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Cristian Sminchisescu

Publications and source records attributed to Cristian Sminchisescu.

At least 19 recordsLinked to original sources

Generalist Open-World Temporal Perception

The next generation of artificial intelligence systems will likely be natively temporal and multimodal in both inputs and outputs: able to converse, perceive, predict, reason, and synthesize through a shared world representation. Realizing this requires a temporal perceptual substrate integrating sensory streams, language, and structured outputs within a multimodal world model. We seek a generalist open-world perceptual system that represents biological forms, natural physical structures, and artifacts, and their interactions, as a coherent, temporally persistent process. The model should infer geometry, articulation, semantics, interaction structure, and uncertainty from raw multimodal streams; maintain identity through occlusion and viewpoint change; generalize across species, forms, mechanisms, and materials; and abstain or expand its ontology when encountering the unknown. The objective is a structured world state supporting understanding, prediction, counterfactual reasoning, and controllable synthesis. Recent work suggests that some cross-modal and reasoning-like capabilities can emerge from large-scale generative video pretraining, reminiscent of language-model scaling. Yet these capabilities are often accessed through language probes or expressed through photorealistic video, leaving explicit semantic, geometric, or temporal structure largely unexposed. This paper articulates an alternative and complementary paradigm: perception and synthesis as distinct conditionings within a shared Generalist Open-World Temporal Perception Architecture (GOWTPA). Recognition, structured prediction, and simulation arise as different conditionings of the same generative substrate, while reasoning and embodiment-specific policies build upon the resulting world state. This positions generalist temporal perception as a potential foundation layer for broader multimodal intelligence and physical AI.

cs.CV↗

Video Generation Models are General-Purpose Vision Learners

Driven by next-token prediction, NLP shifted from task-specific models into powerful generalist foundation models. What, then, is the equivalent catalyst needed to achieve a general-purpose model in computer vision? In this paper, we contend that large-scale text-to-video generation serves as a strong pre-training paradigm for computer vision, providing the necessary spatiotemporal priors, vision-language alignment, and scalability required for general visual intelligence. We introduce GenCeption, which leverages a pre-trained video generative diffusion backbone to define a feed-forward perception model, capable of performing various vision tasks steered by text instructions. Empirical results demonstrate that GenCeption achieves state-of-the-art performance across a diverse suite of tasks, including depth, surface normal, and camera pose estimation, expression-referring segmentation, and 3D keypoint prediction, often matching or surpassing specialized models (e.g. DepthAnything3, SAM3, D4RT, VGGT-Omega, Sapiens, David, Genmo, and Lotus-2). Furthermore, the video generative pretrained backbone outperforms alternative pretraining paradigms (e.g., V-JEPA, and Video MAE) under comparable settings. Importantly, GenCeption exhibits preliminary data and model scaling properties along with exceptional data efficiency, where it achieves comparable performance with leading models like D4RT and VGGT-Omega with 7 to 500 less training data. Finally, GenCeption also exhibits intriguing emergent behaviors: a model trained exclusively on synthetic human videos generalizes to real-world footage and out-of-distribution object categories (e.g., animals and robots). These findings suggest that video generation is not merely a synthesis tool, but a foundational path toward generalist vision intelligence for the physical world. Project page: https://genception.github.io

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THFM: A Unified Video Foundation Model for 4D Human Perception and Beyond

We present THFM, a unified video foundation model for human-centric perception that jointly addresses dense tasks (depth, normals, segmentation, dense pose) and sparse tasks (2d/3d keypoint estimation) within a single architecture. THFM is derived from a pretrained text-to-video diffusion model, repurposed as a single-forward-pass perception model and augmented with learnable tokens for sparse predictions. Modulated by the text prompt, our single unified model is capable of performing various perception tasks. Crucially, our model is on-par or surpassing state-of-the-art specialized models on a variety of benchmarks despite being trained exclusively on synthetic data (i.e.~without training on real-world or benchmark specific data). We further highlight intriguing emergent properties of our model, which we attribute to the underlying diffusion-based video representation. For example, our model trained on videos with a single human in the scene generalizes to multiple humans and other object classes such as anthropomorphic characters and animals -- a capability that hasn't been demonstrated in the past.

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Applications of fractional calculus in learned optimization

Fractional gradient descent has been studied extensively, with a focus on its ability to extend traditional gradient descent methods by incorporating fractional-order derivatives. This approach allows for more flexibility in navigating complex optimization landscapes and offers advantages in certain types of problems, particularly those involving non-linearities and chaotic dynamics. Yet, the challenge of fine-tuning the fractional order parameters remains unsolved. In this work, we demonstrate that it is possible to train a neural network to predict the order of the gradient effectively.

cs.LG↗

Learned Neural Physics Simulation for Articulated 3D Human Pose Reconstruction

We propose a novel neural network approach, LARP (Learned Articulated Rigid body Physics), to model the dynamics of articulated human motion with contact. Our goal is to develop a faster and more convenient methodological alternative to traditional physics simulators for use in computer vision tasks such as human motion reconstruction from video. To that end we introduce a training procedure and model components that support the construction of a recurrent neural architecture to accurately simulate articulated rigid body dynamics. Our neural architecture supports features typically found in traditional physics simulators, such as modeling of joint motors, variable dimensions of body parts, contact between body parts and objects, and is an order of magnitude faster than traditional systems when multiple simulations are run in parallel. To demonstrate the value of LARP we use it as a drop-in replacement for a state of the art classical non-differentiable simulator in an existing video-based reconstruction framework and show comparative or better 3D human pose reconstruction accuracy.

cs.NE↗

Instant 3D Human Avatar Generation using Image Diffusion Models

We present AvatarPopUp, a method for fast, high quality 3D human avatar generation from different input modalities, such as images and text prompts and with control over the generated pose and shape. The common theme is the use of diffusion-based image generation networks that are specialized for each particular task, followed by a 3D lifting network. We purposefully decouple the generation from the 3D modeling which allow us to leverage powerful image synthesis priors, trained on billions of text-image pairs. We fine-tune latent diffusion networks with additional image conditioning for image generation and back-view prediction, and to support qualitatively different multiple 3D hypotheses. Our partial fine-tuning approach allows to adapt the networks for each task without inducing catastrophic forgetting. In our experiments, we demonstrate that our method produces accurate, high-quality 3D avatars with diverse appearance that respect the multimodal text, image, and body control signals. Our approach can produce a 3D model in as few as 2 seconds, a four orders of magnitude speedup wrt the vast majority of existing methods, most of which solve only a subset of our tasks, and with fewer controls. AvatarPopUp enables applications that require the controlled 3D generation of human avatars at scale. The project website can be found at https://www.nikoskolot.com/avatarpopup/.

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Score Distillation Sampling with Learned Manifold Corrective

Score Distillation Sampling (SDS) is a recent but already widely popular method that relies on an image diffusion model to control optimization problems using text prompts. In this paper, we conduct an in-depth analysis of the SDS loss function, identify an inherent problem with its formulation, and propose a surprisingly easy but effective fix. Specifically, we decompose the loss into different factors and isolate the component responsible for noisy gradients. In the original formulation, high text guidance is used to account for the noise, leading to unwanted side effects such as oversaturation or repeated detail. Instead, we train a shallow network mimicking the timestep-dependent frequency bias of the image diffusion model in order to effectively factor it out. We demonstrate the versatility and the effectiveness of our novel loss formulation through qualitative and quantitative experiments, including optimization-based image synthesis and editing, zero-shot image translation network training, and text-to-3D synthesis.

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DiffHuman: Probabilistic Photorealistic 3D Reconstruction of Humans

We present DiffHuman, a probabilistic method for photorealistic 3D human reconstruction from a single RGB image. Despite the ill-posed nature of this problem, most methods are deterministic and output a single solution, often resulting in a lack of geometric detail and blurriness in unseen or uncertain regions. In contrast, DiffHuman predicts a probability distribution over 3D reconstructions conditioned on an input 2D image, which allows us to sample multiple detailed 3D avatars that are consistent with the image. DiffHuman is implemented as a conditional diffusion model that denoises pixel-aligned 2D observations of an underlying 3D shape representation. During inference, we may sample 3D avatars by iteratively denoising 2D renders of the predicted 3D representation. Furthermore, we introduce a generator neural network that approximates rendering with considerably reduced runtime (55x speed up), resulting in a novel dual-branch diffusion framework. Our experiments show that DiffHuman can produce diverse and detailed reconstructions for the parts of the person that are unseen or uncertain in the input image, while remaining competitive with the state-of-the-art when reconstructing visible surfaces.

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VLOGGER: Multimodal Diffusion for Embodied Avatar Synthesis

We propose VLOGGER, a method for audio-driven human video generation from a single input image of a person, which builds on the success of recent generative diffusion models. Our method consists of 1) a stochastic human-to-3d-motion diffusion model, and 2) a novel diffusion-based architecture that augments text-to-image models with both spatial and temporal controls. This supports the generation of high quality video of variable length, easily controllable through high-level representations of human faces and bodies. In contrast to previous work, our method does not require training for each person, does not rely on face detection and cropping, generates the complete image (not just the face or the lips), and considers a broad spectrum of scenarios (e.g. visible torso or diverse subject identities) that are critical to correctly synthesize humans who communicate. We also curate MENTOR, a new and diverse dataset with 3d pose and expression annotations, one order of magnitude larger than previous ones (800,000 identities) and with dynamic gestures, on which we train and ablate our main technical contributions. VLOGGER outperforms state-of-the-art methods in three public benchmarks, considering image quality, identity preservation and temporal consistency while also generating upper-body gestures. We analyze the performance of VLOGGER with respect to multiple diversity metrics, showing that our architectural choices and the use of MENTOR benefit training a fair and unbiased model at scale. Finally we show applications in video editing and personalization.

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Personalized Pose Forecasting

Human pose forecasting is the task of predicting articulated human motion given past human motion. There exists a number of popular benchmarks that evaluate an array of different models performing human pose forecasting. These benchmarks do not reflect that a human interacting system, such as a delivery robot, observes and plans for the motion of the same individual over an extended period of time. Every individual has unique and distinct movement patterns. This is however not reflected in existing benchmarks that evaluate a model's ability to predict an average human's motion rather than a particular individual's. We reformulate the human motion forecasting problem and present a model-agnostic personalization method. Motion forecasting personalization can be performed efficiently online by utilizing a low-parametric time-series analysis model that personalizes neural network pose predictions.

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SPHEAR: Spherical Head Registration for Complete Statistical 3D Modeling

We present \emph{SPHEAR}, an accurate, differentiable parametric statistical 3D human head model, enabled by a novel 3D registration method based on spherical embeddings. We shift the paradigm away from the classical Non-Rigid Registration methods, which operate under various surface priors, increasing reconstruction fidelity and minimizing required human intervention. Additionally, SPHEAR is a \emph{complete} model that allows not only to sample diverse synthetic head shapes and facial expressions, but also gaze directions, high-resolution color textures, surface normal maps, and hair cuts represented in detail, as strands. SPHEAR can be used for automatic realistic visual data generation, semantic annotation, and general reconstruction tasks. Compared to state-of-the-art approaches, our components are fast and memory efficient, and experiments support the validity of our design choices and the accuracy of registration, reconstruction and generation techniques.

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PhoMoH: Implicit Photorealistic 3D Models of Human Heads

We present PhoMoH, a neural network methodology to construct generative models of photo-realistic 3D geometry and appearance of human heads including hair, beards, an oral cavity, and clothing. In contrast to prior work, PhoMoH models the human head using neural fields, thus supporting complex topology. Instead of learning a head model from scratch, we propose to augment an existing expressive head model with new features. Concretely, we learn a highly detailed geometry network layered on top of a mid-resolution head model together with a detailed, local geometry-aware, and disentangled color field. Our proposed architecture allows us to learn photo-realistic human head models from relatively little data. The learned generative geometry and appearance networks can be sampled individually and enable the creation of diverse and realistic human heads. Extensive experiments validate our method qualitatively and across different metrics.

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Blendshapes GHUM: Real-time Monocular Facial Blendshape Prediction

We present Blendshapes GHUM, an on-device ML pipeline that predicts 52 facial blendshape coefficients at 30+ FPS on modern mobile phones, from a single monocular RGB image and enables facial motion capture applications like virtual avatars. Our main contributions are: i) an annotation-free offline method for obtaining blendshape coefficients from real-world human scans, ii) a lightweight real-time model that predicts blendshape coefficients based on facial landmarks.

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Reconstructing Three-Dimensional Models of Interacting Humans

Understanding 3d human interactions is fundamental for fine-grained scene analysis and behavioural modeling. However, most of the existing models predict incorrect, lifeless 3d estimates, that miss the subtle human contact aspects--the essence of the event--and are of little use for detailed behavioral understanding. This paper addresses such issues with several contributions: (1) we introduce models for interaction signature estimation (ISP) encompassing contact detection, segmentation, and 3d contact signature prediction; (2) we show how such components can be leveraged to ensure contact consistency during 3d reconstruction; (3) we construct several large datasets for learning and evaluating 3d contact prediction and reconstruction methods; specifically, we introduce CHI3D, a lab-based accurate 3d motion capture dataset with 631 sequences containing $2,525$ contact events, $728,664$ ground truth 3d poses, as well as FlickrCI3D, a dataset of $11,216$ images, with $14,081$ processed pairs of people, and $81,233$ facet-level surface correspondences. Finally, (4) we propose methodology for recovering the ground-truth pose and shape of interacting people in a controlled setup and (5) annotate all 3d interaction motions in CHI3D with textual descriptions. Motion data in multiple formats (GHUM and SMPLX parameters, Human3.6m 3d joints) is made available for research purposes at \url{https://ci3d.imar.ro}, together with an evaluation server and a public benchmark.

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Transformer-Based Learned Optimization

We propose a new approach to learned optimization where we represent the computation of an optimizer's update step using a neural network. The parameters of the optimizer are then learned by training on a set of optimization tasks with the objective to perform minimization efficiently. Our innovation is a new neural network architecture, Optimus, for the learned optimizer inspired by the classic BFGS algorithm. As in BFGS, we estimate a preconditioning matrix as a sum of rank-one updates but use a Transformer-based neural network to predict these updates jointly with the step length and direction. In contrast to several recent learned optimization-based approaches, our formulation allows for conditioning across the dimensions of the parameter space of the target problem while remaining applicable to optimization tasks of variable dimensionality without retraining. We demonstrate the advantages of our approach on a benchmark composed of objective functions traditionally used for the evaluation of optimization algorithms, as well as on the real world-task of physics-based visual reconstruction of articulated 3d human motion.

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DreamHuman: Animatable 3D Avatars from Text

We present DreamHuman, a method to generate realistic animatable 3D human avatar models solely from textual descriptions. Recent text-to-3D methods have made considerable strides in generation, but are still lacking in important aspects. Control and often spatial resolution remain limited, existing methods produce fixed rather than animated 3D human models, and anthropometric consistency for complex structures like people remains a challenge. DreamHuman connects large text-to-image synthesis models, neural radiance fields, and statistical human body models in a novel modeling and optimization framework. This makes it possible to generate dynamic 3D human avatars with high-quality textures and learned, instance-specific, surface deformations. We demonstrate that our method is capable to generate a wide variety of animatable, realistic 3D human models from text. Our 3D models have diverse appearance, clothing, skin tones and body shapes, and significantly outperform both generic text-to-3D approaches and previous text-based 3D avatar generators in visual fidelity. For more results and animations please check our website at https://dream-human.github.io.

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Structured 3D Features for Reconstructing Controllable Avatars

We introduce Structured 3D Features, a model based on a novel implicit 3D representation that pools pixel-aligned image features onto dense 3D points sampled from a parametric, statistical human mesh surface. The 3D points have associated semantics and can move freely in 3D space. This allows for optimal coverage of the person of interest, beyond just the body shape, which in turn, additionally helps modeling accessories, hair, and loose clothing. Owing to this, we present a complete 3D transformer-based attention framework which, given a single image of a person in an unconstrained pose, generates an animatable 3D reconstruction with albedo and illumination decomposition, as a result of a single end-to-end model, trained semi-supervised, and with no additional postprocessing. We show that our S3F model surpasses the previous state-of-the-art on various tasks, including monocular 3D reconstruction, as well as albedo and shading estimation. Moreover, we show that the proposed methodology allows novel view synthesis, relighting, and re-posing the reconstruction, and can naturally be extended to handle multiple input images (e.g. different views of a person, or the same view, in different poses, in video). Finally, we demonstrate the editing capabilities of our model for 3D virtual try-on applications.

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HUM3DIL: Semi-supervised Multi-modal 3D Human Pose Estimation for Autonomous Driving

Autonomous driving is an exciting new industry, posing important research questions. Within the perception module, 3D human pose estimation is an emerging technology, which can enable the autonomous vehicle to perceive and understand the subtle and complex behaviors of pedestrians. While hardware systems and sensors have dramatically improved over the decades -- with cars potentially boasting complex LiDAR and vision systems and with a growing expansion of the available body of dedicated datasets for this newly available information -- not much work has been done to harness these novel signals for the core problem of 3D human pose estimation. Our method, which we coin HUM3DIL (HUMan 3D from Images and LiDAR), efficiently makes use of these complementary signals, in a semi-supervised fashion and outperforms existing methods with a large margin. It is a fast and compact model for onboard deployment. Specifically, we embed LiDAR points into pixel-aligned multi-modal features, which we pass through a sequence of Transformer refinement stages. Quantitative experiments on the Waymo Open Dataset support these claims, where we achieve state-of-the-art results on the task of 3D pose estimation.

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