Jessica Hodgins

CV
h-index54
17papers
716citations
Novelty56%
AI Score51

17 Papers

GRJun 30, 2022
Dressing Avatars: Deep Photorealistic Appearance for Physically Simulated Clothing

Donglai Xiang, Timur Bagautdinov, Tuur Stuyck et al.

Despite recent progress in developing animatable full-body avatars, realistic modeling of clothing - one of the core aspects of human self-expression - remains an open challenge. State-of-the-art physical simulation methods can generate realistically behaving clothing geometry at interactive rates. Modeling photorealistic appearance, however, usually requires physically-based rendering which is too expensive for interactive applications. On the other hand, data-driven deep appearance models are capable of efficiently producing realistic appearance, but struggle at synthesizing geometry of highly dynamic clothing and handling challenging body-clothing configurations. To this end, we introduce pose-driven avatars with explicit modeling of clothing that exhibit both photorealistic appearance learned from real-world data and realistic clothing dynamics. The key idea is to introduce a neural clothing appearance model that operates on top of explicit geometry: at training time we use high-fidelity tracking, whereas at animation time we rely on physically simulated geometry. Our core contribution is a physically-inspired appearance network, capable of generating photorealistic appearance with view-dependent and dynamic shadowing effects even for unseen body-clothing configurations. We conduct a thorough evaluation of our model and demonstrate diverse animation results on several subjects and different types of clothing. Unlike previous work on photorealistic full-body avatars, our approach can produce much richer dynamics and more realistic deformations even for many examples of loose clothing. We also demonstrate that our formulation naturally allows clothing to be used with avatars of different people while staying fully animatable, thus enabling, for the first time, photorealistic avatars with novel clothing.

CVDec 1, 2022
NeuWigs: A Neural Dynamic Model for Volumetric Hair Capture and Animation

Ziyan Wang, Giljoo Nam, Tuur Stuyck et al.

The capture and animation of human hair are two of the major challenges in the creation of realistic avatars for the virtual reality. Both problems are highly challenging, because hair has complex geometry and appearance, as well as exhibits challenging motion. In this paper, we present a two-stage approach that models hair independently from the head to address these challenges in a data-driven manner. The first stage, state compression, learns a low-dimensional latent space of 3D hair states containing motion and appearance, via a novel autoencoder-as-a-tracker strategy. To better disentangle the hair and head in appearance learning, we employ multi-view hair segmentation masks in combination with a differentiable volumetric renderer. The second stage learns a novel hair dynamics model that performs temporal hair transfer based on the discovered latent codes. To enforce higher stability while driving our dynamics model, we employ the 3D point-cloud autoencoder from the compression stage for de-noising of the hair state. Our model outperforms the state of the art in novel view synthesis and is capable of creating novel hair animations without having to rely on hair observations as a driving signal. Project page is here https://ziyanw1.github.io/neuwigs/.

GRJul 23, 2024
Strategy and Skill Learning for Physics-based Table Tennis Animation

Jiashun Wang, Jessica Hodgins, Jungdam Won

Recent advancements in physics-based character animation leverage deep learning to generate agile and natural motion, enabling characters to execute movements such as backflips, boxing, and tennis. However, reproducing the selection and use of diverse motor skills in dynamic environments to solve complex tasks, as humans do, still remains a challenge. We present a strategy and skill learning approach for physics-based table tennis animation. Our method addresses the issue of mode collapse, where the characters do not fully utilize the motor skills they need to perform to execute complex tasks. More specifically, we demonstrate a hierarchical control system for diversified skill learning and a strategy learning framework for effective decision-making. We showcase the efficacy of our method through comparative analysis with state-of-the-art methods, demonstrating its capabilities in executing various skills for table tennis. Our strategy learning framework is validated through both agent-agent interaction and human-agent interaction in Virtual Reality, handling both competitive and cooperative tasks.

GROct 9, 2023
Drivable Avatar Clothing: Faithful Full-Body Telepresence with Dynamic Clothing Driven by Sparse RGB-D Input

Donglai Xiang, Fabian Prada, Zhe Cao et al.

Clothing is an important part of human appearance but challenging to model in photorealistic avatars. In this work we present avatars with dynamically moving loose clothing that can be faithfully driven by sparse RGB-D inputs as well as body and face motion. We propose a Neural Iterative Closest Point (N-ICP) algorithm that can efficiently track the coarse garment shape given sparse depth input. Given the coarse tracking results, the input RGB-D images are then remapped to texel-aligned features, which are fed into the drivable avatar models to faithfully reconstruct appearance details. We evaluate our method against recent image-driven synthesis baselines, and conduct a comprehensive analysis of the N-ICP algorithm. We demonstrate that our method can generalize to a novel testing environment, while preserving the ability to produce high-fidelity and faithful clothing dynamics and appearance.

ROJan 30
ZEST: Zero-shot Embodied Skill Transfer for Athletic Robot Control

Jean Pierre Sleiman, He Li, Alphonsus Adu-Bredu et al.

Achieving robust, human-like whole-body control on humanoid robots for agile, contact-rich behaviors remains a central challenge, demanding heavy per-skill engineering and a brittle process of tuning controllers. We introduce ZEST (Zero-shot Embodied Skill Transfer), a streamlined motion-imitation framework that trains policies via reinforcement learning from diverse sources -- high-fidelity motion capture, noisy monocular video, and non-physics-constrained animation -- and deploys them to hardware zero-shot. ZEST generalizes across behaviors and platforms while avoiding contact labels, reference or observation windows, state estimators, and extensive reward shaping. Its training pipeline combines adaptive sampling, which focuses training on difficult motion segments, and an automatic curriculum using a model-based assistive wrench, together enabling dynamic, long-horizon maneuvers. We further provide a procedure for selecting joint-level gains from approximate analytical armature values for closed-chain actuators, along with a refined model of actuators. Trained entirely in simulation with moderate domain randomization, ZEST demonstrates remarkable generality. On Boston Dynamics' Atlas humanoid, ZEST learns dynamic, multi-contact skills (e.g., army crawl, breakdancing) from motion capture. It transfers expressive dance and scene-interaction skills, such as box-climbing, directly from videos to Atlas and the Unitree G1. Furthermore, it extends across morphologies to the Spot quadruped, enabling acrobatics, such as a continuous backflip, through animation. Together, these results demonstrate robust zero-shot deployment across heterogeneous data sources and embodiments, establishing ZEST as a scalable interface between biological movements and their robotic counterparts.

ROFeb 3, 2025
ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills

Tairan He, Jiawei Gao, Wenli Xiao et al.

Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.

GRMar 14, 2025
Diffuse-CLoC: Guided Diffusion for Physics-based Character Look-ahead Control

Xiaoyu Huang, Takara Truong, Yunbo Zhang et al.

We present Diffuse-CLoC, a guided diffusion framework for physics-based look-ahead control that enables intuitive, steerable, and physically realistic motion generation. While existing kinematics motion generation with diffusion models offer intuitive steering capabilities with inference-time conditioning, they often fail to produce physically viable motions. In contrast, recent diffusion-based control policies have shown promise in generating physically realizable motion sequences, but the lack of kinematics prediction limits their steerability. Diffuse-CLoC addresses these challenges through a key insight: modeling the joint distribution of states and actions within a single diffusion model makes action generation steerable by conditioning it on the predicted states. This approach allows us to leverage established conditioning techniques from kinematic motion generation while producing physically realistic motions. As a result, we achieve planning capabilities without the need for a high-level planner. Our method handles a diverse set of unseen long-horizon downstream tasks through a single pre-trained model, including static and dynamic obstacle avoidance, motion in-betweening, and task-space control. Experimental results show that our method significantly outperforms the traditional hierarchical framework of high-level motion diffusion and low-level tracking.

CVJan 20
Curriculum-Based Strategies for Efficient Cross-Domain Action Recognition

Emily Kim, Allen Wu, Jessica Hodgins

Despite significant progress in human action recognition, generalizing to diverse viewpoints remains a challenge. Most existing datasets are captured from ground-level perspectives, and models trained on them often struggle to transfer to drastically different domains such as aerial views. This paper examines how curriculum-based training strategies can improve generalization to unseen real aerial-view data without using any real aerial data during training. We explore curriculum learning for cross-view action recognition using two out-of-domain sources: synthetic aerial-view data and real ground-view data. Our results on the evaluation on order of training (fine-tuning on synthetic aerial data vs. real ground data) shows that fine-tuning on real ground data but differ in how they transition from synthetic to real. The first uses a two-stage curriculum with direct fine-tuning, while the second applies a progressive curriculum that expands the dataset in multiple stages before fine-tuning. We evaluate both methods on the REMAG dataset using SlowFast (CNN-based) and MViTv2 (Transformer-based) architectures. Results show that combining the two out-of-domain datasets clearly outperforms training on a single domain, whether real ground-view or synthetic aerial-view. Both curriculum strategies match the top-1 accuracy of simple dataset combination while offering efficiency gains. With the two-step fine-tuning method, SlowFast achieves up to a 37% reduction in iterations and MViTv2 up to a 30% reduction compared to simple combination. The multi-step progressive approach further reduces iterations, by up to 9% for SlowFast and 30% for MViTv2, relative to the two-step method. These findings demonstrate that curriculum-based training can maintain comparable performance (top-1 accuracy within 3% range) while improving training efficiency in cross-view action recognition.

CVDec 14, 2023
A Local Appearance Model for Volumetric Capture of Diverse Hairstyle

Ziyan Wang, Giljoo Nam, Aljaz Bozic et al.

Hair plays a significant role in personal identity and appearance, making it an essential component of high-quality, photorealistic avatars. Existing approaches either focus on modeling the facial region only or rely on personalized models, limiting their generalizability and scalability. In this paper, we present a novel method for creating high-fidelity avatars with diverse hairstyles. Our method leverages the local similarity across different hairstyles and learns a universal hair appearance prior from multi-view captures of hundreds of people. This prior model takes 3D-aligned features as input and generates dense radiance fields conditioned on a sparse point cloud with color. As our model splits different hairstyles into local primitives and builds prior at that level, it is capable of handling various hair topologies. Through experiments, we demonstrate that our model captures a diverse range of hairstyles and generalizes well to challenging new hairstyles. Empirical results show that our method improves the state-of-the-art approaches in capturing and generating photorealistic, personalized avatars with complete hair.

CVDec 16, 2025
CRISP: Contact-Guided Real2Sim from Monocular Video with Planar Scene Primitives

Zihan Wang, Jiashun Wang, Jeff Tan et al.

We introduce CRISP, a method that recovers simulatable human motion and scene geometry from monocular video. Prior work on joint human-scene reconstruction relies on data-driven priors and joint optimization with no physics in the loop, or recovers noisy geometry with artifacts that cause motion tracking policies with scene interactions to fail. In contrast, our key insight is to recover convex, clean, and simulation-ready geometry by fitting planar primitives to a point cloud reconstruction of the scene, via a simple clustering pipeline over depth, normals, and flow. To reconstruct scene geometry that might be occluded during interactions, we make use of human-scene contact modeling (e.g., we use human posture to reconstruct the occluded seat of a chair). Finally, we ensure that human and scene reconstructions are physically-plausible by using them to drive a humanoid controller via reinforcement learning. Our approach reduces motion tracking failure rates from 55.2\% to 6.9\% on human-centric video benchmarks (EMDB, PROX), while delivering a 43\% faster RL simulation throughput. We further validate it on in-the-wild videos including casually-captured videos, Internet videos, and even Sora-generated videos. This demonstrates CRISP's ability to generate physically-valid human motion and interaction environments at scale, greatly advancing real-to-sim applications for robotics and AR/VR.

CVOct 27, 2025
TurboPortrait3D: Single-step diffusion-based fast portrait novel-view synthesis

Emily Kim, Julieta Martinez, Timur Bagautdinov et al.

We introduce TurboPortrait3D: a method for low-latency novel-view synthesis of human portraits. Our approach builds on the observation that existing image-to-3D models for portrait generation, while capable of producing renderable 3D representations, are prone to visual artifacts, often lack of detail, and tend to fail at fully preserving the identity of the subject. On the other hand, image diffusion models excel at generating high-quality images, but besides being computationally expensive, are not grounded in 3D and thus are not directly capable of producing multi-view consistent outputs. In this work, we demonstrate that image-space diffusion models can be used to significantly enhance the quality of existing image-to-avatar methods, while maintaining 3D-awareness and running with low-latency. Our method takes a single frontal image of a subject as input, and applies a feedforward image-to-avatar generation pipeline to obtain an initial 3D representation and corresponding noisy renders. These noisy renders are then fed to a single-step diffusion model which is conditioned on input image(s), and is specifically trained to refine the renders in a multi-view consistent way. Moreover, we introduce a novel effective training strategy that includes pre-training on a large corpus of synthetic multi-view data, followed by fine-tuning on high-quality real images. We demonstrate that our approach both qualitatively and quantitatively outperforms current state-of-the-art for portrait novel-view synthesis, while being efficient in time.

ROJun 28, 2024
SMPLOlympics: Sports Environments for Physically Simulated Humanoids

Zhengyi Luo, Jiashun Wang, Kangni Liu et al.

We present SMPLOlympics, a collection of physically simulated environments that allow humanoids to compete in a variety of Olympic sports. Sports simulation offers a rich and standardized testing ground for evaluating and improving the capabilities of learning algorithms due to the diversity and physically demanding nature of athletic activities. As humans have been competing in these sports for many years, there is also a plethora of existing knowledge on the preferred strategy to achieve better performance. To leverage these existing human demonstrations from videos and motion capture, we design our humanoid to be compatible with the widely-used SMPL and SMPL-X human models from the vision and graphics community. We provide a suite of individual sports environments, including golf, javelin throw, high jump, long jump, and hurdling, as well as competitive sports, including both 1v1 and 2v2 games such as table tennis, tennis, fencing, boxing, soccer, and basketball. Our analysis shows that combining strong motion priors with simple rewards can result in human-like behavior in various sports. By providing a unified sports benchmark and baseline implementation of state and reward designs, we hope that SMPLOlympics can help the control and animation communities achieve human-like and performant behaviors.

CVDec 13, 2021
HVH: Learning a Hybrid Neural Volumetric Representation for Dynamic Hair Performance Capture

Ziyan Wang, Giljoo Nam, Tuur Stuyck et al.

Capturing and rendering life-like hair is particularly challenging due to its fine geometric structure, the complex physical interaction and its non-trivial visual appearance.Yet, hair is a critical component for believable avatars. In this paper, we address the aforementioned problems: 1) we use a novel, volumetric hair representation that is com-posed of thousands of primitives. Each primitive can be rendered efficiently, yet realistically, by building on the latest advances in neural rendering. 2) To have a reliable control signal, we present a novel way of tracking hair on the strand level. To keep the computational effort manageable, we use guide hairs and classic techniques to expand those into a dense hood of hair. 3) To better enforce temporal consistency and generalization ability of our model, we further optimize the 3D scene flow of our representation with multi-view optical flow, using volumetric ray marching. Our method can not only create realistic renders of recorded multi-view sequences, but also create renderings for new hair configurations by providing new control signals. We compare our method with existing work on viewpoint synthesis and drivable animation and achieve state-of-the-art results. Please check out our project website at https://ziyanw1.github.io/hvh/.

CVJun 28, 2021
Modeling Clothing as a Separate Layer for an Animatable Human Avatar

Donglai Xiang, Fabian Prada, Timur Bagautdinov et al.

We have recently seen great progress in building photorealistic animatable full-body codec avatars, but generating high-fidelity animation of clothing is still difficult. To address these difficulties, we propose a method to build an animatable clothed body avatar with an explicit representation of the clothing on the upper body from multi-view captured videos. We use a two-layer mesh representation to register each 3D scan separately with the body and clothing templates. In order to improve the photometric correspondence across different frames, texture alignment is then performed through inverse rendering of the clothing geometry and texture predicted by a variational autoencoder. We then train a new two-layer codec avatar with separate modeling of the upper clothing and the inner body layer. To learn the interaction between the body dynamics and clothing states, we use a temporal convolution network to predict the clothing latent code based on a sequence of input skeletal poses. We show photorealistic animation output for three different actors, and demonstrate the advantage of our clothed-body avatars over the single-layer avatars used in previous work. We also show the benefit of an explicit clothing model that allows the clothing texture to be edited in the animation output.

CVDec 17, 2020
Learning Compositional Radiance Fields of Dynamic Human Heads

Ziyan Wang, Timur Bagautdinov, Stephen Lombardi et al.

Photorealistic rendering of dynamic humans is an important ability for telepresence systems, virtual shopping, synthetic data generation, and more. Recently, neural rendering methods, which combine techniques from computer graphics and machine learning, have created high-fidelity models of humans and objects. Some of these methods do not produce results with high-enough fidelity for driveable human models (Neural Volumes) whereas others have extremely long rendering times (NeRF). We propose a novel compositional 3D representation that combines the best of previous methods to produce both higher-resolution and faster results. Our representation bridges the gap between discrete and continuous volumetric representations by combining a coarse 3D-structure-aware grid of animation codes with a continuous learned scene function that maps every position and its corresponding local animation code to its view-dependent emitted radiance and local volume density. Differentiable volume rendering is employed to compute photo-realistic novel views of the human head and upper body as well as to train our novel representation end-to-end using only 2D supervision. In addition, we show that the learned dynamic radiance field can be used to synthesize novel unseen expressions based on a global animation code. Our approach achieves state-of-the-art results for synthesizing novel views of dynamic human heads and the upper body.

CVNov 19, 2020
Batteries, camera, action! Learning a semantic control space for expressive robot cinematography

Rogerio Bonatti, Arthur Bucker, Sebastian Scherer et al.

Aerial vehicles are revolutionizing the way film-makers can capture shots of actors by composing novel aerial and dynamic viewpoints. However, despite great advancements in autonomous flight technology, generating expressive camera behaviors is still a challenge and requires non-technical users to edit a large number of unintuitive control parameters. In this work, we develop a data-driven framework that enables editing of these complex camera positioning parameters in a semantic space (e.g. calm, enjoyable, establishing). First, we generate a database of video clips with a diverse range of shots in a photo-realistic simulator, and use hundreds of participants in a crowd-sourcing framework to obtain scores for a set of semantic descriptors for each clip. Next, we analyze correlations between descriptors and build a semantic control space based on cinematography guidelines and human perception studies. Finally, we learn a generative model that can map a set of desired semantic video descriptors into low-level camera trajectory parameters. We evaluate our system by demonstrating that our model successfully generates shots that are rated by participants as having the expected degrees of expression for each descriptor. We also show that our models generalize to different scenes in both simulation and real-world experiments. Data and video found at: https://sites.google.com/view/robotcam.

CVSep 22, 2020
MonoClothCap: Towards Temporally Coherent Clothing Capture from Monocular RGB Video

Donglai Xiang, Fabian Prada, Chenglei Wu et al.

We present a method to capture temporally coherent dynamic clothing deformation from a monocular RGB video input. In contrast to the existing literature, our method does not require a pre-scanned personalized mesh template, and thus can be applied to in-the-wild videos. To constrain the output to a valid deformation space, we build statistical deformation models for three types of clothing: T-shirt, short pants and long pants. A differentiable renderer is utilized to align our captured shapes to the input frames by minimizing the difference in both silhouette, segmentation, and texture. We develop a UV texture growing method which expands the visible texture region of the clothing sequentially in order to minimize drift in deformation tracking. We also extract fine-grained wrinkle detail from the input videos by fitting the clothed surface to the normal maps estimated by a convolutional neural network. Our method produces temporally coherent reconstruction of body and clothing from monocular video. We demonstrate successful clothing capture results from a variety of challenging videos. Extensive quantitative experiments demonstrate the effectiveness of our method on metrics including body pose error and surface reconstruction error of the clothing.