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Showing 1–50 of 92 results for author: Komura, T

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  1. arXiv:2607.29180  [pdf, ps, other

    cs.CV cs.AI

    MoRAE: Flow-Friendly Self-Supervised Latents for Text-to-Motion Generation

    Authors: Yifei Zhu, Mingyi Shi, Yangyang Cai, Miao Cheng, Yoshifumi Kitamura, Taku Komura

    Abstract: Text-to-motion generation must produce motions that are semantically correct, temporally coherent, and physically plausible. A natural approach is to first project motion data into a structured semantic space and then train a generative model within that space. Such a paradigm has been highly successful in image generation through Representation Autoencoders (RAEs), where a frozen self-supervised… ▽ More

    Submitted 31 July, 2026; originally announced July 2026.

  2. arXiv:2607.17093  [pdf, ps, other

    cs.CV

    Autoregressive B-Rep Shape Generation with Parametric Surfaces

    Authors: Dafei Qin, Rui Xu, Zeyu Shen, Kaichun Qiao, Hongyang Lin, Qixuan Zhang, Huaijin Pi, Lan Xu, Jingyi Yu, Wenping Wang, Taku Komura

    Abstract: Generative CAD modeling has broad design and application potential. Despite significant advances in Boundary Representation (B-Rep) generation, the dominant representation in CAD, existing methods largely depend on uniformly sampled point- or grid-based geometry representations, sacrificing native surface types and parameters and thereby limiting geometric fidelity and downstream usability. We pre… ▽ More

    Submitted 19 July, 2026; originally announced July 2026.

  3. Prior-First, Condition-Second: Scalable and Controllable Hand Motion Completion

    Authors: Mingyi Shi, Xuelin Chen, Taku Komura

    Abstract: Synthesizing hand motion that matches the full body motion and the semantic labels is a difficult task due to their high degrees of freedom and the lack of semantic labels. To cope with this issue, we propose a prior-first, condition-second framework for body-conditioned hand motion completion. Our framework first learns a generic body-hand kinematic prior from large-scale unstructured and unlabel… ▽ More

    Submitted 7 July, 2026; originally announced July 2026.

  4. arXiv:2606.25065  [pdf, ps, other

    cs.GR

    Self-supervised Garment Dynamics with Persistent Wrinkles

    Authors: Xiaoyuan Yang, Deshan Gong, Taku Komura, He Wang

    Abstract: Self-supervised neural garment simulation has become popular due to its computational efficiency, good visual realism, and no reliance on training data. However, existing methods greatly simplify the mechanical properties of fabrics, ignoring persistent wrinkles caused by plasticity. Although this simplification allows for modeling of purely elastic material and simple training via energy minimiza… ▽ More

    Submitted 28 June, 2026; v1 submitted 23 June, 2026; originally announced June 2026.

    Comments: Accepted to ECCV 2026

  5. arXiv:2605.15305  [pdf, ps, other

    cs.GR cs.LG

    WorldParticle: Unified World Simulation of Lagrangian Particle Dynamics via Transformer

    Authors: Caoliwen Wang, Minghao Guo, Siyuan Chen, Heng Zhang, Mengdi Wang, Xingyu Ni, Hanson Sun, Kunyi Wang, Zherong Pan, Kui Wu, Lingjie Liu, Yin Yang, Chenfanfu Jiang, Taku Komura, Wojciech Matusik, Peter Yichen Chen

    Abstract: A unified simulator that can model diverse physical phenomena without solver-specific redesign is a long-standing goal across simulation science. We present a learning-based particle simulator built on a single transformer architecture to model cloth, elastic solds, Newtonian and non-Newtonian fluids, granular materials, and molecular dynamics. Our model follows a prediction-correction design on a… ▽ More

    Submitted 20 May, 2026; v1 submitted 14 May, 2026; originally announced May 2026.

  6. arXiv:2605.04773  [pdf, ps, other

    cs.GR cs.PF

    AGIPC: Adaptive In-Solve Algebraic Coarsening for GPU IPC

    Authors: Xuan Wang, Zhaofeng Luo, Minchen Li, Taku Komura, Kemeng Huang

    Abstract: Implicit time integration is key to robustly simulating stiff materials and large deformations, but its performance is often dominated by repeatedly solving large linear systems. Adaptive coarsening can reduce this cost by concentrating degrees of freedom (DoF) to where it is most needed, yet conventional explicit remeshing changes connectivity (and often vertex ordering), complicating parallel im… ▽ More

    Submitted 6 May, 2026; originally announced May 2026.

  7. arXiv:2604.25936  [pdf, ps, other

    cs.GR cs.CV eess.IV

    SAND: Spatially Adaptive Network Depth for Fast Sampling of Neural Implicit Surfaces

    Authors: Chuanxiang Yang, Junhui Hou, Yuan Liu, Siyu Ren, Guangshun Wei, Taku Komura, Yuanfeng Zhou, Wenping Wang

    Abstract: Implicit neural representations are powerful for geometric modeling, but their practical use is often limited by the high computational cost of network evaluations. We observe that implicit representations require progressively lower accuracy as query points move farther from the target surface, and that even within the same iso-surface, representation difficulty varies spatially with local geomet… ▽ More

    Submitted 15 April, 2026; originally announced April 2026.

  8. arXiv:2604.19892  [pdf, ps, other

    cs.GR cs.AI

    An Efficient Multilevel Preconditioned Nonlinear Conjugate Gradient Method for Incremental Potential Contact

    Authors: Yu Zhang, Xing Shen, Kemeng Huang, Wei Chen, Yin Yang, Taku Komura, Tiantian Liu, Xingang Pan

    Abstract: Incremental Potential Contact (IPC) guarantees intersection-free simulation but suffers from high computational costs due to the expensive Hessian assembly and linear solves required by Newton's method. While Preconditioned Nonlinear Conjugate Gradient (PNCG) avoids Hessian assembly, it has historically struggled with poor convergence in stiff, contact-rich scenarios due to the lack of effective p… ▽ More

    Submitted 21 April, 2026; originally announced April 2026.

  9. arXiv:2604.09132  [pdf, ps, other

    cs.CV cs.CG cs.GR

    Strips as Tokens: Artist Mesh Generation with Native UV Segmentation

    Authors: Rui Xu, Dafei Qin, Kaichun Qiao, Qiujie Dong, Huaijin Pi, Qixuan Zhang, Longwen Zhang, Lan Xu, Jingyi Yu, Wenping Wang, Taku Komura

    Abstract: Recent advancements in autoregressive transformers have demonstrated remarkable potential for generating artist-quality meshes. However, the token ordering strategies employed by existing methods typically fail to meet professional artist standards, where coordinate-based sorting yields inefficiently long sequences, and patch-based heuristics disrupt the continuous edge flow and structural regular… ▽ More

    Submitted 1 May, 2026; v1 submitted 10 April, 2026; originally announced April 2026.

    Comments: ACM Transactions on Graphics. SIGGRAPH 2026

  10. arXiv:2603.25580  [pdf, ps, other

    cs.CV

    UNIC: Neural Garment Deformation Field for Real-time Clothed Character Animation

    Authors: Chengfeng Zhao, Junbo Qi, Yulou Liu, Zhiyang Dou, Minchen Li, Taku Komura, Ziwei Liu, Wenping Wang, Yuan Liu

    Abstract: Simulating physically realistic garment deformations is an essential task for virtual immersive experience, which is often achieved by physics simulation methods. However, these methods are typically time-consuming, computationally demanding, and require costly hardware, which is not suitable for real-time applications. Recent learning-based methods tried to resolve this problem by training graph… ▽ More

    Submitted 26 March, 2026; originally announced March 2026.

    Comments: Project page: https://igl-hkust.github.io/UNIC/

  11. arXiv:2603.15975  [pdf, ps, other

    cs.CV

    UMO: Unified In-Context Learning Unlocks Motion Foundation Model Priors

    Authors: Xiaoyan Cong, Zekun Li, Zhiyang Dou, Hongyu Li, Omid Taheri, Chuan Guo, Abhay Mittal, Sizhe An, Taku Komura, Wojciech Matusik, Michael J. Black, Srinath Sridhar

    Abstract: Large-scale foundation models (LFMs) have recently made impressive progress in text-to-motion generation by learning strong generative priors from massive 3D human motion datasets and paired text descriptions. However, how to effectively and efficiently leverage such single-purpose motion LFMs, i.e., text-to-motion synthesis, in more diverse cross-modal and in-context motion generation downstream… ▽ More

    Submitted 16 March, 2026; originally announced March 2026.

    Comments: Project Page: https://oliver-cong02.github.io/UMO.github.io/

  12. arXiv:2602.23205  [pdf, ps, other

    cs.CV

    EmbodMocap: In-the-Wild 4D Human-Scene Reconstruction for Embodied Agents

    Authors: Wenjia Wang, Liang Pan, Huaijin Pi, Yuke Lou, Xuqian Ren, Yifan Wu, Zhouyingcheng Liao, Lei Yang, Rishabh Dabral, Christian Theobalt, Taku Komura

    Abstract: Human behaviors in the real world naturally encode rich, long-term contextual information that can be leveraged to train embodied agents for perception, understanding, and acting. However, existing capture systems typically rely on costly studio setups and wearable devices, limiting the large-scale collection of scene-conditioned human motion data in the wild. To address this, we propose EmbodMoca… ▽ More

    Submitted 1 April, 2026; v1 submitted 26 February, 2026; originally announced February 2026.

  13. arXiv:2602.20476  [pdf, ps, other

    cs.CV

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

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

    Abstract: 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.… ▽ More

    Submitted 23 February, 2026; originally announced February 2026.

    Comments: 13 pages, 6 figures, 4 tables

  14. arXiv:2601.01050  [pdf, ps, other

    cs.CV cs.AI cs.GR

    EgoGrasp: World-Space Hand-Object Interaction Estimation from Egocentric Videos

    Authors: Hongming Fu, Wenjia Wang, Xiaozhen Qiao, Rolandos Alexandros Potamias, Taku Komura, Shuo Yang, Zheng Liu, Bo Zhao

    Abstract: We propose EgoGrasp, the first method to reconstruct world-space hand-object interactions (W-HOI) from dynamic egoview videos, supporting open-vocabulary objects. Accurate W-HOI reconstruction is critical for embodied intelligence yet remains challenging. Existing HOI methods are largely restricted to local camera coordinates or single frames, failing to capture global temporal dynamics. While som… ▽ More

    Submitted 13 March, 2026; v1 submitted 2 January, 2026; originally announced January 2026.

  15. arXiv:2512.22808  [pdf, ps, other

    cs.CV cs.AI

    EgoReAct: Egocentric Video-Driven 3D Human Reaction Generation

    Authors: Libo Zhang, Zekun Li, Tianyu Li, Zeyu Cao, Rui Xu, Xiaoxiao Long, Wenjia Wang, Jingbo Wang, Yuan Liu, Wenping Wang, Daquan Zhou, Taku Komura, Zhiyang Dou

    Abstract: Humans exhibit adaptive, context-sensitive responses to egocentric visual input. However, faithfully modeling such reactions from egocentric video remains challenging due to the dual requirements of strictly causal generation and precise 3D spatial alignment. To tackle this problem, we first construct the Human Reaction Dataset (HRD) to address data scarcity and misalignment by building a spatiall… ▽ More

    Submitted 2 January, 2026; v1 submitted 28 December, 2025; originally announced December 2025.

    Comments: 12 pages, 9 figures

  16. arXiv:2511.21978  [pdf, ps, other

    cs.CV

    PAT3D: Physics-Augmented Text-to-3D Scene Generation

    Authors: Guying Lin, Kemeng Huang, Michael Liu, Ruihan Gao, Hanke Chen, Lyuhao Chen, Beijia Lu, Taku Komura, Yuan Liu, Jun-Yan Zhu, Minchen Li

    Abstract: We introduce PAT3D, the first physics-augmented text-to-3D scene generation framework that integrates vision-language models with physics-based simulation to produce physically plausible, simulation-ready, and intersection-free 3D scenes. Given a text prompt, PAT3D generates 3D objects, infers their spatial relations, and organizes them into a hierarchical scene tree, which is then converted into… ▽ More

    Submitted 22 April, 2026; v1 submitted 26 November, 2025; originally announced November 2025.

    Comments: 19 pages, 12 figures

  17. MATStruct: High-Quality Medial Mesh Computation via Structure-aware Variational Optimization

    Authors: Ningna Wang, Rui Xu, Yibo Yin, Zichun Zhong, Taku Komura, Wenping Wang, Xiaohu Guo

    Abstract: We propose a novel optimization framework for computing the medial axis transform that simultaneously preserves the medial structure and ensures high medial mesh quality. The medial structure, consisting of interconnected sheets, seams, and junctions, provides a natural volumetric decomposition of a 3D shape. Our method introduces a structure-aware, particle-based optimization pipeline guided by t… ▽ More

    Submitted 12 October, 2025; originally announced October 2025.

  18. arXiv:2509.20917  [pdf, ps, other

    cs.RO

    Efficient Differentiable Contact Model with Long-range Influence

    Authors: Xiaohan Ye, Kui Wu, Zherong Pan, Taku Komura

    Abstract: With the maturation of differentiable physics, its role in various downstream applications: such as model predictive control, robotic design optimization, and neural PDE solvers, has become increasingly important. However, the derivative information provided by differentiable simulators can exhibit abrupt changes or vanish altogether, impeding the convergence of gradient-based optimizers. In this… ▽ More

    Submitted 25 September, 2025; originally announced September 2025.

  19. arXiv:2509.19995  [pdf, ps, other

    cs.GR cs.CG cs.CV

    MeshMosaic: Scaling Artist Mesh Generation via Local-to-Global Assembly

    Authors: Rui Xu, Tianyang Xue, Qiujie Dong, Le Wan, Zhe Zhu, Peng Li, Zhiyang Dou, Cheng Lin, Shiqing Xin, Yuan Liu, Wenping Wang, Taku Komura

    Abstract: Scaling artist-designed meshes to high triangle numbers remains challenging for autoregressive generative models. Existing transformer-based methods suffer from long-sequence bottlenecks and limited quantization resolution, primarily due to the large number of tokens required and constrained quantization granularity. These issues prevent faithful reproduction of fine geometric details and structur… ▽ More

    Submitted 14 November, 2025; v1 submitted 24 September, 2025; originally announced September 2025.

    Comments: Project is available at: https://xrvitd.github.io/MeshMosaic/index.html

  20. arXiv:2509.05747  [pdf, ps, other

    cs.CV cs.AI cs.LG cs.MA cs.RO

    InterAct: A Large-Scale Dataset of Dynamic, Expressive and Interactive Activities between Two People in Daily Scenarios

    Authors: Leo Ho, Yinghao Huang, Dafei Qin, Mingyi Shi, Wangpok Tse, Wei Liu, Junichi Yamagishi, Taku Komura

    Abstract: We address the problem of accurate capture of interactive behaviors between two people in daily scenarios. Most previous works either only consider one person or solely focus on conversational gestures of two people, assuming the body orientation and/or position of each actor are constant or barely change over each interaction. In contrast, we propose to simultaneously model two people's activitie… ▽ More

    Submitted 6 September, 2025; originally announced September 2025.

    Comments: The first two authors contributed equally to this work

    ACM Class: I.5.4

    Journal ref: Proceedings of the ACM on Computer Graphics and Interactive Techniques 8.4 (2025) 53:1-27

  21. arXiv:2508.13139  [pdf, ps, other

    cs.CV

    Motion2Motion: Cross-topology Motion Transfer with Sparse Correspondence

    Authors: Ling-Hao Chen, Yuhong Zhang, Zixin Yin, Zhiyang Dou, Xin Chen, Jingbo Wang, Taku Komura, Lei Zhang

    Abstract: This work studies the challenge of transfer animations between characters whose skeletal topologies differ substantially. While many techniques have advanced retargeting techniques in decades, transfer motions across diverse topologies remains less-explored. The primary obstacle lies in the inherent topological inconsistency between source and target skeletons, which restricts the establishment of… ▽ More

    Submitted 18 August, 2025; originally announced August 2025.

    Comments: SIGGRAPH Asia 2025

  22. PDT: Point Distribution Transformation with Diffusion Models

    Authors: Jionghao Wang, Cheng Lin, Yuan Liu, Rui Xu, Zhiyang Dou, Xiao-Xiao Long, Hao-Xiang Guo, Taku Komura, Wenping Wang, Xin Li

    Abstract: Point-based representations have consistently played a vital role in geometric data structures. Most point cloud learning and processing methods typically leverage the unordered and unconstrained nature to represent the underlying geometry of 3D shapes. However, how to extract meaningful structural information from unstructured point cloud distributions and transform them into semantically meaning… ▽ More

    Submitted 25 July, 2025; originally announced July 2025.

    Comments: Project page: https://shanemankiw.github.io/PDT/

  23. arXiv:2507.12156  [pdf, ps, other

    cs.GR

    SmokeSVD: Smoke Reconstruction from A Single View via Progressive Novel View Synthesis and Refinement with Diffusion Models

    Authors: Chen Li, Shanshan Dong, Sheng Qiu, Jianmin Han, Yibo Zhao, Zan Gao, Taku Komura, Kemeng Huang

    Abstract: Reconstructing dynamic fluids from sparse views is a long-standing and challenging problem, due to the severe lack of 3D information from insufficient view coverage. While several pioneering approaches have attempted to address this issue using differentiable rendering or novel view synthesis, they are often limited by time-consuming optimization under ill-posed conditions. We propose SmokeSVD, an… ▽ More

    Submitted 12 April, 2026; v1 submitted 16 July, 2025; originally announced July 2025.

  24. arXiv:2507.11949  [pdf, ps, other

    cs.GR cs.CV cs.RO

    MOSPA: Human Motion Generation Driven by Spatial Audio

    Authors: Shuyang Xu, Zhiyang Dou, Mingyi Shi, Liang Pan, Leo Ho, Jingbo Wang, Yuan Liu, Cheng Lin, Yuexin Ma, Wenping Wang, Taku Komura

    Abstract: Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As… ▽ More

    Submitted 2 November, 2025; v1 submitted 16 July, 2025; originally announced July 2025.

    Comments: NeurIPS 2025 (Spotlight)

  25. Efficient B-Spline Finite Elements for Cloth Simulation

    Authors: Yuqi Meng, Yihao Shi, Kemeng Huang, Zixuan Lu, Ning Guo, Taku Komura, Yin Yang, Minchen Li

    Abstract: We present an efficient B-spline finite element method (FEM) for cloth simulation. While higher-order FEM has long promised higher accuracy, its adoption in cloth simulators has been limited by its larger computational costs while generating results with similar visual quality. Our contribution is a full algorithmic pipeline that makes cloth simulation using quadratic B-spline surfaces faster than… ▽ More

    Submitted 1 May, 2026; v1 submitted 23 June, 2025; originally announced June 2025.

    Comments: 25 pages, 28 figures

  26. CrossGen: Learning and Generating Cross Fields for Quad Meshing

    Authors: Qiujie Dong, Jiepeng Wang, Rui Xu, Cheng Lin, Yuan Liu, Shiqing Xin, Zichun Zhong, Xin Li, Changhe Tu, Taku Komura, Leif Kobbelt, Scott Schaefer, Wenping Wang

    Abstract: Cross fields play a critical role in various geometry processing tasks, especially for quad mesh generation. Existing methods for cross field generation often struggle to balance computational efficiency with generation quality, using slow per-shape optimization. We introduce CrossGen, a novel framework that supports both feed-forward prediction and latent generative modeling of cross fields for q… ▽ More

    Submitted 24 September, 2025; v1 submitted 8 June, 2025; originally announced June 2025.

    Comments: SIGGRAPH Asia 2025 Journal Track; Project page: https://qiujiedong.github.io/publications/CrossGen/

  27. arXiv:2506.00173  [pdf, ps, other

    cs.GR cs.RO

    MotionPersona: Characteristics-aware Locomotion Control

    Authors: Mingyi Shi, Wei Liu, Jidong Mei, Wangpok Tse, Rui Chen, Xuelin Chen, Taku Komura

    Abstract: We present MotionPersona, a novel real-time character controller that allows users to characterize a character by specifying attributes such as physical traits, mental states, and demographics, and projects these properties into the generated motions for animating the character. In contrast to existing deep learning-based controllers, which typically produce homogeneous animations tailored to a si… ▽ More

    Submitted 30 May, 2025; originally announced June 2025.

    Comments: 15 pages, 13 figures, webpage: https://motionpersona25.github.io/

  28. arXiv:2505.21437  [pdf, ps, other

    cs.GR cs.CV cs.RO

    CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects

    Authors: Huaijin Pi, Zhi Cen, Zhiyang Dou, Taku Komura

    Abstract: Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent durin… ▽ More

    Submitted 27 May, 2025; originally announced May 2025.

    Comments: Project page: https://phj128.github.io/page/CoDA/index.html

  29. arXiv:2504.00234  [pdf, other

    cs.GR cs.CV

    CBIL: Collective Behavior Imitation Learning for Fish from Real Videos

    Authors: Yifan Wu, Zhiyang Dou, Yuko Ishiwaka, Shun Ogawa, Yuke Lou, Wenping Wang, Lingjie Liu, Taku Komura

    Abstract: Reproducing realistic collective behaviors presents a captivating yet formidable challenge. Traditional rule-based methods rely on hand-crafted principles, limiting motion diversity and realism in generated collective behaviors. Recent imitation learning methods learn from data but often require ground truth motion trajectories and struggle with authenticity, especially in high-density groups with… ▽ More

    Submitted 31 March, 2025; originally announced April 2025.

    Journal ref: ACM Transactions on Graphics (TOG), 2024, Volume 43, Issue 6 Article No.: 242, Pages 1 - 17

  30. arXiv:2503.20118  [pdf, other

    cs.GR cs.AI cs.CV

    Zero-Shot Human-Object Interaction Synthesis with Multimodal Priors

    Authors: Yuke Lou, Yiming Wang, Zhen Wu, Rui Zhao, Wenjia Wang, Mingyi Shi, Taku Komura

    Abstract: Human-object interaction (HOI) synthesis is important for various applications, ranging from virtual reality to robotics. However, acquiring 3D HOI data is challenging due to its complexity and high cost, limiting existing methods to the narrow diversity of object types and interaction patterns in training datasets. This paper proposes a novel zero-shot HOI synthesis framework without relying on e… ▽ More

    Submitted 25 March, 2025; originally announced March 2025.

  31. arXiv:2503.19901  [pdf, other

    cs.CV

    TokenHSI: Unified Synthesis of Physical Human-Scene Interactions through Task Tokenization

    Authors: Liang Pan, Zeshi Yang, Zhiyang Dou, Wenjia Wang, Buzhen Huang, Bo Dai, Taku Komura, Jingbo Wang

    Abstract: Synthesizing diverse and physically plausible Human-Scene Interactions (HSI) is pivotal for both computer animation and embodied AI. Despite encouraging progress, current methods mainly focus on developing separate controllers, each specialized for a specific interaction task. This significantly hinders the ability to tackle a wide variety of challenging HSI tasks that require the integration of m… ▽ More

    Submitted 3 April, 2025; v1 submitted 25 March, 2025; originally announced March 2025.

    Comments: CVPR 2025

  32. arXiv:2412.19127  [pdf, other

    cs.RO

    SDRS: Shape-Differentiable Robot Simulator

    Authors: Xiaohan Ye, Xifeng Gao, Kui Wu, Zherong Pan, Taku Komura

    Abstract: Robot simulators are indispensable tools across many fields, and recent research has significantly improved their functionality by incorporating additional gradient information. However, existing differentiable robot simulators suffer from non-differentiable singularities, when robots undergo substantial shape changes. To address this, we present the Shape-Differentiable Robot Simulator (SDRS), de… ▽ More

    Submitted 26 December, 2024; originally announced December 2024.

  33. Motion-2-To-3: Leveraging 2D Motion Data for 3D Motion Generations

    Authors: Ruoxi Guo, Huaijin Pi, Zehong Shen, Qing Shuai, Zechen Hu, Zhumei Wang, Yajiao Dong, Ruizhen Hu, Taku Komura, Sida Peng, Xiaowei Zhou

    Abstract: Text-driven human motion synthesis has showcased its potential for revolutionizing motion design in the movie and game industry. Existing methods often rely on 3D motion capture data, which requires special setups, resulting in high costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data… ▽ More

    Submitted 19 May, 2026; v1 submitted 17 December, 2024; originally announced December 2024.

    Comments: Project page: https://zju3dv.github.io/Motion-2-to-3/

    Journal ref: 2025 IEEE/CVF International Conference on Computer Vision (ICCV), Honolulu, HI, USA, 2025, pp. 14305-14316

  34. arXiv:2412.11045  [pdf, other

    cs.CV cs.HC

    Facial Surgery Preview Based on the Orthognathic Treatment Prediction

    Authors: Huijun Han, Congyi Zhang, Lifeng Zhu, Pradeep Singh, Richard Tai Chiu Hsung, Yiu Yan Leung, Taku Komura, Wenping Wang, Min Gu

    Abstract: Orthognathic surgery consultation is essential to help patients understand the changes to their facial appearance after surgery. However, current visualization methods are often inefficient and inaccurate due to limited pre- and post-treatment data and the complexity of the treatment. To overcome these challenges, this study aims to develop a fully automated pipeline that generates accurate and ef… ▽ More

    Submitted 14 April, 2025; v1 submitted 14 December, 2024; originally announced December 2024.

    Comments: 9 pages, 5 figures

    MSC Class: 68U99

  35. arXiv:2412.06702  [pdf, ps, other

    cs.GR cs.RO

    CHOICE: Coordinated Human-Object Interaction in Cluttered Environments for Pick-and-Place Actions

    Authors: Jintao Lu, He Zhang, Yuting Ye, Takaaki Shiratori, Sebastian Starke, Taku Komura

    Abstract: Animating human-scene interactions such as pick-and-place tasks in cluttered, complex layouts is a challenging task, with objects of a wide variation of geometries and articulation under scenarios with various obstacles. The main difficulty lies in the sparsity of the motion data compared to the wide variation of the objects and environments as well as the poor availability of transition motions b… ▽ More

    Submitted 5 October, 2025; v1 submitted 9 December, 2024; originally announced December 2024.

    Comments: ACM Transaction on Graphics 2025;21 pages, 15 figures; Webpage: https://lujintaozju.github.io/publications/CHOICE/

  36. arXiv:2412.04343  [pdf, other

    cs.CV cs.AI cs.GR

    RMD: A Simple Baseline for More General Human Motion Generation via Training-free Retrieval-Augmented Motion Diffuse

    Authors: Zhouyingcheng Liao, Mingyuan Zhang, Wenjia Wang, Lei Yang, Taku Komura

    Abstract: While motion generation has made substantial progress, its practical application remains constrained by dataset diversity and scale, limiting its ability to handle out-of-distribution scenarios. To address this, we propose a simple and effective baseline, RMD, which enhances the generalization of motion generation through retrieval-augmented techniques. Unlike previous retrieval-based methods, RMD… ▽ More

    Submitted 5 December, 2024; originally announced December 2024.

  37. arXiv:2412.02419  [pdf, other

    cs.SD cs.CV cs.GR cs.MM eess.AS

    It Takes Two: Real-time Co-Speech Two-person's Interaction Generation via Reactive Auto-regressive Diffusion Model

    Authors: Mingyi Shi, Dafei Qin, Leo Ho, Zhouyingcheng Liao, Yinghao Huang, Junichi Yamagishi, Taku Komura

    Abstract: Conversational scenarios are very common in real-world settings, yet existing co-speech motion synthesis approaches often fall short in these contexts, where one person's audio and gestures will influence the other's responses. Additionally, most existing methods rely on offline sequence-to-sequence frameworks, which are unsuitable for online applications. In this work, we introduce an audio-drive… ▽ More

    Submitted 3 December, 2024; originally announced December 2024.

    Comments: 15 pages, 10 figures

  38. arXiv:2411.19921  [pdf, other

    cs.CV cs.AI cs.CL cs.GR

    SIMS: Simulating Stylized Human-Scene Interactions with Retrieval-Augmented Script Generation

    Authors: Wenjia Wang, Liang Pan, Zhiyang Dou, Jidong Mei, Zhouyingcheng Liao, Yuke Lou, Yifan Wu, Lei Yang, Jingbo Wang, Taku Komura

    Abstract: Simulating stylized human-scene interactions (HSI) in physical environments is a challenging yet fascinating task. Prior works emphasize long-term execution but fall short in achieving both diverse style and physical plausibility. To tackle this challenge, we introduce a novel hierarchical framework named SIMS that seamlessly bridges highlevel script-driven intent with a low-level control policy,… ▽ More

    Submitted 16 March, 2025; v1 submitted 29 November, 2024; originally announced November 2024.

  39. arXiv:2411.19454  [pdf, other

    cs.CV

    GausSurf: Geometry-Guided 3D Gaussian Splatting for Surface Reconstruction

    Authors: Jiepeng Wang, Yuan Liu, Peng Wang, Cheng Lin, Junhui Hou, Xin Li, Taku Komura, Wenping Wang

    Abstract: 3D Gaussian Splatting has achieved impressive performance in novel view synthesis with real-time rendering capabilities. However, reconstructing high-quality surfaces with fine details using 3D Gaussians remains a challenging task. In this work, we introduce GausSurf, a novel approach to high-quality surface reconstruction by employing geometry guidance from multi-view consistency in texture-rich… ▽ More

    Submitted 2 December, 2024; v1 submitted 28 November, 2024; originally announced November 2024.

    Comments: Project page: https://jiepengwang.github.io/GausSurf/

  40. arXiv:2411.18966  [pdf, ps, other

    cs.CV cs.GR cs.MM

    SVGS: Enhancing Gaussian Splatting Using Primitives with Spatially Varying Colors

    Authors: Rui Xu, Wenyue Chen, Jiepeng Wang, Yuan Liu, Peng Wang, Cheng Lin, Shiqing Xin, Xin Li, Wenping Wang, Taku Komura

    Abstract: Gaussian Splatting demonstrates impressive results in multi-view reconstruction based on Gaussian explicit representations. However, the current Gaussian primitives only have a single view-dependent color and an opacity to represent the appearance and geometry of the scene, resulting in a non-compact representation. In this paper, we introduce a new method called SVGS (Spatially Varying Gaussian S… ▽ More

    Submitted 4 May, 2026; v1 submitted 28 November, 2024; originally announced November 2024.

    Comments: IEEE Transactions on Visualization and Computer Graphics

  41. arXiv:2411.16964  [pdf, other

    cs.CV cs.GR cs.RO

    MotionWavelet: Human Motion Prediction via Wavelet Manifold Learning

    Authors: Yuming Feng, Zhiyang Dou, Ling-Hao Chen, Yuan Liu, Tianyu Li, Jingbo Wang, Zeyu Cao, Wenping Wang, Taku Komura, Lingjie Liu

    Abstract: Modeling temporal characteristics and the non-stationary dynamics of body movement plays a significant role in predicting human future motions. However, it is challenging to capture these features due to the subtle transitions involved in the complex human motions. This paper introduces MotionWavelet, a human motion prediction framework that utilizes Wavelet Transformation and studies human motion… ▽ More

    Submitted 26 November, 2024; v1 submitted 25 November, 2024; originally announced November 2024.

    Comments: Project Page: https://frank-zy-dou.github.io/projects/MotionWavelet/ Video: https://youtu.be/pyWq0OYJdI0?si=4YHfFNXmLnbPC39g

  42. arXiv:2411.06224  [pdf, other

    cs.GR cs.PF

    StiffGIPC: Advancing GPU IPC for stiff affine-deformable simulation

    Authors: Kemeng Huang, Xinyu Lu, Huancheng Lin, Taku Komura, Minchen Li

    Abstract: Incremental Potential Contact (IPC) is a widely used, robust, and accurate method for simulating complex frictional contact behaviors. However, achieving high efficiency remains a major challenge, particularly as material stiffness increases, which leads to slower Preconditioned Conjugate Gradient (PCG) convergence, even with the state-of-the-art preconditioners. In this paper, we propose a fully… ▽ More

    Submitted 2 May, 2025; v1 submitted 9 November, 2024; originally announced November 2024.

  43. arXiv:2410.18977  [pdf, other

    cs.CV

    Pay Attention and Move Better: Harnessing Attention for Interactive Motion Generation and Training-free Editing

    Authors: Ling-Hao Chen, Shunlin Lu, Wenxun Dai, Zhiyang Dou, Xuan Ju, Jingbo Wang, Taku Komura, Lei Zhang

    Abstract: This research delves into the problem of interactive editing of human motion generation. Previous motion diffusion models lack explicit modeling of the word-level text-motion correspondence and good explainability, hence restricting their fine-grained editing ability. To address this issue, we propose an attention-based motion diffusion model, namely MotionCLR, with CLeaR modeling of attention mec… ▽ More

    Submitted 22 January, 2025; v1 submitted 24 October, 2024; originally announced October 2024.

    Comments: Updated MotionCLR technical report

  44. arXiv:2409.07441  [pdf, other

    cs.GR

    Instant Facial Gaussians Translator for Relightable and Interactable Facial Rendering

    Authors: Dafei Qin, Hongyang Lin, Qixuan Zhang, Kaichun Qiao, Longwen Zhang, Zijun Zhao, Jun Saito, Jingyi Yu, Lan Xu, Taku Komura

    Abstract: We propose GauFace, a novel Gaussian Splatting representation, tailored for efficient animation and rendering of physically-based facial assets. Leveraging strong geometric priors and constrained optimization, GauFace ensures a neat and structured Gaussian representation, delivering high fidelity and real-time facial interaction of 30fps@1440p on a Snapdragon 8 Gen 2 mobile platform. Then, we in… ▽ More

    Submitted 30 September, 2024; v1 submitted 11 September, 2024; originally announced September 2024.

    Comments: Project Page: https://dafei-qin.github.io/TransGS.github.io/

  45. arXiv:2409.06201  [pdf, other

    cs.GR math.NA physics.flu-dyn

    An Eulerian Vortex Method on Flow Maps

    Authors: Sinan Wang, Yitong Deng, Molin Deng, Hong-Xing Yu, Junwei Zhou, Duowen Chen, Taku Komura, Jiajun Wu, Bo Zhu

    Abstract: We present an Eulerian vortex method based on the theory of flow maps to simulate the complex vortical motions of incompressible fluids. Central to our method is the novel incorporation of the flow-map transport equations for line elements, which, in combination with a bi-directional marching scheme for flow maps, enables the high-fidelity Eulerian advection of vorticity variables. The fundamental… ▽ More

    Submitted 14 September, 2024; v1 submitted 10 September, 2024; originally announced September 2024.

    Comments: Accepted at ACM Transactions on Graphics (SIGGRAPH Asia 2024)

  46. arXiv:2407.12479  [pdf, other

    cs.GR cs.CV

    SENC: Handling Self-collision in Neural Cloth Simulation

    Authors: Zhouyingcheng Liao, Sinan Wang, Taku Komura

    Abstract: We present SENC, a novel self-supervised neural cloth simulator that addresses the challenge of cloth self-collision. This problem has remained unresolved due to the gap in simulation setup between recent collision detection and response approaches and self-supervised neural simulators. The former requires collision-free initial setups, while the latter necessitates random cloth instantiation duri… ▽ More

    Submitted 17 July, 2024; originally announced July 2024.

    Comments: Accepted at ECCV 2024

  47. arXiv:2406.17988  [pdf, other

    cs.CV

    DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single Image

    Authors: Qingxuan Wu, Zhiyang Dou, Sirui Xu, Soshi Shimada, Chen Wang, Zhengming Yu, Yuan Liu, Cheng Lin, Zeyu Cao, Taku Komura, Vladislav Golyanik, Christian Theobalt, Wenping Wang, Lingjie Liu

    Abstract: Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The first and only method for hand… ▽ More

    Submitted 13 March, 2025; v1 submitted 25 June, 2024; originally announced June 2024.

    Comments: ICLR 2025

  48. arXiv:2405.13745  [pdf, other

    cs.CV

    NeurCross: A Neural Approach to Computing Cross Fields for Quad Mesh Generation

    Authors: Qiujie Dong, Huibiao Wen, Rui Xu, Shuangmin Chen, Jiaran Zhou, Shiqing Xin, Changhe Tu, Taku Komura, Wenping Wang

    Abstract: Quadrilateral mesh generation plays a crucial role in numerical simulations within Computer-Aided Design and Engineering (CAD/E). Producing high-quality quadrangulation typically requires satisfying four key criteria. First, the quadrilateral mesh should closely align with principal curvature directions. Second, singular points should be strategically placed and effectively minimized. Third, the m… ▽ More

    Submitted 9 May, 2025; v1 submitted 22 May, 2024; originally announced May 2024.

    Comments: SIGGRAPH 2025

  49. arXiv:2405.13729  [pdf, ps, other

    cs.LG cs.AI cs.CV cs.GR

    ComboStoc: Combinatorial Stochasticity for Diffusion Generative Models

    Authors: Rui Xu, Jiepeng Wang, Hao Pan, Yang Liu, Xin Tong, Shiqing Xin, Changhe Tu, Taku Komura, Wenping Wang

    Abstract: In this paper, we study an under-explored but important factor of diffusion generative models, i.e., the combinatorial complexity. Data samples are generally high-dimensional, and for various structured generation tasks, additional attributes are combined to associate with data samples. We show that the space spanned by the combination of dimensions and attributes can be insufficiently covered by… ▽ More

    Submitted 29 April, 2026; v1 submitted 22 May, 2024; originally announced May 2024.

    Comments: ACM Transactions on Graphics, SIGGRAPH 2026

  50. arXiv:2405.11690  [pdf, other

    cs.CV

    InterAct: Capture and Modelling of Realistic, Expressive and Interactive Activities between Two Persons in Daily Scenarios

    Authors: Yinghao Huang, Leo Ho, Dafei Qin, Mingyi Shi, Taku Komura

    Abstract: We address the problem of accurate capture and expressive modelling of interactive behaviors happening between two persons in daily scenarios. Different from previous works which either only consider one person or focus on conversational gestures, we propose to simultaneously model the activities of two persons, and target objective-driven, dynamic, and coherent interactions which often span long… ▽ More

    Submitted 27 May, 2024; v1 submitted 19 May, 2024; originally announced May 2024.

    Comments: The first two authors contributed equally to this work