13.1CVJul 8, 2023
Sketch-A-Shape: Zero-Shot Sketch-to-3D Shape GenerationAditya Sanghi, Pradeep Kumar Jayaraman, Arianna Rampini et al.
Significant progress has recently been made in creative applications of large pre-trained models for downstream tasks in 3D vision, such as text-to-shape generation. This motivates our investigation of how these pre-trained models can be used effectively to generate 3D shapes from sketches, which has largely remained an open challenge due to the limited sketch-shape paired datasets and the varying level of abstraction in the sketches. We discover that conditioning a 3D generative model on the features (obtained from a frozen large pre-trained vision model) of synthetic renderings during training enables us to effectively generate 3D shapes from sketches at inference time. This suggests that the large pre-trained vision model features carry semantic signals that are resilient to domain shifts, i.e., allowing us to use only RGB renderings, but generalizing to sketches at inference time. We conduct a comprehensive set of experiments investigating different design factors and demonstrate the effectiveness of our straightforward approach for generation of multiple 3D shapes per each input sketch regardless of their level of abstraction without requiring any paired datasets during training.
6.2CVDec 10, 2025
FunPhase: A Periodic Functional Autoencoder for Motion Generation via Phase ManifoldsMarco Pegoraro, Evan Atherton, Bruno Roy et al.
Learning natural body motion remains challenging due to the strong coupling between spatial geometry and temporal dynamics. Embedding motion in phase manifolds, latent spaces that capture local periodicity, has proven effective for motion prediction; however, existing approaches lack scalability and remain confined to specific settings. We introduce FunPhase, a functional periodic autoencoder that learns a phase manifold for motion and replaces discrete temporal decoding with a function-space formulation, enabling smooth trajectories that can be sampled at arbitrary temporal resolutions. FunPhase supports downstream tasks such as super-resolution and partial-body motion completion, generalizes across skeletons and datasets, and unifies motion prediction and generation within a single interpretable manifold. Our model achieves substantially lower reconstruction error than prior periodic autoencoder baselines while enabling a broader range of applications and performing on par with state-of-the-art motion generation methods.
13.1CVJul 7, 2025
Motion Generation: A Survey of Generative Approaches and BenchmarksAliasghar Khani, Arianna Rampini, Bruno Roy et al.
Motion generation, the task of synthesizing realistic motion sequences from various conditioning inputs, has become a central problem in computer vision, computer graphics, and robotics, with applications ranging from animation and virtual agents to human-robot interaction. As the field has rapidly progressed with the introduction of diverse modeling paradigms including GANs, autoencoders, autoregressive models, and diffusion-based techniques, each approach brings its own advantages and limitations. This growing diversity has created a need for a comprehensive and structured review that specifically examines recent developments from the perspective of the generative approach employed. In this survey, we provide an in-depth categorization of motion generation methods based on their underlying generative strategies. Our main focus is on papers published in top-tier venues since 2023, reflecting the most recent advancements in the field. In addition, we analyze architectural principles, conditioning mechanisms, and generation settings, and compile a detailed overview of the evaluation metrics and datasets used across the literature. Our objective is to enable clearer comparisons and identify open challenges, thereby offering a timely and foundational reference for researchers and practitioners navigating the rapidly evolving landscape of motion generation.
11.8CVMay 28, 2025
UniMoGen: Universal Motion GenerationAliasghar Khani, Arianna Rampini, Evan Atherton et al.
Motion generation is a cornerstone of computer graphics, animation, gaming, and robotics, enabling the creation of realistic and varied character movements. A significant limitation of existing methods is their reliance on specific skeletal structures, which restricts their versatility across different characters. To overcome this, we introduce UniMoGen, a novel UNet-based diffusion model designed for skeleton-agnostic motion generation. UniMoGen can be trained on motion data from diverse characters, such as humans and animals, without the need for a predefined maximum number of joints. By dynamically processing only the necessary joints for each character, our model achieves both skeleton agnosticism and computational efficiency. Key features of UniMoGen include controllability via style and trajectory inputs, and the ability to continue motions from past frames. We demonstrate UniMoGen's effectiveness on the 100style dataset, where it outperforms state-of-the-art methods in diverse character motion generation. Furthermore, when trained on both the 100style and LAFAN1 datasets, which use different skeletons, UniMoGen achieves high performance and improved efficiency across both skeletons. These results highlight UniMoGen's potential to advance motion generation by providing a flexible, efficient, and controllable solution for a wide range of character animations.