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Marc Habermann

Publications and source records attributed to Marc Habermann.

At least 19 recordsLinked to original sources

AvatarDynamizer: From Static to Dynamic Human Avatars via Generative Dynamic Textures

For full-body avatars, modeling surface dynamics is crucial for overcoming the uncanny valley and achieving perceptual realism. Person-agnostic methods recover static 3D avatars from monocular images, videos, or text prompts, but their skeleton-driven animations lack realistic surface dynamics such as clothing wrinkles. In contrast, person-specific methods achieve high-quality rendering and realistic dynamics, but require expensive multi-view captures for each individual. Recent generalizable dynamic avatar methods struggle to embed surface dynamics, leading to either limited multi-view consistency or dynamic expressiveness. To this end, we propose AvatarDynamizer, a generative method that transforms an off-the-shelf static 3D avatar into a controllable, realistic, and multi-view-consistent 4D avatar. We introduce a novel texture-space surface-dynamics embedding and formulate avatar dynamics modeling as conditional texture generation. Our encoder--decoder representation embeds pose-dependent dynamics into dynamic texture maps, enabling compatibility with pre-trained video diffusion models while decoding them into 3D Gaussians for multi-view consistent rendering. Since existing datasets are limited in scale, sequence length, or motion diversity, we collect a large-scale multi-view dataset with long sequences covering diverse skeletal motions and surface dynamics. Experiments show that our method effectively animates static avatars with faithful surface dynamics and outperforms competing generalizable methods in visual fidelity, especially under limited dynamic training data.

cs.CV

STEER: Steerable Dyadic Head Avatars

Facial movement and expression are central to face-to-face communication, conveying turn-taking, attention, agreement, and engagement alongside speech. While speech-driven facial animation has made strong progress in lip synchronization and audio-conditioned motion generation, most methods treat conversational behavior as an emergent byproduct of audio, or expose only coarse sequence-level affect control. As a result, key non-verbal channels such as gaze contact and aversion, rhythmic head motion, and emotion remain difficult to explicitly control. We present STEER, a controllable 3D dyadic motion prior for reactive conversational head avatars. STEER factorizes conversational behavior into explicit controls for gaze, head rhythm, and emotion, allowing users to steer how an avatar listens, reacts, and engages with a conversation partner. Since temporally aligned annotations for these behaviors are not available in public dyadic corpora, we introduce a tracking and annotation pipeline that recovers behavioral pseudo-labels from in-the-wild dyadic video. A causal flow-matching transformer then learns partner-aware target motion conditioned on audio, partner motion, emotion and the proposed behavioral controls. We further embed STEER in a photorealistic avatar pipeline by extending a Universal Gaussian Head-Avatar Prior with a learned mapping from tracked parametric motion into its avatar-driving space. This enables controllable animation of high-fidelity Gaussian head avatars without re-training the underlying avatar model. STEER outperforms recent dyadic motion baselines on motion quality, dynamics, and diversity, remains competitive on partner coupling, and enables gaze, head-rhythm, and emotion edits together with an interactive live deployment. We make our code and dataset annotations available at our webpage.

cs.CV

Differentiable Polarized Path Tracing

Physically based differentiable rendering has proven to be a powerful tool for inverse rendering problems (e.g., 3D reconstruction, reflectance estimation, lighting estimation). However, most existing methods operate solely on radiometric intensity, discarding valuable polarization cues that constrain scene geometry and material properties. While forward simulation of polarized light is well-defined via Mueller-Stokes calculus, extending reverse-mode differentiation to this domain presents significant challenges. The rank-deficient nature of common polarimetric operators, such as linear polarizers and diffuse reflections, violates the invertibility assumptions of standard gradient estimators like path replay backpropagation and results in numerical instability. We address this by proposing a robust, polarization-aware differentiable path tracing method. Our approach estimates unbiased gradients through a combination of path replay and local caching. This formulation enables efficient and stable optimization of material and lighting parameters in complex scenes, broadening the applicability of physically based inverse rendering. Project page: https://vcai.mpi-inf.mpg.de/projects/DPPT/

cs.CV

Towards Real-World Wearable Motion Reconstruction

The modern-day surge in popularity of wearable devices poses a fundamentally unique motion capture problem: reconstructing full-body movement from any set of sensing hardware worn at a given moment. Yet, most research efforts assume fixed sensor configurations (e.g. IMU suits or HMD-centric rigs) and cannot generalize across them. In contrast, we argue that motion capture should prioritize unobtrusive and lightweight devices such as smartphones, smartwatches, smart glasses, and smart insoles, and study the interplay between them. To this end, we make three contributions. First, we present a large-scale multi-modal dataset synchronizing these consumer-grade sensors with ground-truth 3D motion, spanning 50 diverse activities including everyday tasks, sports, and social interactions. Second, we propose WHIP, a baseline generative model that reconstructs motion from arbitrary subsets of available sensors, robustly handling missing modalities and producing physically plausible motions. Third, we conduct a systematic study of sensor complementarity, quantifying how different modalities complement one another. Code and dataset are available at https://vcai.mpi-inf.mpg.de/projects/WHIP/

cs.CV

SOMA: From Surface Observations to Muscle Anatomy

With the growing demand for realistic virtual humans, parametric body models have become a cornerstone of modern medicine, sports, and entertainment applications. However, most of these models are inherently limited: they only capture the 3D surface of the skin, offering no insight into the complex bio-mechanical structures that generate motion. As more applications expand towards biomechanics, the need for virtual human models that go beyond the skin has become increasingly evident. Traditional soft-tissue simulations, such as FEM, are accurate but non-scalable and too computationally expensive for most common applications. Alternatively, existing biomechanical tools can simulate muscular forces and activations, but do not model changes in external shape, restricting how activations correlate with actual observable anatomy. This motivates a novel inverse research problem: recovering muscle deformations directly from visible surface observations - i.e., from the skin, and thus the pose. In this work, we present SOMA (from Surface Observations to Muscle Anatomy), a person-specific model that infers spatio-temporal muscle behavior from surface signals obtained using RGB cameras, and SKIM, a subject-specific soft-tissue deformation dataset. To the best of our knowledge, this is the first method that attempts to recover muscle deformations from multi-view RGB data. We show how our method provides anatomically grounded animations without the complexity of traditional simulations, leading to a scalable and cost-effective solution. Data and code are available.

cs.CV

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

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

MUA: Mobile Ultra-detailed Animatable Avatars

Building photorealistic, animatable full-body digital humans remains a longstanding challenge in computer graphics and vision. Recent advances in animatable avatar modeling have largely progressed along two directions: improving the fidelity of dynamic geometry and appearance, or reducing computational complexity to enable deployment on resource-constrained platforms, e.g., VR headsets. However, existing approaches fail to achieve both goals simultaneously: Ultra-high-fidelity avatars typically require substantial computation on server-class GPUs, whereas lightweight avatars often suffer from limited surface dynamics, reduced appearance details, and noticeable artifacts. To bridge this gap, we propose a novel animatable avatar representation, termed Wavelet-guided Multi-level Spatial Factorized Blendshapes, and a corresponding distillation pipeline that transfers motion-aware clothing dynamics and fine-grained appearance details from a pre-trained ultra-high-quality avatar model into a compact, efficient representation. By coupling multi-level wavelet spectral decomposition with low-rank structural factorization in texture space, our method achieves up to 2000X lower computational cost and a 10X smaller model size than the original high-quality teacher avatar model, while preserving visually plausible dynamics and appearance details closely resemble those of the teacher model. Extensive comparisons with state-of-the-art methods show that our approach significantly outperforms existing avatar approaches designed for mobile settings and achieves comparable or superior rendering quality to most approaches that can only run on servers. Importantly, our representation substantially improves the practicality of high-fidelity avatars for immersive applications, achieving over 180 FPS on a desktop PC and real-time native on-device performance at 24 FPS on a standalone Meta Quest 3.

cs.CV

HGGT: Robust and Flexible 3D Hand Mesh Reconstruction from Uncalibrated Images

Recovering high-fidelity 3D hand geometry from images is a critical task in computer vision, holding significant value for domains such as robotics, animation and VR/AR. Crucially, scalable applications demand both accuracy and deployment flexibility, requiring the ability to leverage massive amounts of unstructured image data from the internet or enable deployment on consumer-grade RGB cameras without complex calibration. However, current methods face a dilemma. While single-view approaches are easy to deploy, they suffer from depth ambiguity and occlusion. Conversely, multi-view systems resolve these uncertainties but typically demand fixed, calibrated setups, limiting their real-world utility. To bridge this gap, we draw inspiration from 3D foundation models that learn explicit geometry directly from visual data. By reformulating hand reconstruction from arbitrary views as a visual-geometry grounded task, we propose a feed-forward architecture that, for the first time in literature, jointly infers 3D hand meshes and camera poses from uncalibrated views. Extensive evaluations show that our approach outperforms state-of-the-art benchmarks and demonstrates strong generalization to uncalibrated, in-the-wild scenarios. Here is the link of our project page: https://lym29.github.io/HGGT/.

cs.CV

DInf-Grid: A Neural Differential Equation Solver with Differentiable Feature Grids

We present a novel differentiable grid-based representation for efficiently solving differential equations (DEs). Widely used architectures for neural solvers, such as sinusoidal neural networks, are coordinate-based MLPs that are both computationally intensive and slow to train. Although grid-based alternatives for implicit representations (e.g., Instant-NGP and K-Planes) train faster by exploiting signal structure, their reliance on linear interpolation restricts their ability to compute higher-order derivatives, rendering them unsuitable for solving DEs. Our approach overcomes these limitations by combining the efficiency of feature grids with radial basis function interpolation, which is infinitely differentiable. To effectively capture high-frequency solutions and enable stable and faster computation of global gradients, we introduce a multi-resolution decomposition with co-located grids. Our proposed representation, DInf-Grid, is trained implicitly using the differential equations as loss functions, enabling accurate modelling of physical fields. We validate DInf-Grid on a variety of tasks, including the Poisson equation for image reconstruction, the Helmholtz equation for wave fields, and the Kirchhoff-Love boundary value problem for cloth simulation. Our results demonstrate a 5-20x speed-up over coordinate-based MLP-based methods, solving differential equations in seconds or minutes while maintaining comparable accuracy and compactness.

cs.LG

RelightAnyone: A Generalized Relightable 3D Gaussian Head Model

3D Gaussian Splatting (3DGS) has become a standard approach to reconstruct and render photorealistic 3D head avatars. A major challenge is to relight the avatars to match any scene illumination. For high quality relighting, existing methods require subjects to be captured under complex time-multiplexed illumination, such as one-light-at-a-time (OLAT). We propose a new generalized relightable 3D Gaussian head model that can relight any subject observed in a single- or multi-view images without requiring OLAT data for that subject. Our core idea is to learn a mapping from flat-lit 3DGS avatars to corresponding relightable Gaussian parameters for that avatar. Our model consists of two stages: a first stage that models flat-lit 3DGS avatars without OLAT lighting, and a second stage that learns the mapping to physically-based reflectance parameters for high-quality relighting. This two-stage design allows us to train the first stage across diverse existing multi-view datasets without OLAT lighting ensuring cross-subject generalization, where we learn a dataset-specific lighting code for self-supervised lighting alignment. Subsequently, the second stage can be trained on a significantly smaller dataset of subjects captured under OLAT illumination. Together, this allows our method to generalize well and relight any subject from the first stage as if we had captured them under OLAT lighting. Furthermore, we can fit our model to unseen subjects from as little as a single image, allowing several applications in novel view synthesis and relighting for digital avatars.

cs.CV

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/

cs.CV

OLATverse: A Large-scale Real-world Object Dataset with Precise Lighting Control

We introduce OLATverse, a large-scale dataset comprising around 9M images of 765 real-world objects, captured from multiple viewpoints under a diverse set of precisely controlled lighting conditions. While recent advances in object-centric inverse rendering, novel view synthesis and relighting have shown promising results, most techniques still heavily rely on the synthetic datasets for training and small-scale real-world datasets for benchmarking, which limits their realism and generalization. To address this gap, OLATverse offers two key advantages over existing datasets: large-scale coverage of real objects and high-fidelity appearance under precisely controlled illuminations. Specifically, OLATverse contains 765 common and uncommon real-world objects, spanning a wide range of material categories. Each object is captured using 35 DSLR cameras and 331 individually controlled light sources, enabling the simulation of diverse illumination conditions. In addition, for each object, we provide well-calibrated camera parameters, accurate object masks, photometric surface normals, and diffuse albedo as auxiliary resources. We also construct an extensive evaluation set, establishing the first comprehensive real-world object-centric benchmark for inverse rendering and normal estimation. We believe that OLATverse represents a pivotal step toward integrating the next generation of inverse rendering and relighting methods with real-world data. The full dataset, along with all post-processing workflows, will be publicly released at https://vcai.mpi-inf.mpg.de/projects/OLATverse/.

cs.CV

Step2Motion: Locomotion Reconstruction from Pressure Sensing Insoles

Human motion is fundamentally driven by continuous physical interaction with the environment. Whether walking, running, or simply standing, the forces exchanged between our feet and the ground provide crucial insights for understanding and reconstructing human movement. Recent advances in wearable insole devices offer a compelling solution for capturing these forces in diverse, real-world scenarios. Sensor insoles pose no constraint on the users' motion (unlike mocap suits) and are unaffected by line-of-sight limitations (in contrast to optical systems). These qualities make sensor insoles an ideal choice for robust, unconstrained motion capture, particularly in outdoor environments. Surprisingly, leveraging these devices with recent motion reconstruction methods remains largely unexplored. Aiming to fill this gap, we present Step2Motion, the first approach to reconstruct human locomotion from multi-modal insole sensors. Our method utilizes pressure and inertial data-accelerations and angular rates-captured by the insoles to reconstruct human motion. We evaluate the effectiveness of our approach across a range of experiments to show its versatility for diverse locomotion styles, from simple ones like walking or jogging up to moving sideways, on tiptoes, slightly crouching, or dancing.

cs.GR

3DPR: Single Image 3D Portrait Relight using Generative Priors

Rendering novel, relit views of a human head, given a monocular portrait image as input, is an inherently underconstrained problem. The traditional graphics solution is to explicitly decompose the input image into geometry, material and lighting via differentiable rendering; but this is constrained by the multiple assumptions and approximations of the underlying models and parameterizations of these scene components. We propose 3DPR, an image-based relighting model that leverages generative priors learnt from multi-view One-Light-at-A-Time (OLAT) images captured in a light stage. We introduce a new diverse and large-scale multi-view 4K OLAT dataset of 139 subjects to learn a high-quality prior over the distribution of high-frequency face reflectance. We leverage the latent space of a pre-trained generative head model that provides a rich prior over face geometry learnt from in-the-wild image datasets. The input portrait is first embedded in the latent manifold of such a model through an encoder-based inversion process. Then a novel triplane-based reflectance network trained on our lightstage data is used to synthesize high-fidelity OLAT images to enable image-based relighting. Our reflectance network operates in the latent space of the generative head model, crucially enabling a relatively small number of lightstage images to train the reflectance model. Combining the generated OLATs according to a given HDRI environment maps yields physically accurate environmental relighting results. Through quantitative and qualitative evaluations, we demonstrate that 3DPR outperforms previous methods, particularly in preserving identity and in capturing lighting effects such as specularities, self-shadows, and subsurface scattering. Project Page: https://vcai.mpi-inf.mpg.de/projects/3dpr/

cs.CV

Audio-Driven Universal Gaussian Head Avatars

We introduce the first method for audio-driven universal photorealistic avatar synthesis, combining a person-agnostic speech model with our novel Universal Head Avatar Prior (UHAP). UHAP is trained on cross-identity multi-view videos. In particular, our UHAP is supervised with neutral scan data, enabling it to capture the identity-specific details at high fidelity. In contrast to previous approaches, which predominantly map audio features to geometric deformations only while ignoring audio-dependent appearance variations, our universal speech model directly maps raw audio inputs into the UHAP latent expression space. This expression space inherently encodes, both, geometric and appearance variations. For efficient personalization to new subjects, we employ a monocular encoder, which enables lightweight regression of dynamic expression variations across video frames. By accounting for these expression-dependent changes, it enables the subsequent model fine-tuning stage to focus exclusively on capturing the subject's global appearance and geometry. Decoding these audio-driven expression codes via UHAP generates highly realistic avatars with precise lip synchronization and nuanced expressive details, such as eyebrow movement, gaze shifts, and realistic mouth interior appearance as well as motion. Extensive evaluations demonstrate that our method is not only the first generalizable audio-driven avatar model that can account for detailed appearance modeling and rendering, but it also outperforms competing (geometry-only) methods across metrics measuring lip-sync accuracy, quantitative image quality, and perceptual realism.

cs.CV

Topology-Aware Optimization of Gaussian Primitives for Human-Centric Volumetric Videos

Volumetric video is emerging as a key medium for digitizing the dynamic physical world, creating the virtual environments with six degrees of freedom to deliver immersive user experiences. However, robustly modeling general dynamic scenes, especially those involving topological changes while maintaining long-term tracking remains a fundamental challenge. In this paper, we present TaoGS, a novel topology-aware dynamic Gaussian representation that disentangles motion and appearance to support, both, long-range tracking and topological adaptation. We represent scene motion with a sparse set of motion Gaussians, which are continuously updated by a spatio-temporal tracker and photometric cues that detect structural variations across frames. To capture fine-grained texture, each motion Gaussian anchors and dynamically activates a set of local appearance Gaussians, which are non-rigidly warped to the current frame to provide strong initialization and significantly reduce training time. This activation mechanism enables efficient modeling of detailed textures and maintains temporal coherence, allowing high-fidelity rendering even under challenging scenarios such as changing clothes. To enable seamless integration into codec-based volumetric formats, we introduce a global Gaussian Lookup Table that records the lifespan of each Gaussian and organizes attributes into a lifespan-aware 2D layout. This structure aligns naturally with standard video codecs and supports up to 40 compression. TaoGS provides a unified, adaptive solution for scalable volumetric video under topological variation, capturing moments where "elegance in motion" and "Power in Stillness", delivering immersive experiences that harmonize with the physical world.

cs.GR

Hyper Diffusion Avatars: Dynamic Human Avatar Generation using Network Weight Space Diffusion

Creating human avatars is a highly desirable yet challenging task. Recent advancements in radiance field rendering have achieved unprecedented photorealism and real-time performance for personalized dynamic human avatars. However, these approaches are typically limited to person-specific rendering models trained on multi-view video data for a single individual, limiting their ability to generalize across different identities. On the other hand, generative approaches leveraging prior knowledge from pre-trained 2D diffusion models can produce cartoonish, static human avatars, which are animated through simple skeleton-based articulation. Therefore, the avatars generated by these methods suffer from lower rendering quality compared to person-specific rendering methods and fail to capture pose-dependent deformations such as cloth wrinkles. In this paper, we propose a novel approach that unites the strengths of person-specific rendering and diffusion-based generative modeling to enable dynamic human avatar generation with both high photorealism and realistic pose-dependent deformations. Our method follows a two-stage pipeline: first, we optimize a set of person-specific UNets, with each network representing a dynamic human avatar that captures intricate pose-dependent deformations. In the second stage, we train a hyper diffusion model over the optimized network weights. During inference, our method generates network weights for real-time, controllable rendering of dynamic human avatars. Using a large-scale, cross-identity, multi-view video dataset, we demonstrate that our approach outperforms state-of-the-art human avatar generation methods.

cs.GR