Mohamed Younes

CV
h-index2
5papers
17citations
Novelty52%
AI Score48

5 Papers

6.2CVDec 9, 2025
GTAvatar: Bridging Gaussian Splatting and Texture Mapping for Relightable and Editable Gaussian Avatars

Kelian Baert, Mae Younes, Francois Bourel et al.

Recent advancements in Gaussian Splatting have enabled increasingly accurate reconstruction of photorealistic head avatars, opening the door to numerous applications in visual effects, videoconferencing, and virtual reality. This, however, comes with the lack of intuitive editability offered by traditional triangle mesh-based methods. In contrast, we propose a method that combines the accuracy and fidelity of 2D Gaussian Splatting with the intuitiveness of UV texture mapping. By embedding each canonical Gaussian primitive's local frame into a patch in the UV space of a template mesh in a computationally efficient manner, we reconstruct continuous editable material head textures from a single monocular video on a conventional UV domain. Furthermore, we leverage an efficient physically based reflectance model to enable relighting and editing of these intrinsic material maps. Through extensive comparisons with state-of-the-art methods, we demonstrate the accuracy of our reconstructions, the quality of our relighting results, and the ability to provide intuitive controls for modifying an avatar's appearance and geometry via texture mapping without additional optimization.

6.8CVNov 4, 2023
MAAIP: Multi-Agent Adversarial Interaction Priors for imitation from fighting demonstrations for physics-based characters

Mohamed Younes, Ewa Kijak, Richard Kulpa et al.

Simulating realistic interaction and motions for physics-based characters is of great interest for interactive applications, and automatic secondary character animation in the movie and video game industries. Recent works in reinforcement learning have proposed impressive results for single character simulation, especially the ones that use imitation learning based techniques. However, imitating multiple characters interactions and motions requires to also model their interactions. In this paper, we propose a novel Multi-Agent Generative Adversarial Imitation Learning based approach that generalizes the idea of motion imitation for one character to deal with both the interaction and the motions of the multiple physics-based characters. Two unstructured datasets are given as inputs: 1) a single-actor dataset containing motions of a single actor performing a set of motions linked to a specific application, and 2) an interaction dataset containing a few examples of interactions between multiple actors. Based on these datasets, our system trains control policies allowing each character to imitate the interactive skills associated with each actor, while preserving the intrinsic style. This approach has been tested on two different fighting styles, boxing and full-body martial art, to demonstrate the ability of the method to imitate different styles.

5.9GRJun 16, 2025Code
TextureSplat: Per-Primitive Texture Mapping for Reflective Gaussian Splatting

Mae Younes, Adnane Boukhayma

Gaussian Splatting have demonstrated remarkable novel view synthesis performance at high rendering frame rates. Optimization-based inverse rendering within complex capture scenarios remains however a challenging problem. A particular case is modelling complex surface light interactions for highly reflective scenes, which results in intricate high frequency specular radiance components. We hypothesize that such challenging settings can benefit from increased representation power. We hence propose a method that tackles this issue through a geometrically and physically grounded Gaussian Splatting borne radiance field, where normals and material properties are spatially variable in the primitive's local space. Using per-primitive texture maps for this purpose, we also propose to harness the GPU hardware to accelerate rendering at test time via unified material texture atlas.

4.9CLSep 12, 2025
!MSA at BAREC Shared Task 2025: Ensembling Arabic Transformers for Readability Assessment

Mohamed Basem, Mohamed Younes, Seif Ahmed et al.

We present MSAs winning system for the BAREC 2025 Shared Task on fine-grained Arabic readability assessment, achieving first place in six of six tracks. Our approach is a confidence-weighted ensemble of four complementary transformer models (AraBERTv2, AraELECTRA, MARBERT, and CAMeLBERT) each fine-tuned with distinct loss functions to capture diverse readability signals. To tackle severe class imbalance and data scarcity, we applied weighted training, advanced preprocessing, SAMER corpus relabeling with our strongest model, and synthetic data generation via Gemini 2.5 Flash, adding about 10,000 rare-level samples. A targeted post-processing step corrected prediction distribution skew, delivering a 6.3 percent Quadratic Weighted Kappa (QWK) gain. Our system reached 87.5 percent QWK at the sentence level and 87.4 percent at the document level, demonstrating the power of model and loss diversity, confidence-informed fusion, and intelligent augmentation for robust Arabic readability prediction.

5.1GRJun 12, 2025Code
Anti-Aliased 2D Gaussian Splatting

Mae Younes, Adnane Boukhayma

2D Gaussian Splatting (2DGS) has recently emerged as a promising method for novel view synthesis and surface reconstruction, offering better view-consistency and geometric accuracy than volumetric 3DGS. However, 2DGS suffers from severe aliasing artifacts when rendering at different sampling rates than those used during training, limiting its practical applications in scenarios requiring camera zoom or varying fields of view. We identify that these artifacts stem from two key limitations: the lack of frequency constraints in the representation and an ineffective screen-space clamping approach. To address these issues, we present AA-2DGS, an anti-aliased formulation of 2D Gaussian Splatting that maintains its geometric benefits while significantly enhancing rendering quality across different scales. Our method introduces a world-space flat smoothing kernel that constrains the frequency content of 2D Gaussian primitives based on the maximal sampling frequency from training views, effectively eliminating high-frequency artifacts when zooming in. Additionally, we derive a novel object-space Mip filter by leveraging an affine approximation of the ray-splat intersection mapping, which allows us to efficiently apply proper anti-aliasing directly in the local space of each splat.