graphics. Despite considerable efforts invested in developing various capture systems and reconstruction algorithms, recent advancements still struggle with loose or oversized clothing and overly complex poses. In part, this is due to the challenges of acquiring high-quality human datasets. To facilitate the development of these fields, in this paper, we present PKU-DyMVHumans, a versatile human-centric dataset for high-fidelity reconstruction and rendering of dynamic human scenarios from dense multi-view videos. It comprises 8.2 million frames captured by more than 56 synchronized cameras across diverse scenarios. These sequences comprise 32 human subjects across 45 different scenarios, each with a high-detailed appearance and realistic human motion. Inspired by recent advancements in neural radiance field (NeRF)-based scene representations, we carefully set up an off-the-shelf framework that is easy to provide those state-of-the-art NeRF-based implementations and benchmark on PKU-DyMVHumans dataset. It is paving the way for various applications like fine-grained foreground/background decomposition, high-quality human reconstruction and photo-realistic novel view synthesis of a dynamic scene. Extensive studies are performed on the benchmark, demonstrating new observations and challenges that emerge from using such high-fidelity dynamic data.

  • 8 authors
·
Mar 24, 2024

VisAlign: Dataset for Measuring the Degree of Alignment between AI and Humans in Visual Perception

AI alignment refers to models acting towards human-intended goals, preferences, or ethical principles. Given that most large-scale deep learning models act as black boxes and cannot be manually controlled, analyzing the similarity between models and humans can be a proxy measure for ensuring AI safety. In this paper, we focus on the models' visual perception alignment with humans, further referred to as AI-human visual alignment. Specifically, we propose a new dataset for measuring AI-human visual alignment in terms of image classification, a fundamental task in machine perception. In order to evaluate AI-human visual alignment, a dataset should encompass samples with various scenarios that may arise in the real world and have gold human perception labels. Our dataset consists of three groups of samples, namely Must-Act (i.e., Must-Classify), Must-Abstain, and Uncertain, based on the quantity and clarity of visual information in an image and further divided into eight categories. All samples have a gold human perception label; even Uncertain (severely blurry) sample labels were obtained via crowd-sourcing. The validity of our dataset is verified by sampling theory, statistical theories related to survey design, and experts in the related fields. Using our dataset, we analyze the visual alignment and reliability of five popular visual perception models and seven abstention methods. Our code and data is available at https://github.com/jiyounglee-0523/VisAlign.

  • 9 authors
·
Aug 3, 2023

ComposeAnyone: Controllable Layout-to-Human Generation with Decoupled Multimodal Conditions

Building on the success of diffusion models, significant advancements have been made in multimodal image generation tasks. Among these, human image generation has emerged as a promising technique, offering the potential to revolutionize the fashion design process. However, existing methods often focus solely on text-to-image or image reference-based human generation, which fails to satisfy the increasingly sophisticated demands. To address the limitations of flexibility and precision in human generation, we introduce ComposeAnyone, a controllable layout-to-human generation method with decoupled multimodal conditions. Specifically, our method allows decoupled control of any part in hand-drawn human layouts using text or reference images, seamlessly integrating them during the generation process. The hand-drawn layout, which utilizes color-blocked geometric shapes such as ellipses and rectangles, can be easily drawn, offering a more flexible and accessible way to define spatial layouts. Additionally, we introduce the ComposeHuman dataset, which provides decoupled text and reference image annotations for different components of each human image, enabling broader applications in human image generation tasks. Extensive experiments on multiple datasets demonstrate that ComposeAnyone generates human images with better alignment to given layouts, text descriptions, and reference images, showcasing its multi-task capability and controllability.

  • 9 authors
·
Jan 21, 2025

ChildlikeSHAPES: Semantic Hierarchical Region Parsing for Animating Figure Drawings

Childlike human figure drawings represent one of humanity's most accessible forms of character expression, yet automatically analyzing their contents remains a significant challenge. While semantic segmentation of realistic humans has recently advanced considerably, existing models often fail when confronted with the abstract, representational nature of childlike drawings. This semantic understanding is a crucial prerequisite for animation tools that seek to modify figures while preserving their unique style. To help achieve this, we propose a novel hierarchical segmentation model, built upon the architecture and pre-trained SAM, to quickly and accurately obtain these semantic labels. Our model achieves higher accuracy than state-of-the-art segmentation models focused on realistic humans and cartoon figures, even after fine-tuning. We demonstrate the value of our model for semantic segmentation through multiple applications: a fully automatic facial animation pipeline, a figure relighting pipeline, improvements to an existing childlike human figure drawing animation method, and generalization to out-of-domain figures. Finally, to support future work in this area, we introduce a dataset of 16,000 childlike drawings with pixel-level annotations across 25 semantic categories. Our work can enable entirely new, easily accessible tools for hand-drawn character animation, and our dataset can enable new lines of inquiry in a variety of graphics and human-centric research fields.

  • 4 authors
·
Apr 10, 2025

Beyond Preferences in AI Alignment

The dominant practice of AI alignment assumes (1) that preferences are an adequate representation of human values, (2) that human rationality can be understood in terms of maximizing the satisfaction of preferences, and (3) that AI systems should be aligned with the preferences of one or more humans to ensure that they behave safely and in accordance with our values. Whether implicitly followed or explicitly endorsed, these commitments constitute what we term a preferentist approach to AI alignment. In this paper, we characterize and challenge the preferentist approach, describing conceptual and technical alternatives that are ripe for further research. We first survey the limits of rational choice theory as a descriptive model, explaining how preferences fail to capture the thick semantic content of human values, and how utility representations neglect the possible incommensurability of those values. We then critique the normativity of expected utility theory (EUT) for humans and AI, drawing upon arguments showing how rational agents need not comply with EUT, while highlighting how EUT is silent on which preferences are normatively acceptable. Finally, we argue that these limitations motivate a reframing of the targets of AI alignment: Instead of alignment with the preferences of a human user, developer, or humanity-writ-large, AI systems should be aligned with normative standards appropriate to their social roles, such as the role of a general-purpose assistant. Furthermore, these standards should be negotiated and agreed upon by all relevant stakeholders. On this alternative conception of alignment, a multiplicity of AI systems will be able to serve diverse ends, aligned with normative standards that promote mutual benefit and limit harm despite our plural and divergent values.

  • 4 authors
·
Aug 29, 2024