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Sep 2

PhySkin: Physics-based Bone-driven Neural Garment Simulation

Recent advances in digital avatar technology have enabled the generation of compelling virtual characters, but deploying these avatars on compute-constrained devices poses significant challenges for achieving realistic garment deformations. While physics-based simulations yield accurate results, they are computationally prohibitive for real-time applications. Conversely, linear blend skinning offers efficiency but fails to capture the complex dynamics of loose-fitting garments, resulting in unrealistic motion and visual artifacts. Neural methods have shown promise, yet they struggle to animate loose clothing plausibly under strict performance constraints. In this work, we present a novel approach for fast and physically plausible garment draping tailored for resource-constrained environments. Our method leverages a reduced-space quasi-static neural simulation, mapping the garment's full degrees of freedom to a set of bone handles that drive deformation. A neural deformation model is trained in a fully self-supervised manner, eliminating the need for costly simulation data. At runtime, a lightweight neural network modulates the handle deformations based on body shape and pose, enabling realistic garment behavior that respects physical properties such as gravity, fabric stretching, bending, and collision avoidance. Experimental results demonstrate that our method achieves physically plausible garment drapes while generalizing across diverse poses and body shapes, supporting zero-shot evaluation and mesh topology independence. Our method's runtime significantly outperforms past works, as it runs in microseconds per frame using single-threaded CPU inference, offering a practical solution for real-time avatar animation on low-compute devices.

  • 10 authors
·
Mar 26

NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view Reconstruction

Recent methods for neural surface representation and rendering, for example NeuS, have demonstrated the remarkably high-quality reconstruction of static scenes. However, the training of NeuS takes an extremely long time (8 hours), which makes it almost impossible to apply them to dynamic scenes with thousands of frames. We propose a fast neural surface reconstruction approach, called NeuS2, which achieves two orders of magnitude improvement in terms of acceleration without compromising reconstruction quality. To accelerate the training process, we parameterize a neural surface representation by multi-resolution hash encodings and present a novel lightweight calculation of second-order derivatives tailored to our networks to leverage CUDA parallelism, achieving a factor two speed up. To further stabilize and expedite training, a progressive learning strategy is proposed to optimize multi-resolution hash encodings from coarse to fine. We extend our method for fast training of dynamic scenes, with a proposed incremental training strategy and a novel global transformation prediction component, which allow our method to handle challenging long sequences with large movements and deformations. Our experiments on various datasets demonstrate that NeuS2 significantly outperforms the state-of-the-arts in both surface reconstruction accuracy and training speed for both static and dynamic scenes. The code is available at our website: https://vcai.mpi-inf.mpg.de/projects/NeuS2/ .

  • 6 authors
·
Dec 10, 2022

Deep Feature Deformation Weights

Handle-based mesh deformation is a classic paradigm in computer graphics which enables intuitive edits from sparse controls. Classical techniques are fast and precise, but require users to know ideal handle placement apriori, which can be unintuitive and inconsistent. Handle sets cannot be adjusted easily, as weights are typically optimized through energies defined by the handles. Modern data-driven methods, on the other hand, provide semantic edits but sacrifice fine-grained control and speed. We propose a technique that achieves the best of both worlds: deep feature proximity yields smooth, visual-aware deformation weights with no additional regularization. Importantly, these weights are computed in real-time for any surface point, unlike prior methods which require expensive optimization. We introduce barycentric feature distillation, an improved feature distillation pipeline which leverages the full visual signal from shape renders to make distillation complexity robust to mesh resolution. This enables high resolution meshes to be processed in minutes versus potentially hours for prior methods. We preserve and extend classical properties through feature space constraints and locality weighting. Our field representation enables automatic visual symmetry detection, which we use to produce symmetry-preserving deformations. We show a proof-of-concept application which can produce deformations for meshes up to 1 million faces in real-time on a consumer-grade machine. Project page at https://threedle.github.io/dfd.

  • 3 authors
·
Mar 24

XHand: Real-time Expressive Hand Avatar

Hand avatars play a pivotal role in a wide array of digital interfaces, enhancing user immersion and facilitating natural interaction within virtual environments. While previous studies have focused on photo-realistic hand rendering, little attention has been paid to reconstruct the hand geometry with fine details, which is essential to rendering quality. In the realms of extended reality and gaming, on-the-fly rendering becomes imperative. To this end, we introduce an expressive hand avatar, named XHand, that is designed to comprehensively generate hand shape, appearance, and deformations in real-time. To obtain fine-grained hand meshes, we make use of three feature embedding modules to predict hand deformation displacements, albedo, and linear blending skinning weights, respectively. To achieve photo-realistic hand rendering on fine-grained meshes, our method employs a mesh-based neural renderer by leveraging mesh topological consistency and latent codes from embedding modules. During training, a part-aware Laplace smoothing strategy is proposed by incorporating the distinct levels of regularization to effectively maintain the necessary details and eliminate the undesired artifacts. The experimental evaluations on InterHand2.6M and DeepHandMesh datasets demonstrate the efficacy of XHand, which is able to recover high-fidelity geometry and texture for hand animations across diverse poses in real-time. To reproduce our results, we will make the full implementation publicly available at https://github.com/agnJason/XHand.

  • 3 authors
·
Jul 30, 2024

TapMo: Shape-aware Motion Generation of Skeleton-free Characters

Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters.

  • 7 authors
·
Oct 19, 2023

Learning Skeletal Articulations with Neural Blend Shapes

Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape deformation in the joint regions, which often requires a tailored, pose-specific refinement. In this work, we develop a neural technique for articulating 3D characters using enveloping with a pre-defined skeletal structure which produces high quality pose dependent deformations. Our framework learns to rig and skin characters with the same articulation structure (e.g., bipeds or quadrupeds), and builds the desired skeleton hierarchy into the network architecture. Furthermore, we propose neural blend shapes--a set of corrective pose-dependent shapes which improve the deformation quality in the joint regions in order to address the notorious artifacts resulting from standard rigging and skinning. Our system estimates neural blend shapes for input meshes with arbitrary connectivity, as well as weighting coefficients which are conditioned on the input joint rotations. Unlike recent deep learning techniques which supervise the network with ground-truth rigging and skinning parameters, our approach does not assume that the training data has a specific underlying deformation model. Instead, during training, the network observes deformed shapes and learns to infer the corresponding rig, skin and blend shapes using indirect supervision. During inference, we demonstrate that our network generalizes to unseen characters with arbitrary mesh connectivity, including unrigged characters built by 3D artists. Conforming to standard skeletal animation models enables direct plug-and-play in standard animation software, as well as game engines.

  • 6 authors
·
May 6, 2021

MASS: Mesh-inellipse Aligned Deformable Surfel Splatting for Hand Reconstruction and Rendering from Egocentric Monocular Video

Reconstructing high-fidelity 3D hands from egocentric monocular videos remains a challenge due to the limitations in capturing high-resolution geometry, hand-object interactions, and complex objects on hands. Additionally, existing methods often incur high computational costs, making them impractical for real-time applications. In this work, we propose Mesh-inellipse Aligned deformable Surfel Splatting (MASS) to address these challenges by leveraging a deformable 2D Gaussian Surfel representation. We introduce the mesh-aligned Steiner Inellipse and fractal densification for mesh-to-surfel conversion that initiates high-resolution 2D Gaussian surfels from coarse parametric hand meshes, providing surface representation with photorealistic rendering potential. Second, we propose Gaussian Surfel Deformation, which enables efficient modeling of hand deformations and personalized features by predicting residual updates to surfel attributes and introducing an opacity mask to refine geometry and texture without adaptive density control. In addition, we propose a two-stage training strategy and a novel binding loss to improve the optimization robustness and reconstruction quality. Extensive experiments on the ARCTIC dataset, the Hand Appearance dataset, and the Interhand2.6M dataset demonstrate that our model achieves superior reconstruction performance compared to state-of-the-art methods.

  • 5 authors
·
Apr 9

CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation

In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.

  • 9 authors
·
Aug 21, 2023

Reconstructing Objects along Hand Interaction Timelines in Egocentric Video

We introduce the task of Reconstructing Objects along Hand Interaction Timelines (ROHIT). We first define the Hand Interaction Timeline (HIT) from a rigid object's perspective. In a HIT, an object is first static relative to the scene, then is held in hand following contact, where its pose changes. This is usually followed by a firm grip during use, before it is released to be static again w.r.t. to the scene. We model these pose constraints over the HIT, and propose to propagate the object's pose along the HIT enabling superior reconstruction using our proposed Constrained Optimisation and Propagation (COP) framework. Importantly, we focus on timelines with stable grasps - i.e. where the hand is stably holding an object, effectively maintaining constant contact during use. This allows us to efficiently annotate, study, and evaluate object reconstruction in videos without 3D ground truth. We evaluate our proposed task, ROHIT, over two egocentric datasets, HOT3D and in-the-wild EPIC-Kitchens. In HOT3D, we curate 1.2K clips of stable grasps. In EPIC-Kitchens, we annotate 2.4K clips of stable grasps including 390 object instances across 9 categories from videos of daily interactions in 141 environments. Without 3D ground truth, we utilise 2D projection error to assess the reconstruction. Quantitatively, COP improves stable grasp reconstruction by 6.2-11.3% and HIT reconstruction by up to 24.5% with constrained pose propagation.

  • 4 authors
·
Jun 1

Free-form Generation Enhances Challenging Clothed Human Modeling

Achieving realistic animated human avatars requires accurate modeling of pose-dependent clothing deformations. Existing learning-based methods heavily rely on the Linear Blend Skinning (LBS) of minimally-clothed human models like SMPL to model deformation. However, these methods struggle to handle loose clothing, such as long dresses, where the canonicalization process becomes ill-defined when the clothing is far from the body, leading to disjointed and fragmented results. To overcome this limitation, we propose a novel hybrid framework to model challenging clothed humans. Our core idea is to use dedicated strategies to model different regions, depending on whether they are close to or distant from the body. Specifically, we segment the human body into three categories: unclothed, deformed, and generated. We simply replicate unclothed regions that require no deformation. For deformed regions close to the body, we leverage LBS to handle the deformation. As for the generated regions, which correspond to loose clothing areas, we introduce a novel free-form, part-aware generator to model them, as they are less affected by movements. This free-form generation paradigm brings enhanced flexibility and expressiveness to our hybrid framework, enabling it to capture the intricate geometric details of challenging loose clothing, such as skirts and dresses. Experimental results on the benchmark dataset featuring loose clothing demonstrate that our method achieves state-of-the-art performance with superior visual fidelity and realism, particularly in the most challenging cases.

  • 5 authors
·
Nov 29, 2024

AttentionHand: Text-driven Controllable Hand Image Generation for 3D Hand Reconstruction in the Wild

Recently, there has been a significant amount of research conducted on 3D hand reconstruction to use various forms of human-computer interaction. However, 3D hand reconstruction in the wild is challenging due to extreme lack of in-the-wild 3D hand datasets. Especially, when hands are in complex pose such as interacting hands, the problems like appearance similarity, self-handed occclusion and depth ambiguity make it more difficult. To overcome these issues, we propose AttentionHand, a novel method for text-driven controllable hand image generation. Since AttentionHand can generate various and numerous in-the-wild hand images well-aligned with 3D hand label, we can acquire a new 3D hand dataset, and can relieve the domain gap between indoor and outdoor scenes. Our method needs easy-to-use four modalities (i.e, an RGB image, a hand mesh image from 3D label, a bounding box, and a text prompt). These modalities are embedded into the latent space by the encoding phase. Then, through the text attention stage, hand-related tokens from the given text prompt are attended to highlight hand-related regions of the latent embedding. After the highlighted embedding is fed to the visual attention stage, hand-related regions in the embedding are attended by conditioning global and local hand mesh images with the diffusion-based pipeline. In the decoding phase, the final feature is decoded to new hand images, which are well-aligned with the given hand mesh image and text prompt. As a result, AttentionHand achieved state-of-the-art among text-to-hand image generation models, and the performance of 3D hand mesh reconstruction was improved by additionally training with hand images generated by AttentionHand.

  • 3 authors
·
Jul 25, 2024

Deformer: Dynamic Fusion Transformer for Robust Hand Pose Estimation

Accurately estimating 3D hand pose is crucial for understanding how humans interact with the world. Despite remarkable progress, existing methods often struggle to generate plausible hand poses when the hand is heavily occluded or blurred. In videos, the movements of the hand allow us to observe various parts of the hand that may be occluded or blurred in a single frame. To adaptively leverage the visual clue before and after the occlusion or blurring for robust hand pose estimation, we propose the Deformer: a framework that implicitly reasons about the relationship between hand parts within the same image (spatial dimension) and different timesteps (temporal dimension). We show that a naive application of the transformer self-attention mechanism is not sufficient because motion blur or occlusions in certain frames can lead to heavily distorted hand features and generate imprecise keys and queries. To address this challenge, we incorporate a Dynamic Fusion Module into Deformer, which predicts the deformation of the hand and warps the hand mesh predictions from nearby frames to explicitly support the current frame estimation. Furthermore, we have observed that errors are unevenly distributed across different hand parts, with vertices around fingertips having disproportionately higher errors than those around the palm. We mitigate this issue by introducing a new loss function called maxMSE that automatically adjusts the weight of every vertex to focus the model on critical hand parts. Extensive experiments show that our method significantly outperforms state-of-the-art methods by 10%, and is more robust to occlusions (over 14%).

  • 5 authors
·
Mar 8, 2023

T-DOM: A Taxonomy for Robotic Manipulation of Deformable Objects

Robotic grasp and manipulation taxonomies, inspired by observing human manipulation strategies, can provide key guidance for tasks ranging from robotic gripper design to the development of manipulation algorithms. The existing grasp and manipulation taxonomies, however, often assume object rigidity, which limits their ability to reason about the complex interactions in the robotic manipulation of deformable objects. Hence, to assist in tasks involving deformable objects, taxonomies need to capture more comprehensively the interactions inherent in deformable object manipulation. To this end, we introduce T-DOM, a taxonomy that analyses key aspects involved in the manipulation of deformable objects, such as robot motion, forces, prehensile and non-prehensile interactions and, for the first time, a detailed classification of object deformations. To evaluate T-DOM, we curate a dataset of ten tasks involving a variety of deformable objects, such as garments, ropes, and surgical gloves, as well as diverse types of deformations. We analyse the proposed tasks comparing the T-DOM taxonomy with previous well established manipulation taxonomies. Our analysis demonstrates that T-DOM can effectively distinguish between manipulation skills that were not identified in other taxonomies, across different deformable objects and manipulation actions, offering new categories to characterize a skill. The proposed taxonomy significantly extends past work, providing a more fine-grained classification that can be used to describe the robotic manipulation of deformable objects. This work establishes a foundation for advancing deformable object manipulation, bridging theoretical understanding and practical implementation in robotic systems.

  • 5 authors
·
Dec 30, 2024

HandRefiner: Refining Malformed Hands in Generated Images by Diffusion-based Conditional Inpainting

Diffusion models have achieved remarkable success in generating realistic images but suffer from generating accurate human hands, such as incorrect finger counts or irregular shapes. This difficulty arises from the complex task of learning the physical structure and pose of hands from training images, which involves extensive deformations and occlusions. For correct hand generation, our paper introduces a lightweight post-processing solution called HandRefiner. HandRefiner employs a conditional inpainting approach to rectify malformed hands while leaving other parts of the image untouched. We leverage the hand mesh reconstruction model that consistently adheres to the correct number of fingers and hand shape, while also being capable of fitting the desired hand pose in the generated image. Given a generated failed image due to malformed hands, we utilize ControlNet modules to re-inject such correct hand information. Additionally, we uncover a phase transition phenomenon within ControlNet as we vary the control strength. It enables us to take advantage of more readily available synthetic data without suffering from the domain gap between realistic and synthetic hands. Experiments demonstrate that HandRefiner can significantly improve the generation quality quantitatively and qualitatively. The code is available at https://github.com/wenquanlu/HandRefiner .

  • 5 authors
·
Nov 29, 2023

4D Vessel Reconstruction for Benchtop Thrombectomy Analysis

Introduction: Mechanical thrombectomy can cause vessel deformation and procedure-related injury. Benchtop models are widely used for device testing, but time-resolved, full-field 3D vessel-motion measurements remain limited. Methods: We developed a nine-camera, low-cost multi-view workflow for benchtop thrombectomy in silicone middle cerebral artery phantoms (2160p, 20 fps). Multi-view videos were calibrated, segmented, and reconstructed with 4D Gaussian Splatting. Reconstructed point clouds were converted to fixed-connectivity edge graphs for region-of-interest (ROI) displacement tracking and a relative surface-based stress proxy. Stress-proxy values were derived from edge stretch using a Neo-Hookean mapping and reported as comparative surface metrics. A synthetic Blender pipeline with known deformation provided geometric and temporal validation. Results: In synthetic bulk translation, the stress proxy remained near zero for most edges (median approx 0 MPa; 90th percentile 0.028 MPa), with sparse outliers. In synthetic pulling (1-5 mm), reconstruction showed close geometric and temporal agreement with ground truth, with symmetric Chamfer distance of 1.714-1.815 mm and precision of 0.964-0.972 at τ= 1 mm. In preliminary benchtop comparative trials (one trial per condition), cervical aspiration catheter placement showed higher max-median ROI displacement and stress-proxy values than internal carotid artery terminus placement. Conclusion: The proposed protocol provides standardized, time-resolved surface kinematics and comparative relative displacement and stress proxy measurements for thrombectomy benchtop studies. The framework supports condition-to-condition comparisons and methods validation, while remaining distinct from absolute wall-stress estimation. Implementation code and example data are available at https://ethanuser.github.io/vessel4D

  • 5 authors
·
Apr 7

FourierHandFlow: Neural 4D Hand Representation Using Fourier Query Flow

Recent 4D shape representations model continuous temporal evolution of implicit shapes by (1) learning query flows without leveraging shape and articulation priors or (2) decoding shape occupancies separately for each time value. Thus, they do not effectively capture implicit correspondences between articulated shapes or regularize jittery temporal deformations. In this work, we present FourierHandFlow, which is a spatio-temporally continuous representation for human hands that combines a 3D occupancy field with articulation-aware query flows represented as Fourier series. Given an input RGB sequence, we aim to learn a fixed number of Fourier coefficients for each query flow to guarantee smooth and continuous temporal shape dynamics. To effectively model spatio-temporal deformations of articulated hands, we compose our 4D representation based on two types of Fourier query flow: (1) pose flow that models query dynamics influenced by hand articulation changes via implicit linear blend skinning and (2) shape flow that models query-wise displacement flow. In the experiments, our method achieves state-of-the-art results on video-based 4D reconstruction while being computationally more efficient than the existing 3D/4D implicit shape representations. We additionally show our results on motion inter- and extrapolation and texture transfer using the learned correspondences of implicit shapes. To the best of our knowledge, FourierHandFlow is the first neural 4D continuous hand representation learned from RGB videos. The code will be publicly accessible.

  • 5 authors
·
Jul 15, 2023

Decaf: Monocular Deformation Capture for Face and Hand Interactions

Existing methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects. Modelling dense non-rigid object deformations in this setting remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR and avatar communications. This is due to the severe ill-posedness of the monocular view setting and the associated challenges. While it is possible to naively track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf

  • 4 authors
·
Sep 28, 2023 1

DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single Image

Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The first and only method for hand-face interaction recovery, Decaf, introduces a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the-wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. Our code will be publicly available upon publication.

  • 14 authors
·
Jun 25, 2024

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

SoftVTBench: A Safety-Aware Visuo-Tactile Benchmark for Physically Constrained Robotic Manipulation of Deformable Objects

Deformable object manipulation poses challenges beyond task completion: successful execution must also maintain safe physical interaction, holding the object stably without slip or drop while avoiding excessive deformation. However, existing manipulation benchmarks are predominantly success-oriented and rarely evaluate whether a policy remains physically safe throughout execution. We present SoftVTBench, a safety-aware visuo-tactile benchmark for physically constrained deformable object manipulation. Built in Isaac Sim with finite-element-simulated deformable objects, SoftVTBench provides multi-view RGB observations, RGB tactile sensing with marker motion, proprioception, and language instructions, and defines four matched task suites over object type (deformable vs. rigid) and variation axis (object vs. spatial). It separately reports Goal Success and Safety Success; the latter additionally requires no drop and peak deformation below a calibrated object-specific threshold, measured from policy-hidden privileged Finite Element Method (FEM) states. We implement pi0.5-based baselines under this protocol. Experiments show that success-only evaluation substantially overstates policy performance, as a large fraction of goal-completing rollouts still violate physical safety. Furthermore, incorporating tactile sensing improves Safety Success (e.g., from 21.4% to 35.6% on object-centric deformable tasks) and reduces object deformation during execution, while maintaining comparable Goal Success. SoftVTBench provides a reproducible benchmark for studying visuo-tactile deformable manipulation under physical interaction constraints.

  • 18 authors
·
Jul 4

Stroke3D: Lifting 2D strokes into rigged 3D model via latent diffusion models

Rigged 3D assets are fundamental to 3D deformation and animation. However, existing 3D generation methods face challenges in generating animatable geometry, while rigging techniques lack fine-grained structural control over skeleton creation. To address these limitations, we introduce Stroke3D, a novel framework that directly generates rigged meshes from user inputs: 2D drawn strokes and a descriptive text prompt. Our approach pioneers a two-stage pipeline that separates the generation into: 1) Controllable Skeleton Generation, we employ the Skeletal Graph VAE (Sk-VAE) to encode the skeleton's graph structure into a latent space, where the Skeletal Graph DiT (Sk-DiT) generates a skeletal embedding. The generation process is conditioned on both the text for semantics and the 2D strokes for explicit structural control, with the VAE's decoder reconstructing the final high-quality 3D skeleton; and 2) Enhanced Mesh Synthesis via TextuRig and SKA-DPO, where we then synthesize a textured mesh conditioned on the generated skeleton. For this stage, we first enhance an existing skeleton-to-mesh model by augmenting its training data with TextuRig: a dataset of textured and rigged meshes with captions, curated from Objaverse-XL. Additionally, we employ a preference optimization strategy, SKA-DPO, guided by a skeleton-mesh alignment score, to further improve geometric fidelity. Together, our framework enables a more intuitive workflow for creating ready to animate 3D content. To the best of our knowledge, our work is the first to generate rigged 3D meshes conditioned on user-drawn 2D strokes. Extensive experiments demonstrate that Stroke3D produces plausible skeletons and high-quality meshes.

GRIP: Generating Interaction Poses Using Latent Consistency and Spatial Cues

Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.

  • 7 authors
·
Aug 22, 2023

Towards High-Quality 3D Motion Transfer with Realistic Apparel Animation

Animating stylized characters to match a reference motion sequence is a highly demanded task in film and gaming industries. Existing methods mostly focus on rigid deformations of characters' body, neglecting local deformations on the apparel driven by physical dynamics. They deform apparel the same way as the body, leading to results with limited details and unrealistic artifacts, e.g. body-apparel penetration. In contrast, we present a novel method aiming for high-quality motion transfer with realistic apparel animation. As existing datasets lack annotations necessary for generating realistic apparel animations, we build a new dataset named MMDMC, which combines stylized characters from the MikuMikuDance community with real-world Motion Capture data. We then propose a data-driven pipeline that learns to disentangle body and apparel deformations via two neural deformation modules. For body parts, we propose a geodesic attention block to effectively incorporate semantic priors into skeletal body deformation to tackle complex body shapes for stylized characters. Since apparel motion can significantly deviate from respective body joints, we propose to model apparel deformation in a non-linear vertex displacement field conditioned on its historic states. Extensive experiments show that our method produces results with superior quality for various types of apparel. Our dataset is released in https://github.com/rongakowang/MMDMC.

  • 4 authors
·
Jul 15, 2024

Self-supervised Learning of Implicit Shape Representation with Dense Correspondence for Deformable Objects

Learning 3D shape representation with dense correspondence for deformable objects is a fundamental problem in computer vision. Existing approaches often need additional annotations of specific semantic domain, e.g., skeleton poses for human bodies or animals, which require extra annotation effort and suffer from error accumulation, and they are limited to specific domain. In this paper, we propose a novel self-supervised approach to learn neural implicit shape representation for deformable objects, which can represent shapes with a template shape and dense correspondence in 3D. Our method does not require the priors of skeleton and skinning weight, and only requires a collection of shapes represented in signed distance fields. To handle the large deformation, we constrain the learned template shape in the same latent space with the training shapes, design a new formulation of local rigid constraint that enforces rigid transformation in local region and addresses local reflection issue, and present a new hierarchical rigid constraint to reduce the ambiguity due to the joint learning of template shape and correspondences. Extensive experiments show that our model can represent shapes with large deformations. We also show that our shape representation can support two typical applications, such as texture transfer and shape editing, with competitive performance. The code and models are available at https://iscas3dv.github.io/deformshape

  • 6 authors
·
Aug 24, 2023

TexAvatars : Hybrid Texel-3D Representations for Stable Rigging of Photorealistic Gaussian Head Avatars

Constructing drivable and photorealistic 3D head avatars has become a central task in AR/XR, enabling immersive and expressive user experiences. With the emergence of high-fidelity and efficient representations such as 3D Gaussians, recent works have pushed toward ultra-detailed head avatars. Existing approaches typically fall into two categories: rule-based analytic rigging or neural network-based deformation fields. While effective in constrained settings, both approaches often fail to generalize to unseen expressions and poses, particularly in extreme reenactment scenarios. Other methods constrain Gaussians to the global texel space of 3DMMs to reduce rendering complexity. However, these texel-based avatars tend to underutilize the underlying mesh structure. They apply minimal analytic deformation and rely heavily on neural regressors and heuristic regularization in UV space, which weakens geometric consistency and limits extrapolation to complex, out-of-distribution deformations. To address these limitations, we introduce TexAvatars, a hybrid avatar representation that combines the explicit geometric grounding of analytic rigging with the spatial continuity of texel space. Our approach predicts local geometric attributes in UV space via CNNs, but drives 3D deformation through mesh-aware Jacobians, enabling smooth and semantically meaningful transitions across triangle boundaries. This hybrid design separates semantic modeling from geometric control, resulting in improved generalization, interpretability, and stability. Furthermore, TexAvatars captures fine-grained expression effects, including muscle-induced wrinkles, glabellar lines, and realistic mouth cavity geometry, with high fidelity. Our method achieves state-of-the-art performance under extreme pose and expression variations, demonstrating strong generalization in challenging head reenactment settings.

  • 4 authors
·
Dec 24, 2025

DeformMaster: An Interactive Physics-Neural World Model for Deformable Objects from Videos

World models for deformable objects should recover not only geometry and appearance, but also underlying physical dynamics, interaction grounding, and material behavior. Learning such a model from real videos is challenging because deformable linear, planar, and volumetric objects evolve under high-dimensional deformation, noisy interactions, and complex material response. The model must therefore infer a physical state from visual observations, roll it forward under new interactions, and render the resulting dynamics with high visual fidelity. We present DeformMaster, a video-derived interactive physics--neural world model that turns real interaction videos into an online interactive model of deformable objects within a unified dynamics-and-appearance framework. DeformMaster preserves structured physical rollout while using a neural residual to compensate for unmodeled effects, grounds sparse hand motion as distributed compliant actuator for hand--continuum interaction, represents material response with spatially varying constitutive experts, and drives high-fidelity 4D appearance from the predicted physical evolution. Experiments on real-world deformable-object sequences demonstrate DeformMaster's ability to roll out future dynamics and render dynamic appearance, outperforming state-of-the-art baselines while supporting novel action rollout, material-parameter variation, and dynamic novel-view synthesis.

  • 7 authors
·
May 9 1

ReJSHand: Efficient Real-Time Hand Pose Estimation and Mesh Reconstruction Using Refined Joint and Skeleton Features

Accurate hand pose estimation is vital in robotics, advancing dexterous manipulation in human-computer interaction. Toward this goal, this paper presents ReJSHand (which stands for Refined Joint and Skeleton Features), a cutting-edge network formulated for real-time hand pose estimation and mesh reconstruction. The proposed framework is designed to accurately predict 3D hand gestures under real-time constraints, which is essential for systems that demand agile and responsive hand motion tracking. The network's design prioritizes computational efficiency without compromising accuracy, a prerequisite for instantaneous robotic interactions. Specifically, ReJSHand comprises a 2D keypoint generator, a 3D keypoint generator, an expansion block, and a feature interaction block for meticulously reconstructing 3D hand poses from 2D imagery. In addition, the multi-head self-attention mechanism and a coordinate attention layer enhance feature representation, streamlining the creation of hand mesh vertices through sophisticated feature mapping and linear transformation. Regarding performance, comprehensive evaluations on the FreiHand dataset demonstrate ReJSHand's computational prowess. It achieves a frame rate of 72 frames per second while maintaining a PA-MPJPE (Position-Accurate Mean Per Joint Position Error) of 6.3 mm and a PA-MPVPE (Position-Accurate Mean Per Vertex Position Error) of 6.4 mm. Moreover, our model reaches scores of 0.756 for F@05 and 0.984 for F@15, surpassing modern pipelines and solidifying its position at the forefront of robotic hand pose estimators. To facilitate future studies, we provide our source code at ~https://github.com/daishipeng/ReJSHand.

  • 8 authors
·
Mar 7, 2025

DrawingSpinUp: 3D Animation from Single Character Drawings

Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.

  • 4 authors
·
Sep 13, 2024 2

One-Stage 3D Whole-Body Mesh Recovery with Component Aware Transformer

Whole-body mesh recovery aims to estimate the 3D human body, face, and hands parameters from a single image. It is challenging to perform this task with a single network due to resolution issues, i.e., the face and hands are usually located in extremely small regions. Existing works usually detect hands and faces, enlarge their resolution to feed in a specific network to predict the parameter, and finally fuse the results. While this copy-paste pipeline can capture the fine-grained details of the face and hands, the connections between different parts cannot be easily recovered in late fusion, leading to implausible 3D rotation and unnatural pose. In this work, we propose a one-stage pipeline for expressive whole-body mesh recovery, named OSX, without separate networks for each part. Specifically, we design a Component Aware Transformer (CAT) composed of a global body encoder and a local face/hand decoder. The encoder predicts the body parameters and provides a high-quality feature map for the decoder, which performs a feature-level upsample-crop scheme to extract high-resolution part-specific features and adopt keypoint-guided deformable attention to estimate hand and face precisely. The whole pipeline is simple yet effective without any manual post-processing and naturally avoids implausible prediction. Comprehensive experiments demonstrate the effectiveness of OSX. Lastly, we build a large-scale Upper-Body dataset (UBody) with high-quality 2D and 3D whole-body annotations. It contains persons with partially visible bodies in diverse real-life scenarios to bridge the gap between the basic task and downstream applications.

  • 5 authors
·
Mar 28, 2023

Deform360: A Massive Multi-view Visuotactile Dataset for Deformable World Models

Predicting object dynamics (i.e., world modeling) is a fundamental challenge for robotic manipulation, and modeling deformable objects presents a particularly difficult case due to their high-dimensional state spaces and complex material properties. While current world models approach this through two distinct paradigms: learning the dynamics over the 2D pixel space or more explicit 3D geometric space. A systematic understanding of their relative strengths and limitations remains elusive due to the lack of diverse, large-scale real-world data. To address this, we present Deform360, a large-scale visuotactile dataset featuring 198 daily-life objects, 1,980 interaction sequences, and over 215 hours of observations from 41 surround-view cameras and bimanual tactile grippers to capture both global motion and contact-induced local deformations. Leveraging a novel markerless visuotactile 3D tracking pipeline to extract dense geometry and motion, we systematically evaluate current state-of-the-art world models, comparing 2D video models against 3D particle models. Finally, we provide a preliminary demonstration indicating the real-world applicability of our dataset by performing robot planning tasks on deformable objects. Our analysis reveals key insights into the trade-offs between structural priors and scalability, providing a solid benchmark for future research in generalizable deformable object-centric world modeling. Project website: https://deform360.lhy.xyz

EquiDexFlow: Contact-Grounded SE(3)-Equivariant Dexterous Grasp Generative Flows

Most learned dexterous grasp generators relegate contact forces to a downstream verification step, so a kinematically-plausible pose can still violate the conditions for a stable physical grasp. We address this with EquiDexFlow, an SE(3)-equivariant flow-matching model that jointly predicts wrist pose, joint angles, fingertip contacts, surface normals, and contact forces from an object point cloud. Our architecture projects contacts onto the object surface and forces into the Coulomb friction cone by construction, so placement and friction compliance hold without loss penalties. We prove end-to-end SE(3) equivariance and verify it empirically over 200 rotations, with wrist residuals below 0.04^circ and exactly zero joint deviation. Trained on 8,100 force-closure grasps across 81 objects for the 16-DoF Allegro Hand, our model achieves zero friction violations, the best composite score, and the lowest wrench residual among all ablation variants. We retarget decoded fingertip contacts to a 16-DoF LEAP Hand via per-finger inverse kinematics, and our hardware-feasible refinement places every joint at least 5% inside its actuator envelope while preserving wrench balance. On the physical robot, retargeted EquiDexFlow-decoded grasps complete open-loop pick-and-hold trials on all six test objects, with every asymmetric object succeeding at both the canonical pose and a 120^circ co-rotation. Videos, code, and checkpoints are available at https://equidexflow.github.io.

  • 3 authors
·
Jun 11

Nova3D: Code-Native Generation of Programmable 3D Assets

Current 3D generative models mostly produce a final surface: a visually strong but largely opaque mesh. Interactive 3D worlds need more than a surface. They need named parts, an assembly hierarchy, measurable constraints, local edit handles, and joints for articulation. We present Nova3D, a system that generates 3D assets as executable Blender source code; the compiled mesh, a binary glTF (GLB), is treated as the artifact, not the asset. Because the output is a program, semantic handles exist at generation time rather than being recovered afterward by segmentation or rigging. We evaluate on Nova3D-Bench, a frozen, spec-grounded benchmark of 54 items across six domains and three difficulty levels with text and image inputs, against eleven baselines in four families (mesh-native, part-structured, code-native, and CAD) plus a same-LLM ablation. Nova3D produces an executable program and a valid artifact for 54/54 items. Every asset exposes named parts organized in a parent-child assembly tree; no mesh-native, CAD, or segmentation baseline exposes either. It satisfies 51/52 prompt-stated numeric and count constraints (best baseline: 11/52), passes 14/18 blinded local edits with locality preserved in 18/18, and articulates 59 joints across 12 assets at 98.3% geometric validity, where every baseline exposes zero native joints. Its geometry is competitive: it wins the structured domains in a pairwise shape-quality tournament and is second only to the strongest mesh-native model, while conceding texture realism to baked-PBR systems. The central result is representational: code-native generation turns a generated 3D object from an opaque surface into a programmable asset that downstream systems can inspect, measure, edit, and animate.

  • 4 authors
·
Jul 21

AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose

How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.

  • 5 authors
·
Sep 16, 2023

GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality

As the demand for immersive 3D content grows, the need for intuitive and efficient interaction methods becomes paramount. Current techniques for physically manipulating 3D content within Virtual Reality (VR) often face significant limitations, including reliance on engineering-intensive processes and simplified geometric representations, such as tetrahedral cages, which can compromise visual fidelity and physical accuracy. In this paper, we introduce GS-Verse (Gaussian Splatting for Virtual Environment Rendering and Scene Editing), a novel method designed to overcome these challenges by directly integrating an object's mesh with a Gaussian Splatting (GS) representation. Our approach enables more precise surface approximation, leading to highly realistic deformations and interactions. By leveraging existing 3D mesh assets, GS-Verse facilitates seamless content reuse and simplifies the development workflow. Moreover, our system is designed to be physics-engine-agnostic, granting developers robust deployment flexibility. This versatile architecture delivers a highly realistic, adaptable, and intuitive approach to interactive 3D manipulation. We rigorously validate our method against the current state-of-the-art technique that couples VR with GS in a comparative user study involving 18 participants. Specifically, we demonstrate that our approach is statistically significantly better for physics-aware stretching manipulation and is also more consistent in other physics-based manipulations like twisting and shaking. Further evaluation across various interactions and scenes confirms that our method consistently delivers high and reliable performance, showing its potential as a plausible alternative to existing methods.

  • 7 authors
·
Oct 13, 2025

Dense Hand-Object(HO) GraspNet with Full Grasping Taxonomy and Dynamics

Existing datasets for 3D hand-object interaction are limited either in the data cardinality, data variations in interaction scenarios, or the quality of annotations. In this work, we present a comprehensive new training dataset for hand-object interaction called HOGraspNet. It is the only real dataset that captures full grasp taxonomies, providing grasp annotation and wide intraclass variations. Using grasp taxonomies as atomic actions, their space and time combinatorial can represent complex hand activities around objects. We select 22 rigid objects from the YCB dataset and 8 other compound objects using shape and size taxonomies, ensuring coverage of all hand grasp configurations. The dataset includes diverse hand shapes from 99 participants aged 10 to 74, continuous video frames, and a 1.5M RGB-Depth of sparse frames with annotations. It offers labels for 3D hand and object meshes, 3D keypoints, contact maps, and grasp labels. Accurate hand and object 3D meshes are obtained by fitting the hand parametric model (MANO) and the hand implicit function (HALO) to multi-view RGBD frames, with the MoCap system only for objects. Note that HALO fitting does not require any parameter tuning, enabling scalability to the dataset's size with comparable accuracy to MANO. We evaluate HOGraspNet on relevant tasks: grasp classification and 3D hand pose estimation. The result shows performance variations based on grasp type and object class, indicating the potential importance of the interaction space captured by our dataset. The provided data aims at learning universal shape priors or foundation models for 3D hand-object interaction. Our dataset and code are available at https://hograspnet2024.github.io/.

  • 11 authors
·
Sep 5, 2024

CLUTCH: Contextualized Language model for Unlocking Text-Conditioned Hand motion modelling in the wild

Hands play a central role in daily life, yet modeling natural hand motions remains underexplored. Existing methods that tackle text-to-hand-motion generation or hand animation captioning rely on studio-captured datasets with limited actions and contexts, making them costly to scale to "in-the-wild" settings. Further, contemporary models and their training schemes struggle to capture animation fidelity with text-motion alignment. To address this, we (1) introduce '3D Hands in the Wild' (3D-HIW), a dataset of 32K 3D hand-motion sequences and aligned text, and (2) propose CLUTCH, an LLM-based hand animation system with two critical innovations: (a) SHIFT, a novel VQ-VAE architecture to tokenize hand motion, and (b) a geometric refinement stage to finetune the LLM. To build 3D-HIW, we propose a data annotation pipeline that combines vision-language models (VLMs) and state-of-the-art 3D hand trackers, and apply it to a large corpus of egocentric action videos covering a wide range of scenarios. To fully capture motion in-the-wild, CLUTCH employs SHIFT, a part-modality decomposed VQ-VAE, which improves generalization and reconstruction fidelity. Finally, to improve animation quality, we introduce a geometric refinement stage, where CLUTCH is co-supervised with a reconstruction loss applied directly to decoded hand motion parameters. Experiments demonstrate state-of-the-art performance on text-to-motion and motion-to-text tasks, establishing the first benchmark for scalable in-the-wild hand motion modelling. Code, data and models will be released.

  • 6 authors
·
Feb 18

DeformGen: Dynamics-Based Topology Augmentation for Deformable Manipulation Policy Learning

Demonstration augmentation is proposed for cost-efficient data acquisition, but existing methods are fundamentally limited in deformable manipulation due to two challenges: (1) the state space is high-dimensional with physics-induced constraints, making valid configurations impossible to reach via low-dimensional pose perturbations; and (2) trajectory transfer is non-equivariant, as material points no longer move rigidly together under deformation. We present DeformGen, a dynamics-based augmentation framework that achieves topological diversity for deformable objects. For the state challenge, DeformGen expands the valid state distribution by applying localized physical disturbances and forward-simulating the dynamics to obtain topology-coherent, physically plausible deformable states. For the trajectory challenge, DeformGen transfers source manipulation trajectories via deformation-field warping, which lifts per-particle displacements into a continuous spatial function to adapt the end-effector trajectory consistently with the deformed geometry. In this way, our method jointly augments the state distribution and its associated manipulation behavior. Experiments on high-fidelity deformable manipulation benchmarks show that DeformGen generally improves policy learning compared with training on the original demonstrations alone and with rigid-style augmentation baselines.

  • 12 authors
·
Jun 23

3D Gaussian Editing with A Single Image

The modeling and manipulation of 3D scenes captured from the real world are pivotal in various applications, attracting growing research interest. While previous works on editing have achieved interesting results through manipulating 3D meshes, they often require accurately reconstructed meshes to perform editing, which limits their application in 3D content generation. To address this gap, we introduce a novel single-image-driven 3D scene editing approach based on 3D Gaussian Splatting, enabling intuitive manipulation via directly editing the content on a 2D image plane. Our method learns to optimize the 3D Gaussians to align with an edited version of the image rendered from a user-specified viewpoint of the original scene. To capture long-range object deformation, we introduce positional loss into the optimization process of 3D Gaussian Splatting and enable gradient propagation through reparameterization. To handle occluded 3D Gaussians when rendering from the specified viewpoint, we build an anchor-based structure and employ a coarse-to-fine optimization strategy capable of handling long-range deformation while maintaining structural stability. Furthermore, we design a novel masking strategy to adaptively identify non-rigid deformation regions for fine-scale modeling. Extensive experiments show the effectiveness of our method in handling geometric details, long-range, and non-rigid deformation, demonstrating superior editing flexibility and quality compared to previous approaches.

  • 6 authors
·
Aug 14, 2024 3

Mesh-based Gaussian Splatting for Real-time Large-scale Deformation

Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).

  • 7 authors
·
Feb 7, 2024

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

DexGarmentLab: Dexterous Garment Manipulation Environment with Generalizable Policy

Garment manipulation is a critical challenge due to the diversity in garment categories, geometries, and deformations. Despite this, humans can effortlessly handle garments, thanks to the dexterity of our hands. However, existing research in the field has struggled to replicate this level of dexterity, primarily hindered by the lack of realistic simulations of dexterous garment manipulation. Therefore, we propose DexGarmentLab, the first environment specifically designed for dexterous (especially bimanual) garment manipulation, which features large-scale high-quality 3D assets for 15 task scenarios, and refines simulation techniques tailored for garment modeling to reduce the sim-to-real gap. Previous data collection typically relies on teleoperation or training expert reinforcement learning (RL) policies, which are labor-intensive and inefficient. In this paper, we leverage garment structural correspondence to automatically generate a dataset with diverse trajectories using only a single expert demonstration, significantly reducing manual intervention. However, even extensive demonstrations cannot cover the infinite states of garments, which necessitates the exploration of new algorithms. To improve generalization across diverse garment shapes and deformations, we propose a Hierarchical gArment-manipuLation pOlicy (HALO). It first identifies transferable affordance points to accurately locate the manipulation area, then generates generalizable trajectories to complete the task. Through extensive experiments and detailed analysis of our method and baseline, we demonstrate that HALO consistently outperforms existing methods, successfully generalizing to previously unseen instances even with significant variations in shape and deformation where others fail. Our project page is available at: https://wayrise.github.io/DexGarmentLab/.

  • 10 authors
·
May 16, 2025

Visual Dexterity: In-Hand Reorientation of Novel and Complex Object Shapes

In-hand object reorientation is necessary for performing many dexterous manipulation tasks, such as tool use in less structured environments that remain beyond the reach of current robots. Prior works built reorientation systems assuming one or many of the following: reorienting only specific objects with simple shapes, limited range of reorientation, slow or quasistatic manipulation, simulation-only results, the need for specialized and costly sensor suites, and other constraints which make the system infeasible for real-world deployment. We present a general object reorientation controller that does not make these assumptions. It uses readings from a single commodity depth camera to dynamically reorient complex and new object shapes by any rotation in real-time, with the median reorientation time being close to seven seconds. The controller is trained using reinforcement learning in simulation and evaluated in the real world on new object shapes not used for training, including the most challenging scenario of reorienting objects held in the air by a downward-facing hand that must counteract gravity during reorientation. Our hardware platform only uses open-source components that cost less than five thousand dollars. Although we demonstrate the ability to overcome assumptions in prior work, there is ample scope for improving absolute performance. For instance, the challenging duck-shaped object not used for training was dropped in 56 percent of the trials. When it was not dropped, our controller reoriented the object within 0.4 radians (23 degrees) 75 percent of the time. Videos are available at: https://taochenshh.github.io/projects/visual-dexterity.

  • 6 authors
·
Nov 21, 2022

Can Single-View Mesh Reconstruction Generalize to Robot Camera Rotation?

Single-view mesh reconstruction predicts object meshes and spatial layouts from a single observation, making it attractive for fast robot spatial reasoning and real-to-sim digital twins. However, robot-mounted cameras naturally rotate during manipulation and navigation, while learned single-view reconstruction models often rely on view-dependent priors and may generalize poorly to out-of-distribution camera rotations. Such rotations can introduce 3D inconsistencies, incorrect layouts, and violations of physical constraints, but this failure mode remains under-evaluated. We introduce an evaluation protocol with controlled axis-wise roll, pitch, and yaw sweeps to trace errors in monocular depth estimation (MDE), canonical object meshes, camera-space layout, and physical plausibility within a representative SAM3D-style pipeline. On the Aria Digital Twin dataset and a real Franka wrist-camera sequence, camera rotations induce MDE distortion, layout drift, and collision penetration, while canonical mesh predictions remain relatively stable. A two-stage SAM3D+FoundationPose pipeline is more robust than one-stage feed-forward layout prediction, and our Gravity-Aware Refinement reduces one-stage pairwise ICP-based layout-orientation error by 47.1%. Our evaluation reveals that current single-view mesh reconstruction methods generalize poorly to robot camera rotation, and suggests that explicit gravity cues are important for reliable robotic single-view mesh reconstruction.

  • 7 authors
·
Jun 21

Microscale stress-geometry interactions in an additively manufactured NiTi cardiovascular stent: A synchrotron dual imaging tomography and diffraction study

This study explores cardiovascular stents fabricated using laser powder bed fusion (LPBF); an emerging method to offer patient-specific customisable parts. Here, the shape memory alloy NiTi, in a near equiatomic composition, was investigated to deconvolve the material response from macroscopic component effects. Specifically, stress-geometry interactions were revealed, in-situ, for a minaturised cardiovascular stent subjected to an externally applied cylindrical stress whilst acquiring synchrotron X-ray imaging and diffraction data. The approach enabled the collection of spatially resolved micromechanical deformation data; the formation of stress-induced martensite and R-phase was evident, occurring in locations near junctions between stent ligaments where stress concentrations exist. In the as-fabricated condition, hardness maps were obtained through nanoindentation, demonstrating that the localised deformation and deformation patterning is further controlled by porosity and microstructural heterogeneity. Electron backscatter diffraction (EBSD) supported these observations, showing a finer grain structure near stent junctions with higher associated lattice curvature. These features, combined with stress concentrations when loaded will initiate localised phase transformations. If the stent was subjected to repeated loading, representing in-vivo conditions, these regions would be susceptible to cyclic damage through transformation memory loss, leading to premature component failure. This study highlights the challenges that must be addressed for the post-processing treatment of LABF-processed stents for healthcare-related applications.

  • 11 authors
·
Dec 12, 2023

Learning to Stabilize Faces

Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need to stabilize them to remove unwanted head movement. Stabilization is important for tasks like game development or movie making which require facial expressions to be cleanly separated from rigid head motion. Since manual stabilization is labor-intensive, there have been attempts to automate it. However, previous methods remain impractical: they either still require some manual input, produce imprecise alignments, rely on dubious heuristics and slow optimization, or assume a temporally ordered input. Instead, we present a new learning-based approach that is simple and fully automatic. We treat stabilization as a regression problem: given two face meshes, our network directly predicts the rigid transform between them that brings their skulls into alignment. We generate synthetic training data using a 3D Morphable Model (3DMM), exploiting the fact that 3DMM parameters separate skull motion from facial skin motion. Through extensive experiments we show that our approach outperforms the state-of-the-art both quantitatively and qualitatively on the tasks of stabilizing discrete sets of facial expressions as well as dynamic facial performances. Furthermore, we provide an ablation study detailing the design choices and best practices to help others adopt our approach for their own uses. Supplementary videos can be found on the project webpage syntec-research.github.io/FaceStab.

  • 7 authors
·
Nov 22, 2024

Benchmarking the Effects of Object Pose Estimation and Reconstruction on Robotic Grasping Success

3D reconstruction serves as the foundational layer for numerous robotic perception tasks, including 6D object pose estimation and grasp pose generation. Modern 3D reconstruction methods for objects can produce visually and geometrically impressive meshes from multi-view images, yet standard geometric evaluations do not reflect how reconstruction quality influences downstream tasks such as robotic manipulation performance. This paper addresses this gap by introducing a large-scale, physics-based benchmark that evaluates 6D pose estimators and 3D mesh models based on their functional efficacy in grasping. We analyze the impact of model fidelity by generating grasps on various reconstructed 3D meshes and executing them on the ground-truth model, simulating how grasp poses generated with an imperfect model affect interaction with the real object. This assesses the combined impact of pose error, grasp robustness, and geometric inaccuracies from 3D reconstruction. Our results show that reconstruction artifacts significantly decrease the number of grasp pose candidates but have a negligible effect on grasping performance given an accurately estimated pose. Our results also reveal that the relationship between grasp success and pose error is dominated by spatial error, and even a simple translation error provides insight into the success of the grasping pose of symmetric objects. This work provides insight into how perception systems relate to object manipulation using robots.

  • 3 authors
·
Feb 18

RotationDrag: Point-based Image Editing with Rotated Diffusion Features

A precise and user-friendly manipulation of image content while preserving image fidelity has always been crucial to the field of image editing. Thanks to the power of generative models, recent point-based image editing methods allow users to interactively change the image content with high generalizability by clicking several control points. But the above mentioned editing process is usually based on the assumption that features stay constant in the motion supervision step from initial to target points. In this work, we conduct a comprehensive investigation in the feature space of diffusion models, and find that features change acutely under in-plane rotation. Based on this, we propose a novel approach named RotationDrag, which significantly improves point-based image editing performance when users intend to in-plane rotate the image content. Our method tracks handle points more precisely by utilizing the feature map of the rotated images, thus ensuring precise optimization and high image fidelity. Furthermore, we build a in-plane rotation focused benchmark called RotateBench, the first benchmark to evaluate the performance of point-based image editing method under in-plane rotation scenario on both real images and generated images. A thorough user study demonstrates the superior capability in accomplishing in-plane rotation that users intend to achieve, comparing the DragDiffusion baseline and other existing diffusion-based methods. See the project page https://github.com/Tony-Lowe/RotationDrag for code and experiment results.

  • 3 authors
·
Jan 12, 2024

Re-HOLD: Video Hand Object Interaction Reenactment via adaptive Layout-instructed Diffusion Model

Current digital human studies focusing on lip-syncing and body movement are no longer sufficient to meet the growing industrial demand, while human video generation techniques that support interacting with real-world environments (e.g., objects) have not been well investigated. Despite human hand synthesis already being an intricate problem, generating objects in contact with hands and their interactions presents an even more challenging task, especially when the objects exhibit obvious variations in size and shape. To tackle these issues, we present a novel video Reenactment framework focusing on Human-Object Interaction (HOI) via an adaptive Layout-instructed Diffusion model (Re-HOLD). Our key insight is to employ specialized layout representation for hands and objects, respectively. Such representations enable effective disentanglement of hand modeling and object adaptation to diverse motion sequences. To further improve the generation quality of HOI, we design an interactive textural enhancement module for both hands and objects by introducing two independent memory banks. We also propose a layout adjustment strategy for the cross-object reenactment scenario to adaptively adjust unreasonable layouts caused by diverse object sizes during inference. Comprehensive qualitative and quantitative evaluations demonstrate that our proposed framework significantly outperforms existing methods. Project page: https://fyycs.github.io/Re-HOLD.

  • 9 authors
·
Mar 21, 2025

Odo: Depth-Guided Diffusion for Identity-Preserving Body Reshaping

Human shape editing enables controllable transformation of a person's body shape, such as thin, muscular, or overweight, while preserving pose, identity, clothing, and background. Unlike human pose editing, which has advanced rapidly, shape editing remains relatively under-explored. Current approaches typically rely on 3D morphable models or image warping, often introducing unrealistic body proportions, texture distortions, and background inconsistencies due to alignment errors and deformations. A key limitation is the lack of large-scale, publicly available datasets for training and evaluating body shape manipulation methods. In this work, we introduce the first large-scale dataset of 18,573 images across 1523 subjects, specifically designed for controlled human shape editing. It features diverse variations in body shape, including fat, muscular and thin, captured under consistent identity, clothing, and background conditions. Using this dataset, we propose Odo, an end-to-end diffusion-based method that enables realistic and intuitive body reshaping guided by simple semantic attributes. Our approach combines a frozen UNet that preserves fine-grained appearance and background details from the input image with a ControlNet that guides shape transformation using target SMPL depth maps. Extensive experiments demonstrate that our method outperforms prior approaches, achieving per-vertex reconstruction errors as low as 7.5mm, significantly lower than the 13.6mm observed in baseline methods, while producing realistic results that accurately match the desired target shapes.

  • 3 authors
·
Aug 18, 2025

PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling

Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.

  • 5 authors
·
Jun 25, 2025 3

PCHands: PCA-based Hand Pose Synergy Representation on Manipulators with N-DoF

We consider the problem of learning a common representation for dexterous manipulation across manipulators of different morphologies. To this end, we propose PCHands, a novel approach for extracting hand postural synergies from a large set of manipulators. We define a simplified and unified description format based on anchor positions for manipulators ranging from 2-finger grippers to 5-finger anthropomorphic hands. This enables learning a variable-length latent representation of the manipulator configuration and the alignment of the end-effector frame of all manipulators. We show that it is possible to extract principal components from this latent representation that is universal across manipulators of different structures and degrees of freedom. To evaluate PCHands, we use this compact representation to encode observation and action spaces of control policies for dexterous manipulation tasks learned with RL. In terms of learning efficiency and consistency, the proposed representation outperforms a baseline that learns the same tasks in joint space. We additionally show that PCHands performs robustly in RL from demonstration, when demonstrations are provided from a different manipulator. We further support our results with real-world experiments that involve a 2-finger gripper and a 4-finger anthropomorphic hand. Code and additional material are available at https://hsp-iit.github.io/PCHands/.

EgoPressure: A Dataset for Hand Pressure and Pose Estimation in Egocentric Vision

Touch contact and pressure are essential for understanding how humans interact with and manipulate objects, insights which can significantly benefit applications in mixed reality and robotics. However, estimating these interactions from an egocentric camera perspective is challenging, largely due to the lack of comprehensive datasets that provide both accurate hand poses on contacting surfaces and detailed annotations of pressure information. In this paper, we introduce EgoPressure, a novel egocentric dataset that captures detailed touch contact and pressure interactions. EgoPressure provides high-resolution pressure intensity annotations for each contact point and includes accurate hand pose meshes obtained through our proposed multi-view, sequence-based optimization method processing data from an 8-camera capture rig. Our dataset comprises 5 hours of recorded interactions from 21 participants captured simultaneously by one head-mounted and seven stationary Kinect cameras, which acquire RGB images and depth maps at 30 Hz. To support future research and benchmarking, we present several baseline models for estimating applied pressure on external surfaces from RGB images, with and without hand pose information. We further explore the joint estimation of the hand mesh and applied pressure. Our experiments demonstrate that pressure and hand pose are complementary for understanding hand-object interactions. ng of hand-object interactions in AR/VR and robotics research. Project page: https://yiming-zhao.github.io/EgoPressure/.

  • 5 authors
·
Dec 3, 2024

DragMesh-2: Physically Plausible Dexterous Hand-Object Interaction with Articulated Objects

Dexterous interaction with articulated objects is important for household, assistive, and humanoid manipulation, where multi-finger hands can provide compliant contact patterns beyond parallel-jaw grasping. However, articulated-object manipulation differs from static-object manipulation: the target part cannot be directly actuated, and its motion must emerge through sustained physical hand--handle contact. This makes the transition from object-centric articulated generation to hand-driven dexterous hand--object interaction non-trivial, since geometric trajectory replay or open-loop execution does not model the contact dynamics required to move the articulated part. Moreover, policies trained only for task completion under fixed dynamics can overfit nominal contact loads, especially without tactile or force feedback, and may degrade when the contact load changes. To address these challenges, we present DragMesh-2, a contact-driven framework for dexterous interaction with articulated objects that extends articulated interaction from object-centric generation to hand-driven dexterous hand--object interaction, where articulated motion must arise through physical contact. We further propose PICA, a physically informed contact-aware training mechanism that injects physical signals into policy learning without tactile or force feedback, improving robustness and task success under changing contact loads. Finally, we conduct systematic evaluation across multiple damping conditions and articulated-object categories to study robustness under contact-load variation, and provide a pure-geometry dexterous interaction resource to support future loco-manipulation and humanoid hand--object interaction research. Across seven GAPartNet objects, DragMesh-2 achieves stronger robustness under contact-load variation than the compared methods while maintaining high task success across damping conditions.

InterAnimate: Taming Region-aware Diffusion Model for Realistic Human Interaction Animation

Recent video generation research has focused heavily on isolated actions, leaving interactive motions-such as hand-face interactions-largely unexamined. These interactions are essential for emerging biometric authentication systems, which rely on interactive motion-based anti-spoofing approaches. From a security perspective, there is a growing need for large-scale, high-quality interactive videos to train and strengthen authentication models. In this work, we introduce a novel paradigm for animating realistic hand-face interactions. Our approach simultaneously learns spatio-temporal contact dynamics and biomechanically plausible deformation effects, enabling natural interactions where hand movements induce anatomically accurate facial deformations while maintaining collision-free contact. To facilitate this research, we present InterHF, a large-scale hand-face interaction dataset featuring 18 interaction patterns and 90,000 annotated videos. Additionally, we propose InterAnimate, a region-aware diffusion model designed specifically for interaction animation. InterAnimate leverages learnable spatial and temporal latents to effectively capture dynamic interaction priors and integrates a region-aware interaction mechanism that injects these priors into the denoising process. To the best of our knowledge, this work represents the first large-scale effort to systematically study human hand-face interactions. Qualitative and quantitative results show InterAnimate produces highly realistic animations, setting a new benchmark. Code and data will be made public to advance research.

  • 13 authors
·
Apr 15, 2025

MICDIR: Multi-scale Inverse-consistent Deformable Image Registration using UNetMSS with Self-Constructing Graph Latent

Image registration is the process of bringing different images into a common coordinate system - a technique widely used in various applications of computer vision, such as remote sensing, image retrieval, and, most commonly, medical imaging. Deep learning based techniques have been applied successfully to tackle various complex medical image processing problems, including medical image registration. Over the years, several image registration techniques have been proposed using deep learning. Deformable image registration techniques such as Voxelmorph have been successful in capturing finer changes and providing smoother deformations. However, Voxelmorph, as well as ICNet and FIRE, do not explicitly encode global dependencies (i.e. the overall anatomical view of the supplied image) and, therefore, cannot track large deformations. In order to tackle the aforementioned problems, this paper extends the Voxelmorph approach in three different ways. To improve the performance in case of small as well as large deformations, supervision of the model at different resolutions has been integrated using a multi-scale UNet. To support the network to learn and encode the minute structural co-relations of the given image-pairs, a self-constructing graph network (SCGNet) has been used as the latent of the multi-scale UNet - which can improve the learning process of the model and help the model to generalise better. And finally, to make the deformations inverse-consistent, cycle consistency loss has been employed. On the task of registration of brain MRIs, the proposed method achieved significant improvements over ANTs and VoxelMorph, obtaining a Dice score of 0.8013 \pm 0.0243 for intramodal and 0.6211 \pm 0.0309 for intermodal, while VoxelMorph achieved 0.7747 \pm 0.0260 and 0.6071 \pm 0.0510, respectively

  • 8 authors
·
Mar 8, 2022

DirectDrag: High-Fidelity, Mask-Free, Prompt-Free Drag-based Image Editing via Readout-Guided Feature Alignment

Drag-based image editing using generative models provides intuitive control over image structures. However, existing methods rely heavily on manually provided masks and textual prompts to preserve semantic fidelity and motion precision. Removing these constraints creates a fundamental trade-off: visual artifacts without masks and poor spatial control without prompts. To address these limitations, we propose DirectDrag, a novel mask- and prompt-free editing framework. DirectDrag enables precise and efficient manipulation with minimal user input while maintaining high image fidelity and accurate point alignment. DirectDrag introduces two key innovations. First, we design an Auto Soft Mask Generation module that intelligently infers editable regions from point displacement, automatically localizing deformation along movement paths while preserving contextual integrity through the generative model's inherent capacity. Second, we develop a Readout-Guided Feature Alignment mechanism that leverages intermediate diffusion activations to maintain structural consistency during point-based edits, substantially improving visual fidelity. Despite operating without manual mask or prompt, DirectDrag achieves superior image quality compared to existing methods while maintaining competitive drag accuracy. Extensive experiments on DragBench and real-world scenarios demonstrate the effectiveness and practicality of DirectDrag for high-quality, interactive image manipulation. Project Page: https://frakw.github.io/DirectDrag/. Code is available at: https://github.com/frakw/DirectDrag.

  • 5 authors
·
Dec 3, 2025

Robotic Ultrasound Makes CBCT Alive

Intraoperative Cone Beam Computed Tomography (CBCT) provides a reliable 3D anatomical context essential for interventional planning. However, its static nature fails to provide continuous monitoring of soft-tissue deformations induced by respiration, probe pressure, and surgical manipulation, leading to navigation discrepancies. We propose a deformation-aware CBCT updating framework that leverages robotic ultrasound as a dynamic proxy to infer tissue motion and update static CBCT slices in real time. Starting from calibration-initialized alignment with linear correlation of linear combination (LC2)-based rigid refinement, our method establishes accurate multimodal correspondence. To capture intraoperative dynamics, we introduce the ultrasound correlation UNet (USCorUNet), a lightweight network trained with optical flow-guided supervision to learn deformation-aware correlation representations, enabling accurate, real-time dense deformation field estimation from ultrasound streams. The inferred deformation is spatially regularized and transferred to the CBCT reference to produce deformation-consistent visualizations without repeated radiation exposure. We validate the proposed approach through deformation estimation and ultrasound-guided CBCT updating experiments. Results demonstrate real-time end-to-end CBCT slice updating and physically plausible deformation estimation, enabling dynamic refinement of static CBCT guidance during robotic ultrasound-assisted interventions. The source code is publicly available at https://github.com/anonymous-codebase/us-cbct-demo.

  • 5 authors
·
Mar 9