CVPR 2026 Papers

Conference on Computer Vision and Pattern Recognition

Decision breakdown

4,042papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Oral
    1383.4%
  • Poster
    3,90496.6%

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ReMoGen: Real-time Human Interaction-to-Reaction Generation via Modular Learning from Diverse Data

Yaoqin Ye, Yiteng Xu, Qin Sun, Xinge Zhu, YUJING SUN, Yuexin Ma

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Human behaviors in real-world environments are inherently interactive, with an individual's motion shaped by surrounding agents and the scene. Such capabilities are essential for applications in virtual avatars, interactive animation, and human-robot collaboration. We target real-time human interaction-to-reaction generation, which generates the ego's future motion from dynamic multi-source cues, including others' actions, scene geometry, and optional high-level semantic inputs. This task is fundamentally challenging due to (i) limited and fragmented interaction data distributed across heterogeneous single-person, human-human, and human-scene domains, and (ii) the need to produce low-latency yet high-fidelity motion responses during continuous online interaction. To address these challenges, we propose ReMoGen (Reaction Motion Generation), a modular learning framework for real-time interaction-to-reaction generation. ReMoGen leverages a universal motion prior learned from large-scale single-person motion datasets and adapts it to target interaction domains through independently trained Meta-Interaction modules, enabling robust generalization under data-scarce and heterogeneous supervision. To support responsive online interaction, ReMoGen performs segment-level generation together with a lightweight Frame-wise Segment Refinement module that incorporates newly observed cues at the frame level, improving both responsiveness and temporal coherence without expensive full-sequence inference. Extensive experiments across human-human, human-scene, and mixed-modality interaction settings show that ReMoGen produces high-quality, coherent, and responsive reactions, while generalizing effectively across diverse interaction scenarios.

Poster
E-3DPSM: A State Machine for Event-based Egocentric 3D Human Pose Estimation

Mayur Deshmukh, Hiroyasu Akada, Helge Rhodin, Christian Theobalt, Vladislav Golyanik

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Event cameras offer multiple advantages in monocular egocentric 3D human pose estimation from head-mounted devices, such as millisecond temporal resolution, high dynamic range, and negligible motion blur. Existing methods effectively leverage these properties, but suffer from low 3D estimation accuracy, insufficient in many applications (e.g., immersive VR/AR). This is due to the design not being fully tailored towards event streams (e.g., their asynchronous and continuous nature), leading to high sensitivity to self-occlusions and temporal jitter in the estimates. This paper rethinks the setting and introduces E-3DPSM, an event-driven continuous pose state machine for event-based egocentric 3D human pose estimation. E-3DPSM aligns continuous human motion with fine-grained event dynamics; it evolves latent states and predicts continuous changes in 3D joint positions associated with observed events, which are fused with direct 3D human pose predictions, leading to stable and drift-free final 3D pose reconstructions. E-3DPSM runs in real-time at 80 Hz on a single workstation and sets a new state of the art in experiments on two benchmarks, improving accuracy by up to 19% (MPJPE) and temporal stability by up to 2.7x.

Poster
SceMoS: Scene-Aware 3D Human Motion Synthesis by Planning with Geometry-Grounded Tokens

Anindita Ghosh, Vladislav Golyanik, Taku Komura, Philipp Slusallek, Christian Theobalt, Rishabh Dabral

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Synthesizing text-driven 3D human motion within realistic scenes requires learning both semantic intent ("walk to the couch") and physical feasibility (e.g., avoiding collisions). Current methods use generative frameworks that simultaneously learn high-level planning and low-level contact reasoning, and rely on computationally expensive 3D scene data such as point clouds or voxel occupancy grids. We propose SceMoS, a scene-aware motion synthesis framework that shows that structured 2D scene representations can serve as a powerful alternative to full 3D supervision in physically grounded motion synthesis. SceMoS disentangles global planning from local execution using lightweight 2D cues and relying on (1) a text-conditioned autoregressive global motion planner that operates on a bird's-eye-view (BEV) image rendered from an elevated corner of the scene, encoded with DINOv2 features, as the scene representation, and (2) a geometry-grounded motion tokenizer trained via a conditional VQ-VAE, that uses 2D local scene heightmap, thus embedding surface physics directly into a discrete vocabulary. This 2D factorization reaches an efficiency-fidelity trade-off: BEV semantics capture spatial layout and affordance for global reasoning, while local heightmaps enforce fine-grained physical adherence without full 3D volumetric reasoning. SceMoS achieves state-of-the-art motion realism and contact accuracy on the TRUMANS benchmark, reducing the number of trainable parameters for scene encoding by over 50%, showing that 2D scene cues can effectively ground 3D human-scene interaction. Project URL: https://anindita127.github.io/SceMoS.

Poster
ResiHMR: Residual-Limb Aware Single-Image 3D Human Mesh Recovery for Individuals with Limb Loss

Jiaying Ying, Heming Du, Kaihao Zhang, Sean M. Tweedy, Xin Yu

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Single-image human mesh recovery provides a compact 3D, person-centric representation that supports analysis, animation, AR and VR, rehabilitation, and human-computer interaction. However, prevailing systems impose an intact-limb prior and degrade on people with limb loss, because fixed-topology models cannot represent residual limbs. In this work, we present ResiHMR, a residual-limb aware framework for single-image 3D human modeling. ResiHMR adopts residual-limb keypoints and introduces two components: (i) a topology-adaptive Residual Anchor-Factor Optimization module that constrains estimation to the observed kinematic subgraph of anatomically valid structures, and (ii) a geometry-based Residual-Limb Reconstruction module that estimates residual-limb boundaries and convex limb-termination geometry. Together, these modules introduce topology-aware optimization and explicit termination geometry as tools for human mesh recovery under non-standard limb anatomy. Unlike joint-removal methods in a fixed topology, ResiHMR explicitly reconstructs residual-limb surfaces and aligns optimization with limb-loss topology, which better matches prosthetic biomechanics and real-world use. To the best of our knowledge, this is the first single-image HMR system that explicitly reconstructs residual-limb surfaces and performs topology-adaptive optimization for individuals with limb loss. On a curated dataset of real-world images with limb loss, ResiHMR improves reconstruction quality under both SMPLify-X and HSMR backbones, reducing intact-joint 2D MPJPE from 41.32 to 37.40 with SMPLify-X and residual-limb 2D MPJPE from 73.61 to 23.19 with HSMR.

Poster
HanDyVQA: A Video QA Benchmark for Fine-Grained Hand-Object Interaction Dynamics

Masatoshi Tateno, Gido Kato, Hirokatsu Kataoka, Yoichi Sato, Takuma Yagi

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Hand-object interaction (HOI) involves dynamics where human manipulations produce spatio-temporal effects on objects. However, existing semantic HOI benchmarks focus on either manipulation or effects at a coarse level, lacking fine-grained spatio-temporal reasoning to capture HOI dynamics. We introduce HanDyVQA, a fine-grained video QA benchmark that comprehensively covers both the manipulation and effect aspects of HOI. HanDyVQA comprises six complementary question types (Action, Process, Objects, Location, State Change, and Object Parts), totaling 11.1K multiple-choice QA pairs. Collected QA pairs require recognizing manipulation styles, hand/object motions, and part-level state changes. HanDyVQA also includes 10.3K segmentation masks for Objects and Object Parts, enabling the evaluation of object/part-level reasoning in video object segmentation. We evaluated recent video foundation models on our benchmark and found that even the best, Gemini-2.5-Pro, achieved only 73% accuracy, well below human performance (97%). Further analysis shows the remaining challenges in spatial relationships, motion, and part-level geometric understanding. We also found that incorporating explicit HOI cues into visual features improves performance, providing insights for future HOI-aware models.

Poster
M4Human: A Large-Scale Multimodal mmWave Radar Benchmark for Human Mesh Reconstruction

Junqiao Fan, Yunjiao Zhou, Yizhuo Yang, Xinyuan Cui, Jiarui Zhang, Lihua Xie, Jianfei Yang, Chris Xiaoxuan Lu, Fangqiang Ding

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Human mesh reconstruction (HMR) provides direct insights into body-environment interaction, enabling various immersive applications. However, existing large-scale HMR benchmarks largely rely on line-of-sight RGB sensing, causing HMR systems to inherit the limitations of vision-based systems, including sensitivity to occlusion, lighting variation, and privacy concerns. These limitations have motivated growing interest in radio-frequency (RF) mmWave radar as a privacy-preserving and robust modality for human sensing. Despite this promise, current radar datasets remain limited by sparse skeleton annotations, small scale, and simple in-place actions. To address this gap, we introduce M4Human, the largest-scale multimodal benchmark to date for radar-based HMR, featuring 661K frames---9 times larger than the previous largest---with high-resolution mmWave radar, RGB, and depth data. M4Human provides both raw radar tensors (RT) and processed radar point clouds (RPC), enabling research across different levels of RF signal granularity. It also includes high-quality motion capture (MoCap) annotations with 3D meshes and global trajectories, covering 20 subjects and 50 diverse actions, including in-place, seated, and free-space sports or rehabilitation movements. We establish benchmarks on RT and RPC modalities, as well as multimodal fusion with RGB-D inputs. Extensive results demonstrate the value of M4Human for radar-based human modeling while revealing persistent challenges under fast and unconstrained motion. Our benchmark is publicly available at \href https://fanjunqiao.github.io/M4Human-site/ https://fanjunqiao.github.io/M4Human-site/ .

Poster
RAM: Recover Any 3D Human Motion in-the-Wild

Sen Jia, Ning Zhu, Jinqin Zhong, Jiale Zhou, Huaping Zhang, Jenq-Neng Hwang, Lei Li

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Recovering 3D human motion from monocular videos in-the-wild remains challenging due to occlusions, rapid movements, and viewpoint variations. To address these challenges, we introduce **Recover-Anyone Module (RAM)**, a unified framework for real-time and accurate 3D human motion reconstruction. RAM incorporates a motion-aware semantic tracker with adaptive Kalman filtering to achieve robust identity association under severe occlusions and dynamic interactions. A memory-augmented Temporal HMR module further enhances human motion reconstruction by injecting spatio-temporal priors for consistent and smooth motion estimation. Moreover, a lightweight Predictor module forecasts future poses to maintain reconstruction continuity, while a gated combiner adaptively fuses reconstructed and predicted features to ensure coherence and robustness. Experiments on in-the-wild multi-person benchmarks such as PoseTrack and 3DPW, demonstrate that RAM substantially outperforms previous state-of-the-art in both Zero-shot tracking stability and 3D accuracy, offering a generalizable paradigm for markerless 3D human motion capture in-the-wild.

Poster
Computer Vision with a Superpixelation Camera

Sasidharan Mahalingam, Rachel Brown, Atul Ingle

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Conventional cameras generate a lot of data that can be challenging to process in resource-constrained applications. Usually, cameras generate data streams on the order of the number of pixels in the image. However, most of this captured data is redundant for many downstream computer vision algorithms. We propose a novel camera design, which we call SuperCam, that adaptively processes captured data by performing superpixel segmentation on the fly. We show that SuperCam performs better than current state-of-the-art superpixel algorithms under memory-constrained situations. We also compare how well SuperCam performs when the compressed data is used for downstream computer vision tasks. Our results demonstrate that the proposed design provides superior output for image segmentation, object detection, and monocular depth estimation in situations where the available memory on the camera is limited. We posit that superpixel segmentation will play a crucial role as more computer vision inference models are deployed in edge devices. SuperCam would allow computer vision engineers to design more efficient systems for these applications.

Poster
VideoRealBench: A Chain-of-Thought Realism Evaluation Benchmark for Generated Human-Centric Videos

Min Yang, Xinwen Zhang, Jialei Tang, Xin Zhou, Kehan Li, Zeyi Huang, Limin Wang

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With the great advancement of video generation models, a growing number of content creators and researchers are leveraging these technologies to produce large volumes of human-centric videos for content creation and customized data generation for specific tasks. Although existing video generation models are capable of producing videos with high visual quality, their inadequate understanding of video realism results in generating unrealistic videos. While various evaluators have emerged to assess the quality of generated videos, they are trained from low-quality generated videos and data annotations, leading to misaligned ratings with human preferences. They also lack interpretability due to the absence of chain-of-thought reasoning. To address these issues, we propose VideoRealBench, a comprehensive benchmark for evaluating the realism of generated human-centric videos. We leverage a rating scale designed from human preferences to score videos and provide three-step rationales, thereby creating a finely-annotated dataset VideoRealDataset and proposing an evaluator VideoRealEval capable of providing reliable scores along with detailed rationales. VideoRealEval achieves a Pearson's linear correlation coefficient (PLCC) of 57.07% and a Spearman's rank correlation coefficient (SROCC) of 56.78% on VideoRealDataset, demonstrating closer alignment with human preferences than existing evaluators. Our code and dataset are available at https://github.com/MCG-NJU/VideoRealBench.

Poster
FISHuman: Fine-grained Single-image 3D Human Reconstruction via Multi-view 4D Remeshing

Hanxi Liu, Yifang Men, Zhouhui Lian

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Single-image 3D human reconstruction holds significant promise due to its convenience and high demand in various applications. Previous methods have garnered tremendous progress by employing 2D multi-view diffusion models to generate auxiliary views as reconstruction priors, but they struggle with 3D inconsistencies and limited generalization capabilities. In this paper, we present FISHuman, which aims to generate fine-grained, high-fidelity, and content-wise diverse 3D humans from a single-view input, providing production-ready 3D assets. We propose an elaborately designed workflow that reconstructs dynamic 3D meshes from multi-view inconsistent guidance. Specifically, we adapt a dual-stream transformer-based video diffusion model to generate cross-modally aligned multi-view RGB and normal sequences. We find that naively employing static 3D reconstruction can lead to geometric distortions and texture blurriness, due to the lack of 3D awareness within the generated frames. To address this, we introduce a novel 4D remeshing module that explicitly disentangles the learning of the globally shared canonical mesh and transient variations by tracking per-vertex deformations under different viewpoints. The topological consistency of the deformed meshes inherently enables the optimization of a unified UV representation that effectively integrates appearance attributes across frames. Both qualitative and quantitative experimental results demonstrate the superiority of our method over prior works in terms of appearance realism, geometric fineness, and generalization diversity. We also showcase the applicability of our reconstructed avatars for downstream applications including animation and 3D editing.

Poster
ViHOI: Human-Object Interaction Synthesis with Visual Priors

Songjin Cai, Linjie Zhong, Ling Guo, Changxing Ding

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Generating realistic and physically plausible 3D Human-Object Interactions (HOI) remains a key challenge in motion generation. One primary reason is that describing these physical constraints with words alone is difficult. To address this limitation, we propose a new paradigm: extracting rich interaction priors from easily accessible 2D images. Specifically, we introduce ViHOI, a novel framework that enables diffusion-based generative models to leverage rich, task-specific priors from 2D images to enhance generation quality. We utilize a large Vision-Language Model (VLM) as a powerful prior-extraction engine and adopt a layer-decoupled strategy to obtain visual and textual priors. Concurrently, we design a Q-Former-based adapter that compresses the VLM's high-dimensional features into compact prior tokens, which significantly facilitates the conditional training of our diffusion model. Our framework is trained on motion-rendered images from the dataset to ensure strict semantic alignment between visual inputs and motion sequences. During inference, it leverages reference images synthesized by a text-to-image generation model to improve generalization to unseen objects and interaction categories. Experimental results demonstrate that ViHOI achieves state-of-the-art performance, outperforming existing methods across multiple benchmarks and demonstrating superior generalization. The code for this work will be released at https//github.com/MPI-Lab/ViHOI.

Poster
Human Interaction-Aware 3D Reconstruction from a Single Image

Gwanghyun Kim, Junghun James Kim, Suh Yoon Jeon, Jason Park, Se Young Chun

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Reconstructing textured 3D human models from a single image is fundamental for AR/VR and digital human applications. However, existing methods mostly focus on single individuals and thus fail in multi-human scenes, where naive composition of individual reconstructions often leads to artifacts such as unrealistic overlaps, missing geometry in occluded regions, and distorted interactions. These limitations highlight the need for approaches that incorporate group-level context and interaction priors. We introduce a holistic method that explicitly models both group- and instance-level information. To mitigate perspective-induced geometric distortions, we first transform the input into a canonical orthographic space. Our primary component, Human Group-Instance Multi-View Diffusion (HUG-MVD), then generates complete multi-view normals and images by jointly modeling individuals and group context to resolve occlusions and proximity. Subsequently, the Human Group-Instance Geometric Reconstruction (HUG-GR) module optimizes the geometry by leveraging explicit, physics-based interaction priors to enforce physical plausibility and accurately model inter-human contact. Finally, the multi-view images are fused into a high-fidelity texture. Together, these components form our complete framework, HUG3D. Extensive experiments show that HUG3D significantly outperforms both single-human and existing multi-human methods, producing physically plausible, high-fidelity 3D reconstructions of interacting people from a single image.

Poster
Mining Instance-Centric Vision-Language Contexts for Human-Object Interaction Detection

Soo Won Seo, KyungChae Lee, Hyungchan Cho, Taein Son, Nam Ik Cho, Jun Won Choi

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Human-Object Interaction (HOI) detection aims to localize human-object pairs and classify their interactions from a single image, a task that demands strong visual understanding and nuanced contextual reasoning. Recent approaches have leveraged Vision-Language Models (VLMs) to introduce semantic priors, significantly improving HOI detection performance. However, existing methods often fail to fully capitalize on the diverse contextual cues distributed across the entire scene. To overcome these limitations, we propose the Instance-centric Context Mining Network (InCoM-Net)--a novel framework that effectively integrates rich semantic knowledge extracted from VLMs with instance-specific features produced by an object detector. This design enables deeper interaction reasoning by modeling relationships not only within each detected instance but also across instances and their surrounding scene context. InCoM-Net comprises two core components: Instance-centric Context Refinement (ICR), which separately extracts intra-instance, inter-instance, and global contextual cues from VLM-derived features, and Progressive Context Aggregation (ProCA), which iteratively fuses these multi-context features with instance-level detector features to support high-level HOI reasoning. Extensive experiments on the HICO-DET and V-COCO benchmarks show that InCoM-Net achieves state-of-the-art performance, surpassing previous HOI detection methods. Code is available at https://github.com/nowuss/InCoM-Net.

Poster
OneHOI: Unifying Human-Object Interaction Generation and Editing

Jiun Tian Hoe, Weipeng Hu, Xudong Jiang, Yap-Peng Tan, Chee Seng Chan

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Human-Object Interaction (HOI) modelling captures how humans act upon and relate to objects, typically expressed as <person, action, object> triplets. Existing approaches split into two disjoint families: HOI generation synthesises scenes from structured triplets and layout, but fails to integrate mixed conditions like HOI and object-only entities; and HOI editing modifies interactions via text, yet struggles to decouple pose from physical contact and scale to multiple interactions. We introduce OneHOI, a unified diffusion transformer framework that consolidates HOI generation and editing into a single conditional denoising process driven by shared structured interaction representations. At its core, the Relational Diffusion Transformer (R-DiT) models verb-mediated relations through role- and instance-aware HOI tokens, layout-based spatial Action Grounding, a Structured HOI Attention to enforce interaction topology, and HOI RoPE to disentangle multi-HOI scenes. Trained jointly with modality dropout on our HOI-Edit-44K, along with HOI and object-centric datasets, OneHOI supports layout-guided, layout-free, arbitrary-mask, and mixed-condition control, achieving state-of-the-art results across both HOI generation and editing.

Poster
SyncMos: Scalable Motion Synchronisation for Multi-Agent Scene Interaction

Lingxiao Li, Dongwon Kim, Lingyan Ruan, Bin CHEN, Taesoo Kwon, Taehyun Rhee

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Text-guided motion generation in 3D scenes has advanced the synthesis of human-scene interactions, contributing to embodied AI, scene understanding, and virtual agent simulation. While recent studies have begun exploring multi-agent scenarios, achieving temporally synchronised interactions among multiple agents remains an open challenge. Existing methods are often limited in flexibility and scalability when handling diverse interaction contexts.We present a method that enables synchronised multi-agent interaction using a single-agent motion synthesis model through two key components: a text-guided dependency-aware story planner and a temporal synchronisation module. The story planner interprets natural language instructions into structured event sequences with temporal dependencies. Our synchronisation module, built upon time-warping control and diffusion posterior sampling, aligns interaction timing across agents without retraining.Experimental results demonstrate that the proposed framework effectively models temporal dependencies and causal order between events. Evaluations across diverse interaction types show improved temporal alignment and coherent multi-agent motion generation consistent with textual instructions.

Poster
Ground Reaction Inertial Poser: Physics-based Human Motion Capture from Sparse IMUs and Insole Pressure Sensors

Ryosuke Hori, Jyun-Ting Song, Zhengyi Luo, Jinkun Cao, Soyong Shin, Hideo Saito, Kris Kitani

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We propose Ground Reaction Inertial Poser (GRIP), a method that reconstructs physically plausible human motion using four wearable devices. Unlike conventional IMU-only approaches, GRIP combines IMU signals with foot pressure data to capture both body dynamics and ground interactions. Furthermore, rather than relying solely on kinematic estimation, GRIP uses a digital twin of a person, in the form of a synthetic humanoid in a physics simulator, to reconstruct realistic and physically plausible motion. At its core, GRIP consists of two modules: KinematicsNet, which estimates body poses and velocities from sensor data, and DynamicsNet, which controls the humanoid in the simulator using the residual between the KinematicsNet prediction and the simulated humanoid state. To enable robust training and fair evaluation, we introduce a large-scale dataset, Pressure and Inertial Sensing for Human Motion and Interaction (PRISM), that captures diverse human motions with synchronized IMUs and insole pressure sensors. Experimental results show that GRIP outperforms existing IMU-only and IMU-pressure fusion methods across all evaluated datasets, achieving higher global pose accuracy and improved physical consistency.

Poster
What Are You Doing? A Closer Look at Controllable Human Video Generation

Emanuele Bugliarello, Anurag Arnab, Roni Paiss, Christy Koh, Pieter-Jan Kindermans, Cordelia Schmid

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High-quality benchmarks are crucial for driving progress in machine learning research. However, despite the growing interest in video generation, there is no comprehensive dataset to evaluate human synthesis. Humans can perform a wide variety of actions and interactions, but existing datasets, like TikTok, TED-Talks, and HumanVid, lack the diversity and complexity to fully capture the capabilities of video generation models. We close this gap by introducing 'What Are You Doing?' (WYD): a new benchmark for fine-grained evaluation of controllable image-to-video generation of humans. WYD consists of 1,544 captioned videos that have been meticulously collected and annotated with fine-grained categories. These allow us to systematically measure performance across 9 aspects of human generation, including actions, interactions and motion. We also propose an evaluation framework, where we adapt existing metrics for better human- and video-level assessment, as shown by human preference. Equipped with our dataset and metrics, we perform in-depth analyses of state-of-the-art open-source models in controllable image-to-video generation, showing how WYD provides novel insights about their capabilities. We release data and code to drive progress in human video generation.

Poster
Glove2Hand: Synthesizing Natural Hand-Object Interaction from Multi-Modal Sensing Gloves

Xinyu Zhang, Ziyi Kou, Chuan Qin, Mia Huang, Ergys Ristani, Ankit Kumar, Lele Chen, Kun He, Abdeslam Boularias, Li Guan

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Understanding hand-object interaction (HOI) is fundamental to computer vision, robotics, and AR/VR. However, conventional hand videos often lack essential physical information, such as contact forces and motion dynamics, and are prone to frequent occlusions. To address these challenges, we present Glove2Hand, a framework that translates multi-modal sensing glove data in HOI videos into photorealistic bare-hand representations, while faithfully preserving the underlying physical interaction dynamics. We introduce a novel 3D Gaussian hand model that ensures both temporal and multi-view rendering consistency. The rendered hand is seamlessly integrated into the scene using a diffusion-based hand restorer, which effectively handles complex hand-object interactions and non-rigid deformations. Leveraging Glove2Hand, we introduce HandSense, the first multi-modal HOI dataset featuring multi-view bare-hand videos with synchronized tactile and IMU signals. We demonstrate that HandSense significantly enhances downstream bare-hand applications, including video-based contact estimation and hand tracking under severe occlusion.

Poster
Reading Your Actions: Learning Generalizable Action Representations via Pre-training AEMG

Zhenghao Huang, Huilin Yao, Kaikai Wang, Lin Shu

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A fundamental role in decoding human motor intent and enabling intuitive human-computer interaction is played by electromyography (EMG). However, its generalization capability across subjects, devices, and tasks remains substantially limited by data heterogeneity, label scarcity, and the lack of a unified representational framework. To bridge this gap, we propose Any Electromyography (AEMG), the first large-scale, self-supervised representation learning framework for EMG. AEMG reconceptualizes neuromuscular dynamics linguistically, utilizing a novel Neuromuscular Contraction Tokenizer (NCT) to translate discrete muscle contractions into structural words and temporal activation patterns into coherent sentences. Furthermore, we compile the largest cross-device EMG signal vocabulary to date, enabling seamless transfer across arbitrary channel topologies and sampling rates. Experiments demonstrate that AEMG improves the zero-shot leave-one-subject-out (LOSO) accuracy by 5.79--9.25% compared to six state-of-the-art baselines, and achieves more than 90% few-shot adaptation performance with only 5% of target user data. Our work has proposed the concept of EMG signals as a cross-device physiological language, learned their grammar from massive amounts of data, and laid the groundwork for a single-training, universally applicable EMG foundation model. Our code, demos, and more resources are available at https://github.com/AEMG-series/AEMG.

Poster
GardenDesigner: Encoding Aesthetic Principles into Jiangnan Garden Construction via a Chain of Agents

Mengtian Li, Fan Yang, Ruixue Xiong, Yiyan Fan, Zhifeng Xie, Zeyu Wang

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Jiangnan gardens, a prominent style of Chinese classical gardens, hold great potential as digital assets for film and game production and digital tourism. However, manual modeling of Jiangnan gardens heavily relies on expert experience for layout design and asset creation, making the process time-consuming. To address this gap, we propose GardenDesigner, a novel framework that encodes aesthetic principles for Jiangnan garden construction and integrates a chain of agents based on procedural modeling. The water-centric terrain and explorative pathway rules are applied by terrain distribution and road generation agents. Selection and spatial layout of garden assets follow the aesthetic and cultural constraints. Consequently, we propose asset selection and layout optimization agents to select and arrange objects for each area in the garden. Additionally, we introduce GardenVerse for Jiangnan garden construction, including expert-annotated garden knowledge to enhance the asset arrangement process. To enable interaction and editing, we develop an interactive interface and tools in Unity, in which non-expert users can construct Jiangnan gardens via text input within one minute. Experiments and human evaluations demonstrate that GardenDesigner can generate diverse and aesthetically pleasing Jiangnan gardens. Project page is available at https://monad-cube.github.io/GardenDesigner.

Poster