Gerard Pons-Moll

CV
5papers
26citations
Novelty58%
AI Score55

5 Papers

14.0CVApr 7
PhysHead: Simulation-Ready Gaussian Head Avatars

Berna Kabadayi, Vanessa Sklyarova, Wojciech Zielonka et al.

Realistic digital avatars require expressive and dynamic hair motion; however, most existing head avatar methods assume rigid hair movement. These methods often fail to disentangle hair from the head, representing it as a simple outer shell and failing to capture its natural volumetric behavior. In this paper, we address these limitations by introducing PhysHead, a hybrid representation for animatable head avatars with realistic hair dynamics learned from multi-view video. At the core is a 3D Gaussian-based layered representation of the head. Our approach combines a 3D parametric mesh for the head with strand-based hair, which can be directly simulated using physics engines. For the appearance model, we employ Gaussian primitives attached to both the head mesh and hair segments. This representation enables the creation of photorealistic head avatars with dynamic hair behavior, such as wind-blown motion, overcoming the constraints of rigid hair in existing methods. However, these animation capabilities also require new training schemes. In particular, we propose the use of VLM-based models to generate appearance of regions that are occluded in the dynamic training sequences. In quantitative and qualitative studies, we demonstrate the capabilities of the proposed model and compare it with existing baselines. We show that our method can synthesize physically plausible hair motion besides expression and camera control.

15.3CVMar 13
ActionPlan: Future-Aware Streaming Motion Synthesis via Frame-Level Action Planning

Eric Nazarenus, Chuqiao Li, Yannan He et al.

We present ActionPlan, a unified motion diffusion framework that bridges real-time streaming with high-quality offline generation within a single model. The core idea is to introduce a per-frame action plan: the model predicts frame-level text latents that act as dense semantic anchors throughout denoising, and uses them to denoise the full motion sequence with combined semantic and motion cues. To support this structured workflow, we design latent-specific diffusion steps, allowing each motion latent to be denoised independently and sampled in flexible orders at inference. As a result, ActionPlan can run in a history-conditioned, future-aware mode for real-time streaming, while also supporting high-quality offline generation. The same mechanism further enables zero-shot motion editing and in-betweening without additional models. Experiments demonstrate that our real-time streaming is 5.25x faster while also achieving 18% motion quality improvement over the best previous method in terms of FID.

28.6CVOct 7, 2025Code
Human3R: Everyone Everywhere All at Once

Yue Chen, Xingyu Chen, Yuxuan Xue et al.

We present Human3R, a unified, feed-forward framework for online 4D human-scene reconstruction, in the world frame, from casually captured monocular videos. Unlike previous approaches that rely on multi-stage pipelines, iterative contact-aware refinement between humans and scenes, and heavy dependencies, e.g., human detection, depth estimation, and SLAM pre-processing, Human3R jointly recovers global multi-person SMPL-X bodies ("everyone"), dense 3D scene ("everywhere"), and camera trajectories in a single forward pass ("all-at-once"). Our method builds upon the 4D online reconstruction model CUT3R, and uses parameter-efficient visual prompt tuning, to strive to preserve CUT3R's rich spatiotemporal priors, while enabling direct readout of multiple SMPL-X bodies. Human3R is a unified model that eliminates heavy dependencies and iterative refinement. After being trained on the relatively small-scale synthetic dataset BEDLAM for just one day on one GPU, it achieves superior performance with remarkable efficiency: it reconstructs multiple humans in a one-shot manner, along with 3D scenes, in one stage, at real-time speed (15 FPS) with a low memory footprint (8 GB). Extensive experiments demonstrate that Human3R delivers state-of-the-art or competitive performance across tasks, including global human motion estimation, local human mesh recovery, video depth estimation, and camera pose estimation, with a single unified model. We hope that Human3R will serve as a simple yet strong baseline, be easily extended for downstream applications.Code available in https://fanegg.github.io/Human3R

12.0CVMar 18
AHOY! Animatable Humans under Occlusion from YouTube Videos with Gaussian Splatting and Video Diffusion Priors

Aymen Mir, Riza Alp Guler, Xiangjun Tang et al.

We present AHOY, a method for reconstructing complete, animatable 3D Gaussian avatars from in-the-wild monocular video despite heavy occlusion. Existing methods assume unoccluded input-a fully visible subject, often in a canonical pose-excluding the vast majority of real-world footage where people are routinely occluded by furniture, objects, or other people. Reconstructing from such footage poses fundamental challenges: large body regions may never be observed, and multi-view supervision per pose is unavailable. We address these challenges with four contributions: (i) a hallucination-as-supervision pipeline that uses identity-finetuned diffusion models to generate dense supervision for previously unobserved body regions; (ii) a two-stage canonical-to-pose-dependent architecture that bootstraps from sparse observations to full pose-dependent Gaussian maps; (iii) a map-pose/LBS-pose decoupling that absorbs multi-view inconsistencies from the generated data; (iv) a head/body split supervision strategy that preserves facial identity. We evaluate on YouTube videos and on multi-view capture data with significant occlusion and demonstrate state-of-the-art reconstruction quality. We also demonstrate that the resulting avatars are robust enough to be animated with novel poses and composited into 3DGS scenes captured using cell-phone video. Our project page is available at https://miraymen.github.io/ahoy/

16.0CVMar 12
Hoi3DGen: Generating High-Quality Human-Object-Interactions in 3D

Agniv Sharma, Xianghui Xie, Tom Fischer et al.

Modeling and generating 3D human-object interactions from text is crucial for applications in AR, XR, and gaming. Existing approaches often rely on score distillation from text-to-image models, but their results suffer from the Janus problem and do not follow text prompts faithfully due to the scarcity of high-quality interaction data. We introduce Hoi3DGen, a framework that generates high-quality textured meshes of human-object interaction that follow the input interaction descriptions precisely. We first curate realistic and high-quality interaction data leveraging multimodal large language models, and then create a full text-to-3D pipeline, which achieves orders-of-magnitude improvements in interaction fidelity. Our method surpasses baselines by 4-15x in text consistency and 3-7x in 3D model quality, exhibiting strong generalization to diverse categories and interaction types, while maintaining high-quality 3D generation.