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Christian Theobalt

Publications and source records attributed to Christian Theobalt.

At least 37 records · Page 2Linked to original sources

EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering

Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating appearance under novel lighting, and understanding the environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to live egocentric camera observations. We demonstrate our system through a social telepresence application, where remote users are coherently relit according to their physical environment. Extensive experiments show that our components and the integrated system significantly outperform state-of-the-art baselines in geometric accuracy and rendering as well as relighting fidelity.

cs.CV↗

CoMoGen: COntrollable MOtion Dynamics and Interactions with Mask-Guided Video GENeration

We present CoMoGen, a controllable video generation framework that generates realistic interactive dynamics from a single binary mask sequence conditioned on an input image. CoMoGen introduces a lightweight MaskAdapter that encodes binary mask sequences into a latent residual signal, injected into the Multi Modal Diffusion Transformer (MMDiT) model through a cosine-weighted schedule. Unlike the hierarchical coarse-to-fine design of UNet architectures, MMDiT operates as a sequence of uniform transformer blocks, making it difficult to identify which layers are responsible for the motion generation. Therefore, we propose a novel way to determine "Motion Layers" operating in the attention space of MMDiT. We fine-tune the model by using Low-Rank Adaptation (LoRA) to the Motion Layers, without requiring any architecture change in the MMDiT. This selective adaptation enables our method to focus on motion-critical components, yielding reduced computational cost. Despite its simplicity, CoMoGen enables precise subject motion and plausible interactions with surrounding humans, objects, and scenes. Comprehensive experiments on different datasets show that CoMoGen consistently outperforms prior controllable video generation methods and achieves state-of-the-art performance in motion fidelity and perceptual realism. Project page: mericadil.github.io/CoMoGen.

cs.CV↗

D-Rex : Diffusion Rendering for Relightable Expressive Avatars

We present D-Rex, a person-specific framework for photorealistic, relightable, expressive, and animatable full-body human avatars with free-viewpoint rendering. Existing methods for relightable full-body avatars rely on explicit 3D intrinsic decomposition with analytic reflectance models, which require accurate geometry registration and careful optimization to capture realistic light transport effects. This tight coupling of relighting with avatar modeling has hindered expressiveness: to our knowledge, no existing method demonstrates strong facial animation alongside relighting, limiting applicability in telepresence, gaming, and virtual production. We propose to decouple relighting entirely from avatar modeling by treating it as an image-space post-process: a learned translation from flat-lit, albedo-like renderings to a target HDR illumination. To this end, we leverage the strong generative prior of a pre-trained video diffusion relighting model, fine-tuned via LoRA on paired flat-lit and relit frames captured in a light stage. The flat-lit driving frames are produced by an independent expressive full-body avatar framework trained under white-light conditions, requiring no modification to support relighting, making D-Rex directly applicable to any white-light avatar system. We demonstrate that D-Rex enables view- and temporally consistent relighting while faithfully preserving expressive motion and fine-grained facial detail, outperforming physically-based relightable avatar baselines. Project page is https://vcai.mpi-inf.mpg.de/projects/DRex/

cs.GR↗

Faster 3D Gaussian Splatting Convergence via Structure-Aware Densification

3D Gaussian Splatting has emerged as a powerful scene representation for real-time novel-view synthesis. However, its standard adaptive density control relies on screen-space positional gradients, which do not distinguish between geometric misplacement and frequency aliasing, often leading to either over-blurred high-frequency textures or inefficient over-densification. We present a structure-aware densification framework. Our key insight is that the decision to subdivide a Gaussian should be driven by an explicit comparison between its projected screen-space extent and the local structure of the texture it seeks to represent. We introduce a multi-scale frequency analysis combining structure tensors with Laplacian scale space analysis to estimate the dominant frequency at each pixel, enabling robust supervision across varying texture scales. Based on this analysis, we define $η$, a per-Gaussian, per-axis frequency violation metric that indicates when a primitive may be under-resolving local texture details. Unlike methods that perform isotropic splitting (e.g., splitting each Gaussian into two smaller ones with uniform shape), our approach performs anisotropic splitting. For each axis with high $η$, we compute a split factor to better resolve the local frequency content. We further introduce a multiview consistency criterion that aggregates $η$ observations across multiple views. By performing densification early and faster, we skip the lengthy iterative densification phases required by baseline methods and achieve significantly faster convergence. Experiments on standard benchmarks demonstrate that our method also achieves superior reconstruction quality, particularly in high-frequency regions.

cs.CV↗

Momentum-Conserving Graph Neural Networks for Deformable Objects

Graph neural networks (GNNs) have emerged as a versatile and efficient option for modeling the dynamic behavior of deformable materials. While GNNs generalize readily to arbitrary shapes, mesh topologies, and material parameters, existing architectures struggle to correctly predict the temporal evolution of key physical quantities such as linear and angular momentum. In this work, we propose MomentumGNN -- a novel architecture designed to accurately track momentum by construction. Unlike existing GNNs that output unconstrained nodal accelerations, our model predicts per-edge stretching and bending impulses which guarantee the preservation of linear and angular momentum. We train our network in an unsupervised fashion using a physics-based loss, and we show that our method outperforms baselines in a number of common scenarios where momentum plays a pivotal role.

cs.LG↗

FunRec: Reconstructing Functional 3D Scenes from Egocentric Interaction Videos

We present FunRec, a method for reconstructing functional 3D digital twins of indoor scenes directly from egocentric RGB-D interaction videos. Unlike existing methods on articulated reconstruction, which rely on controlled setups, multi-state captures, or CAD priors, FunRec operates directly on in-the-wild human interaction sequences to recover interactable 3D scenes. It automatically discovers articulated parts, estimates their kinematic parameters, tracks their 3D motion, and reconstructs static and moving geometry in canonical space, yielding simulation-compatible meshes. Across new real and simulated benchmarks, FunRec surpasses prior work by a large margin, achieving up to +50 mIoU improvement in part segmentation, 5-10 times lower articulation and pose errors, and significantly higher reconstruction accuracy. We further demonstrate applications on URDF/USD export for simulation, hand-guided affordance mapping and robot-scene interaction.

cs.CV↗

Towards Reliable Human Evaluations in Gesture Generation: Insights from a Community-Driven State-of-the-Art Benchmark

We review human evaluation practices in automatic, speech-driven 3D gesture generation and find a lack of standardisation and frequent use of flawed experimental setups. This leads to a situation where it is impossible to know how different methods compare, or what the state of the art is. In order to address common shortcomings of evaluation design, and to standardise future user studies in gesture-generation works, we introduce a detailed human evaluation protocol for the widely-used BEAT2 motion-capture dataset. Using this protocol, we conduct large-scale crowdsourced evaluation to rank six recent gesture-generation models -- each trained by its original authors -- across two key evaluation dimensions: motion realism and speech-gesture alignment. Our results show that 1) motion realism has become a saturated evaluation measure on the BEAT2 dataset, with older models performing on par with more recent approaches; 2) previous findings of high speech-gesture alignment do not hold up under rigorous evaluation, even for specialised models; and 3) the field must adopt disentangled assessments of motion quality and multimodal alignment for accurate benchmarking in order to make progress. To drive standardisation and enable new evaluation research, we release five hours of synthetic motion from the benchmarked models; over 750 rendered video stimuli from the user studies -- enabling new evaluations without requiring model reimplementation -- alongside our open-source rendering script, and 16,000 pairwise human preference votes collected for our benchmark.

cs.CV↗

E-3DPSM: A State Machine for Event-Based Egocentric 3D Human Pose Estimation

Event cameras offer multiple advantages in monocular egocentric 3D human pose estimation from head-mounted devices, such as millisecond temporal resolution, high dynamic range, and negligible motion blur. Existing methods effectively leverage these properties, but suffer from low 3D estimation accuracy, insufficient in many applications (e.g., immersive VR/AR). This is due to the design not being fully tailored towards event streams (e.g., their asynchronous and continuous nature), leading to high sensitivity to self-occlusions and temporal jitter in the estimates. This paper rethinks the setting and introduces E-3DPSM, an event-driven continuous pose state machine for event-based egocentric 3D human pose estimation. E-3DPSM aligns continuous human motion with fine-grained event dynamics; it evolves latent states and predicts continuous changes in 3D joint positions associated with observed events, which are fused with direct 3D human pose predictions, leading to stable and drift-free final 3D pose reconstructions. E-3DPSM runs in real-time at 80 Hz on a single workstation and sets a new state of the art in experiments on two benchmarks, improving accuracy by up to 19% (MPJPE) and temporal stability by up to 2.7x. See our project page for the source code and trained models.

cs.CV↗

VHOI: Controllable Video Generation of Human-Object Interactions from Sparse Trajectories via Motion Densification

Synthesizing realistic human-object interactions (HOI) in video is challenging due to the complex, instance-specific interaction dynamics of both humans and objects. Incorporating controllability in video generation further adds to the complexity. Existing controllable video generation approaches face a trade-off: sparse controls like keypoint trajectories are easy to specify but lack instance-awareness, while dense signals such as optical flow, depths or 3D meshes are informative but costly to obtain. We propose VHOI, a two-stage framework that first densifies sparse trajectories into HOI mask sequences, and then fine-tunes a video diffusion model conditioned on these dense masks. We introduce a novel HOI-aware motion representation that uses color encodings to distinguish not only human and object motion, but also body-part-specific dynamics. This design incorporates a human prior into the conditioning signal and strengthens the model's ability to understand and generate realistic HOI dynamics. Experiments demonstrate state-of-the-art results in controllable HOI video generation. VHOI is not limited to interaction-only scenarios and can also generate full human navigation leading up to object interactions in an end-to-end manner. Project page: https://vcai.mpi-inf.mpg.de/projects/vhoi/.

cs.CV↗

EmbodMocap: In-the-Wild 4D Human-Scene Reconstruction for Embodied Agents

Human behaviors in the real world naturally encode rich, long-term contextual information that can be leveraged to train embodied agents for perception, understanding, and acting. However, existing capture systems typically rely on costly studio setups and wearable devices, limiting the large-scale collection of scene-conditioned human motion data in the wild. To address this, we propose EmbodMocap, a portable and affordable data collection pipeline using two moving iPhones. Our key idea is to jointly calibrate dual RGB-D sequences to reconstruct both humans and scenes within a unified metric world coordinate frame. The proposed method allows metric-scale and scene-consistent capture in everyday environments without static cameras or markers, bridging human motion and scene geometry seamlessly. Compared with optical capture ground truth, we demonstrate that the dual-view setting exhibits a remarkable ability to mitigate depth ambiguity, achieving superior alignment and reconstruction performance over single iphone or monocular models. Based on the collected data, we empower three embodied AI tasks: monocular human-scene-reconstruction, where we fine-tune on feedforward models that output metric-scale, world-space aligned humans and scenes; physics-based character animation, where we prove our data could be used to scale human-object interaction skills and scene-aware motion tracking; and robot motion control, where we train a humanoid robot via sim-to-real RL to replicate human motions depicted in videos. Experimental results validate the effectiveness of our pipeline and its contributions towards advancing embodied AI research.

cs.CV↗

Non-Rigid 3D Shape Correspondences: From Foundations to Open Challenges and Opportunities

Estimating correspondences between deformed shape instances is a long-standing problem in computer graphics; numerous applications, from texture transfer to statistical modelling, rely on recovering an accurate correspondence map. Many methods have thus been proposed to tackle this challenging problem from varying perspectives, depending on the downstream application. This state-of-the-art report is geared towards researchers, practitioners, and students seeking to understand recent trends and advances in the field. We categorise developments into three paradigms: spectral methods based on functional maps, combinatorial formulations that impose discrete constraints, and deformation-based methods that directly recover a global alignment. Each school of thought offers different advantages and disadvantages, which we discuss throughout the report. Meanwhile, we highlight the latest developments in each area and suggest new potential research directions. Finally, we provide an overview of emerging challenges and opportunities in this growing field, including the recent use of vision foundation models for zero-shot correspondence and the particularly challenging task of matching partial shapes.

cs.GR↗

Relightable Holoported Characters: Capturing and Relighting Dynamic Human Performance from Sparse Views

We present Relightable Holoported Characters (RHC), a novel person-specific method for free-view rendering and relighting of full-body and highly dynamic humans solely observed from sparse-view RGB videos at inference. In contrast to classical one-light-at-a-time (OLAT)-based human relighting, our transformer-based RelightNet predicts relit appearance within a single network pass, avoiding costly OLAT-basis capture and generation. For training such a model, we introduce a new capture strategy and dataset recorded in a multi-view lightstage, where we alternate frames lit by random environment maps with uniformly lit tracking frames, simultaneously enabling accurate motion tracking and diverse illumination as well as dynamics coverage. Inspired by the rendering equation, we derive physics-informed features that encode geometry, albedo, shading, and the virtual camera view from a coarse human mesh proxy and the input views. Our RelightNet then takes these features as input and cross-attends them with a novel lighting condition, and regresses the relit appearance in the form of texel-aligned 3D Gaussian splats attached to the coarse mesh proxy. Consequently, our RelightNet implicitly learns to efficiently compute the rendering equation for novel lighting conditions within a single feed-forward pass. Experiments demonstrate our method's superior visual fidelity and lighting reproduction compared to state-of-the-art approaches. Project page: https://vcai.mpi-inf.mpg.de/projects/RHC/

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MIBURI: Towards Expressive Interactive Gesture Synthesis

Embodied Conversational Agents (ECAs) aim to emulate human face-to-face interaction through speech, gestures, and facial expressions. Current large language model (LLM)-based conversational agents lack embodiment and the expressive gestures essential for natural interaction. Existing solutions for ECAs often produce rigid, low-diversity motions, that are unsuitable for human-like interaction. Alternatively, generative methods for co-speech gesture synthesis yield natural body gestures but depend on future speech context and require long run-times. To bridge this gap, we present MIBURI, the first online, causal framework for generating expressive full-body gestures and facial expressions synchronized with real-time spoken dialogue. We employ body-part aware gesture codecs that encode hierarchical motion details into multi-level discrete tokens. These tokens are then autoregressively generated by a two-dimensional causal framework conditioned on LLM-based speech-text embeddings, modeling both temporal dynamics and part-level motion hierarchy in real time. Further, we introduce auxiliary objectives to encourage expressive and diverse gestures while preventing convergence to static poses. Comparative evaluations demonstrate that our causal and real-time approach produces natural and contextually aligned gestures against recent baselines. We urge the reader to explore demo videos on https://vcai.mpi-inf.mpg.de/projects/MIBURI/.

cs.CV↗

Modeling Turn-Taking with Semantically Informed Gestures

In conversation, humans use multimodal cues, such as speech, gestures, and gaze, to manage turn-taking. While linguistic and acoustic features are informative, gestures provide complementary cues for modeling these transitions. To study this, we introduce DnD Gesture++, an extension of the multi-party DnD Gesture corpus enriched with 2,663 semantic gesture annotations spanning iconic, metaphoric, deictic, and discourse types. Using this dataset, we model turn-taking prediction through a Mixture-of-Experts framework integrating text, audio, and gestures. Experiments show that incorporating semantically guided gestures yields consistent performance gains over baselines, demonstrating their complementary role in multimodal turn-taking.

cs.CL↗

Physical Simulator In-the-Loop Video Generation

Recent advances in diffusion-based video generation have achieved remarkable visual realism but still struggle to obey basic physical laws such as gravity, inertia, and collision. Generated objects often move inconsistently across frames, exhibit implausible dynamics, or violate physical constraints, limiting the realism and reliability of AI-generated videos. We address this gap by introducing Physical Simulator In-the-loop Video Generation (PSIVG), a novel framework that integrates a physical simulator into the video diffusion process. Starting from a template video generated by a pre-trained diffusion model, PSIVG reconstructs the 4D scene and foreground object meshes, initializes them within a physical simulator, and generates physically consistent trajectories. These simulated trajectories are then used to guide the video generator toward spatio-temporally physically coherent motion. To further improve texture consistency during object movement, we propose a Test-Time Texture Consistency Optimization (TTCO) technique that adapts text and feature embeddings based on pixel correspondences from the simulator. Comprehensive experiments demonstrate that PSIVG produces videos that better adhere to real-world physics while preserving visual quality and diversity. Project Page: https://vcai.mpi-inf.mpg.de/projects/PSIVG/

cs.CV↗

Splat the Net: Radiance Fields with Splattable Neural Primitives

Radiance fields have emerged as a predominant representation for modeling 3D scene appearance. Neural formulations such as Neural Radiance Fields provide high expressivity but require costly ray marching for rendering, whereas primitive-based methods such as 3D Gaussian Splatting offer real-time efficiency through splatting, yet at the expense of representational power. Inspired by advances in both these directions, we introduce splattable neural primitives, a new volumetric representation that reconciles the expressivity of neural models with the efficiency of primitive-based splatting. Each primitive encodes a bounded neural density field parameterized by a shallow neural network. Our formulation admits an exact analytical solution for line integrals, enabling efficient computation of perspectively accurate splatting kernels. As a result, our representation supports integration along view rays without the need for costly ray marching. The primitives flexibly adapt to scene geometry and, being larger than prior analytic primitives, reduce the number required per scene. On novel-view synthesis benchmarks, our approach matches the quality and speed of 3D Gaussian Splatting while using $10\times$ fewer primitives and $6\times$ fewer parameters. These advantages arise directly from the representation itself, without reliance on complex control or adaptation frameworks. The project page is https://vcai.mpi-inf.mpg.de/projects/SplatNet/.

cs.GR↗

SceMoS: Scene-Aware 3D Human Motion Synthesis by Planning with Geometry-Grounded Tokens

Synthesizing text-driven 3D human motion within realistic scenes requires learning both semantic intent ("walk to the couch") and physical feasibility (e.g., avoiding collisions). Current methods use generative frameworks that simultaneously learn high-level planning and low-level contact reasoning, and rely on computationally expensive 3D scene data such as point clouds or voxel occupancy grids. We propose SceMoS, a scene-aware motion synthesis framework that shows that structured 2D scene representations can serve as a powerful alternative to full 3D supervision in physically grounded motion synthesis. SceMoS disentangles global planning from local execution using lightweight 2D cues and relying on (1) a text-conditioned autoregressive global motion planner that operates on a bird's-eye-view (BEV) image rendered from an elevated corner of the scene, encoded with DINOv2 features, as the scene representation, and (2) a geometry-grounded motion tokenizer trained via a conditional VQ-VAE, that uses 2D local scene heightmap, thus embedding surface physics directly into a discrete vocabulary. This 2D factorization reaches an efficiency-fidelity trade-off: BEV semantics capture spatial layout and affordance for global reasoning, while local heightmaps enforce fine-grained physical adherence without full 3D volumetric reasoning. SceMoS achieves state-of-the-art motion realism and contact accuracy on the TRUMANS benchmark, reducing the number of trainable parameters for scene encoding by over 50%, showing that 2D scene cues can effectively ground 3D human-scene interaction.

cs.CV↗

EventNeuS: 3D Mesh Reconstruction from a Single Event Camera

Event cameras offer a considerable alternative to RGB cameras in many scenarios. While there are recent works on event-based novel-view synthesis, dense 3D mesh reconstruction remains scarcely explored and existing event-based techniques are severely limited in their 3D reconstruction accuracy. To address this limitation, we present EventNeuS, a self-supervised neural model for learning 3D representations from monocular colour event streams. Our approach, for the first time, combines 3D signed distance function and density field learning with event-based supervision. Furthermore, we introduce spherical harmonics encodings into our model for enhanced handling of view-dependent effects. EventNeuS outperforms existing approaches by a significant margin, achieving 34% lower Chamfer distance and 31% lower mean absolute error on average compared to the best previous method.

cs.CV↗