We present GaVA-CLIP, a knowledge augmentation strategy for Gait Video Analysis, designed to assess diagnostic groups and gait impairment. Based on the large-scale pretrained Vision Language Model, CLIP, GaVA-CLIP learns and enhances visual, textual, and numerical representations of patient gait videos through collective learning across three distinct modalities: gait videos, class-specific descriptions, and numerical gait parameters. Our specific contributions are two-fold: First, we adopt a knowledge-aware prompt tuning strategy to utilize class-specific medical descriptions in guiding text prompt learning. Second, we integrate paired gait parameters as numerical texts to enhance the numeracy of textual representations. Results demonstrate that GaVA-CLIP not only significantly outperforms state-of-the-art (SOTA) methods in video-based classification tasks but also adeptly decodes the learned class-specific text features into natural language descriptions using the vocabulary of quantitative gait parameters. The code and associated clinical knowledge are available at: https://github.com/lisqzqng/GaVA-CLIP.
Accurate vision-based action recognition is crucial for developing autonomous robots that can operate safely and reliably in complex, real-world environments. In this work, we advance video-based recognition of indoor daily actions for robotic perception by leveraging vision-language models (VLMs) enriched with domain-specific knowledge. We adapt a prompt-learning framework in which class-level textual descriptions of each action are embedded as learnable prompts into a frozen pre-trained VLM backbone. Several strategies for structuring and encoding these textual descriptions are designed and evaluated. Experiments on the ETRI-Activity3D dataset demonstrate that our method, using only RGB video inputs at test time, achieves over 95% accuracy and outperforms state-of-the-art approaches. These results highlight the effectiveness of knowledge-augmented prompts in enabling robust action recognition with minimal supervision.
Human motion generation is a key task in computer graphics. While various conditioning signals such as text, action class, or audio have been used to harness the generation process, most existing methods neglect the case where a specific body is desired to perform the motion. Additionally, they rely on skeleton-based pose representations, necessitating additional steps to produce renderable meshes of the intended body shape. Given that human motion involves a complex interplay of bones, joints, and muscles, focusing solely on the skeleton during generation neglects the rich information carried by muscles and soft tissues, as well as their influence on movement, ultimately limiting the variability and precision of the generated motions. In this paper, we introduce Shape-conditioned Motion Diffusion model (SMD), which enables the generation of human motion directly in the form of a mesh sequence, conditioned on both a text prompt and a body mesh. To fully exploit the mesh representation while minimizing resource costs, we employ spectral representation using the graph Laplacian to encode body meshes into the learning process. Unlike retargeting methods, our model does not require source motion data and generates a variety of desired semantic motions that is inherently tailored to the given identity shape. Extensive experimental evaluations show that the SMD model not only maintains the body shape consistently with the conditioning input across motion frames but also achieves competitive performance in text-to-motion and action-to-motion tasks compared to state-of-the-art methods.
Objective gait assessment in Parkinson's Disease (PD) is limited by the absence of large, diverse, and clinically annotated motion datasets. We introduce CARE-PD, the largest publicly available archive of 3D mesh gait data for PD, and the first multi-site collection spanning 9 cohorts from 8 clinical centers. All recordings (RGB video or motion capture) are converted into anonymized SMPL meshes via a harmonized preprocessing pipeline. CARE-PD supports two key benchmarks: supervised clinical score prediction (estimating Unified Parkinson's Disease Rating Scale, UPDRS, gait scores) and unsupervised motion pretext tasks (2D-to-3D keypoint lifting and full-body 3D reconstruction). Clinical prediction is evaluated under four generalization protocols: within-dataset, cross-dataset, leave-one-dataset-out, and multi-dataset in-domain adaptation. To assess clinical relevance, we compare state-of-the-art motion encoders with a traditional gait-feature baseline, finding that encoders consistently outperform handcrafted features. Pretraining on CARE-PD reduces MPJPE (from 60.8mm to 7.5mm) and boosts PD severity macro-F1 by 17 percentage points, underscoring the value of clinically curated, diverse training data. CARE-PD and all benchmark code are released for non-commercial research at https://neurips2025.care-pd.ca/.
We present PhyDeformer, a new deformation method for high-quality garment mesh registration. It operates in two phases: In the first phase, a garment grading is performed to achieve a coarse 3D alignment between the mesh template and the target mesh, accounting for proportional scaling and fit (e.g. length, size). Then, the graded mesh is refined to align with the fine-grained details of the 3D target through an optimization coupled with the Jacobian-based deformation framework. Both quantitative and qualitative evaluations on synthetic and real garments highlight the effectiveness of our method.
Assessing gait impairment plays an important role in early diagnosis, disease monitoring, and treatment evaluation for neurodegenerative diseases. Despite its widespread use in clinical practice, it is limited by subjectivity and a lack of precision. While recent deep learning-based approaches have consistently improved classification accuracies, they often lack interpretability, hindering their utility in clinical decision-making. To overcome these challenges, we introduce AGIR, a novel pipeline consisting of a pre-trained VQ-VAE motion tokenizer and a subsequent Large Language Model (LLM) fine-tuned over pairs of motion tokens and Chain-of-Thought (CoT) reasonings. To fine-tune an LLM for pathological gait analysis, we first introduce a multimodal dataset by adding rationales dedicated to MDS-UPDRS gait score assessment to an existing PD gait dataset. We then introduce a two-stage supervised fine-tuning (SFT) strategy to enhance the LLM's motion comprehension with pathology-specific knowledge. This strategy includes: 1) a generative stage that aligns gait motions with analytic descriptions through bidirectional motion-description generation, 2) a reasoning stage that integrates logical Chain-of-Thought (CoT) reasoning for impairment assessment with UPDRS gait score. Validation on an existing dataset and comparisons with state-of-the-art methods confirm the robustness and accuracy of our pipeline, demonstrating its ability to assign gait impairment scores from motion input with clinically meaningful rationales.
The capability to generate simulation-ready garment models from 3D shapes of clothed humans will significantly enhance the interpretability of captured geometry of real garments, as well as their faithful reproduction in the virtual world. This will have notable impact on fields like shape capture in social VR, and virtual try-on in the fashion industry. To align with the garment modeling process standardized by the fashion industry as well as cloth simulation softwares, it is required to recover 2D patterns. This involves an inverse garment design problem, which is the focus of our work here: Starting with an arbitrary target garment geometry, our system estimates an animatable garment model by automatically adjusting its corresponding 2D template pattern, along with the material parameters of the physics-based simulation (PBS). Built upon a differentiable cloth simulator, the optimization process is directed towards minimizing the deviation of the simulated garment shape from the target geometry. Moreover, our produced patterns meet manufacturing requirements such as left-to-right-symmetry, making them suited for reverse garment fabrication. We validate our approach on examples of different garment types, and show that our method faithfully reproduces both the draped garment shape and the sewing pattern.
We present a knowledge augmentation strategy for assessing the diagnostic groups and gait impairment from monocular gait videos. Based on a large-scale pre-trained Vision Language Model (VLM), our model learns and improves visual, textual, and numerical representations of patient gait videos, through a collective learning across three distinct modalities: gait videos, class-specific descriptions, and numerical gait parameters. Our specific contributions are two-fold: First, we adopt a knowledge-aware prompt tuning strategy to utilize the class-specific medical description in guiding the text prompt learning. Second, we integrate the paired gait parameters in the form of numerical texts to enhance the numeracy of the textual representation. Results demonstrate that our model not only significantly outperforms state-of-the-art methods in video-based classification tasks but also adeptly decodes the learned class-specific text features into natural language descriptions using the vocabulary of quantitative gait parameters. The code and the model will be made available at our project page: https://lisqzqng.github.io/GaitAnalysisVLM/.
Human motion synthesis is an important task in computer graphics and computer vision. While focusing on various conditioning signals such as text, action class, or audio to guide the generation process, most existing methods utilize skeleton-based pose representation, requiring additional skinning to produce renderable meshes. Given that human motion is a complex interplay of bones, joints, and muscles, considering solely the skeleton for generation may neglect their inherent interdependency, which can limit the variability and precision of the generated results. To address this issue, we propose a Shape-conditioned Motion Diffusion model (SMD), which enables the generation of motion sequences directly in mesh format, conditioned on a specified target mesh. In SMD, the input meshes are transformed into spectral coefficients using graph Laplacian, to efficiently represent meshes. Subsequently, we propose a Spectral-Temporal Autoencoder (STAE) to leverage cross-temporal dependencies within the spectral domain. Extensive experimental evaluations show that SMD not only produces vivid and realistic motions but also achieves competitive performance in text-to-motion and action-to-motion tasks when compared to state-of-the-art methods.
Facial expression generation is one of the most challenging and long-sought aspects of character animation, with many interesting applications. The challenging task, traditionally having relied heavily on digital craftspersons, remains yet to be explored. In this paper, we introduce a generative framework for generating 3D facial expression sequences (i.e. 4D faces) that can be conditioned on different inputs to animate an arbitrary 3D face mesh. It is composed of two tasks: (1) Learning the generative model that is trained over a set of 3D landmark sequences, and (2) Generating 3D mesh sequences of an input facial mesh driven by the generated landmark sequences. The generative model is based on a Denoising Diffusion Probabilistic Model (DDPM), which has achieved remarkable success in generative tasks of other domains. While it can be trained unconditionally, its reverse process can still be conditioned by various condition signals. This allows us to efficiently develop several downstream tasks involving various conditional generation, by using expression labels, text, partial sequences, or simply a facial geometry. To obtain the full mesh deformation, we then develop a landmark-guided encoder-decoder to apply the geometrical deformation embedded in landmarks on a given facial mesh. Experiments show that our model has learned to generate realistic, quality expressions solely from the dataset of relatively small size, improving over the state-of-the-art methods. Videos and qualitative comparisons with other methods can be found at https://github.com/ZOUKaifeng/4DFM. Code and models will be made available upon acceptance.
We present a generative model for the 3D facial expression mesh sequences, from onset to the termination of a desired expression. We tailor a Transformer VAE architecture: The encoder compresses a sequence of facial landmarks into an expression-aware regularized latent space, while the decoder generates a new sequence from the sampled latent variable, conditioned on a desired expression. After a landmark-guided mesh deformation, a given 3D neutral face is driven to an animated mesh sequence with the expected expression. The generated sequences are consistent, of quality, and exhibit a good level of diversity, improving over state-of-the-art methods. We validate our model by conducting extensive experiments on two representative datasets. The supplementary video and code are available on a GitHub page (https://github.com/ZOUKaifeng/FacialExpressionGeneration).
Dementia with Lewy Bodies (DLB) and Alzheimer’s Disease (AD) are two common neurodegenerative diseases among elderly people. Gait analysis plays a significant role in clinical assessments to discriminate these neurological disorders from healthy controls, to grade disease severity, and to further differentiate dementia subtypes. In this paper, we propose a deep-learning based model specifically designed to evaluate gait impairment score for assessing the dementia severity using monocular gait videos. Named MAX-GR, our model estimates the sequence of 3D body skeletons, applies corrections based on spatio-temporal gait features extracted from the input video, and performs classification on the corrected 3D pose sequence to determine the MDS-UPDRS gait scores. Experimental results show that our technique outperforms alternative state-of-the-art methods. The code, demo videos, as well as 3D skeleton dataset is available at https://github.com/lisqzqng/Video-based-gait-analysis-for-dementia .
While collections of scan shapes are becoming more prevalent in many real-world applications, finding accurate and dense correspondences across multiple shapes remains a challenging task. In this work, we introduce a new approach for refining non-rigid correspondences among a collection of 3D shapes undergoing non-rigid deformation. Our approach incorporates a Region Of Interest (ROI) into the refinement process, which is specified by the user on one shape within the collection. Based on the functional map framework and more specifically on the notion of cycle-consistency, our formulation improves the overall matching consistency while prioritizing that of the region of interest. Specifically, the initial pairwise correspondences are refined by first defining the localized harmonics that are confined within the transferred ROI on each shape, and subsequently applying the CCLB (Canonical Consistent Latent Basis) framework both on the global and the localized harmonics. This leads to an enhanced matching accuracy for both the ROIs and the overall shapes across the collection. We evaluate our method on various synthetic and real scan datasets, in comparison with the state-of-the-art techniques.
Learning-based methods have proved effective at high-quality image synthesis tasks, such as content-preserving image rendering with different style, and the generation of new images depicting learned objects. Some of the properties that make neural networks suitable for such tasks, for example, robustness to the input’s low-level feature, and the ability to retrieve contextual information, are also desirable in 3D shape domain. During last decades, data-driven methods have shown successful results in 3D shape modeling tasks, such as human face and body shape synthesis. Subtle, abstract properties on the geometry that are instantly detected by our eyes but are nontrivial to synthesize have successfully been achieved by tuning a shape model built from example shapes. Recent successful learning techniques, e.g., deep neural networks, also exploit this shape model, since the regular grid assumption with 2D images does not have a straightforward equivalent in the common shape representation in 3D, thus do not easily generalize to 3D shapes. Here, we concentrate on the 3D facial expression generation task, an important problem in computer graphics and other application domains, where existing data-driven approaches mostly rely on direct shape capture or shape transfer. At the core of our approach is a recurrent neural network with a marker-based shape representation. The network is trained to estimate a sequence of pose change, thus generate a specific facial expression, by using a set of motion-captured facial expression sequences. Our technique promises to significantly improve the quality of generated expressions while extending the potential applicability of neural networks to sequence of 3D shapes.
Skin dynamics contributes to the enriched realism of human body models in rendered scenes. Traditional methods rely on physics-based simulations to accurately reproduce the dynamic behavior of soft tissues. Due to the model complexity, however, they do not directly offer practical solutions to domains where real-time performance is desirable. The quality shapes obtained by physics-based simulations are not fully exploited by example-based or more recent data-driven methods neither, with most of them having focused on the modeling of static skin shapes. To address these limitations, we present a learning-based method for dynamic skin deformation. At the core of our work is a recurrent neural network that learns to predict the nonlinear, dynamics-dependent shape change over time from pre-existing mesh sequences. After training the network delivers realistic, high-quality skin dynamics that is specific to a person in a real-time course. We obtain results that significantly saves the computational time, while maintaining comparable prediction quality compared to state-of-the-art.
In this paper, we present a sketch-based modeler that reconstructs a 3D shape by combining a single descriptive sketch and minimal user intervention. The user provides a single 2D drawing in the form of a descriptive sketch, where solid curves describe the visible silhouette, and dashed curves the hidden outline. The curves are partitioned into a set of closed curves in a semi-automatic manner, each of which is consolidated into a closed surface element by solving a constrained optimization problem. The final 3D shape is generated by assembling these surface elements. The algorithmic reconstruction is complemented by allowing users to optionally guide the shape computation or correct any inaccuracy. This is done by successively specifying different kinds of local constraints on sparsely selected points in rotated views, such as adjustment of volume thickness along the projection line, or curvature discontinuity. Consequently, the range and complexity of shapes that can be created from a single-view sketch are significantly extended. We evaluate our solution by reconstructing a wide range of 3D models from sketches of various sources, and visually comparing the reference models and the shapes reconstructed by users.
With the recent advances in data acquisition techniques, the compression of various dynamic mesh sequence data has become an important topic in the computer graphics community. In this article, we present a new spatio-temporal segmentation-based approach for the adaptive compression of the dynamic mesh sequences. Given an input dynamic mesh sequence, we first compute an initial temporal cut to obtain a small subsequence by detecting the temporal boundary of dynamic behavior. Then, we apply a two-stage vertex clustering on the resulting subsequence to classify the vertices into groups with optimal intra-affinities. After that, we design a temporal segmentation step based on the variations of the principal components within each vertex group prior to performing a PCA-based compression. Furthermore, we apply an extra step on the lossless compression of the PCA bases and coefficients to gain more storage saving. Our approach can adaptively determine the temporal and spatial segmentation boundaries to exploit both temporal and spatial redundancies. We have conducted extensive experiments on different types of 3D mesh animations with various segmentation configurations. Our comparative studies show the advantages of our approach for the compression of 3D mesh animations.
With the recent advances of data acquisition techniques, the compression of various 3D mesh animation data has become an important topic in computer graphics community. In this paper, we present a new spatio-temporal segmentation-based approach for the compression of 3D mesh animations. Given an input mesh sequence, we first compute an initial temporal cut to obtain a small subsequence by detecting the temporal boundary of dynamic behavior. Then, we apply a two-stage vertex clustering on the resulting subsequence to classify the vertices into groups with optimal intra-affinities. After that, we design a temporal segmentation step based on the variations of the principle components within each vertex group prior to performing a PCA-based compression. Our approach can adaptively determine the temporal and spatial segmentation boundaries in order to exploit both temporal and spatial redundancies. We have conducted many experiments on different types of 3D mesh animations with various segmentation configurations. Our comparative studies show the competitive performance of our approach for the compression of 3D mesh animations.
As the symbol of beauty, floral objects have been one of the most popular subjects of artistic drawing. However, designing 3D floral models is generally time- and resource-consuming, because of their structural and geometrical complexity. In this paper, we address the problem of reconstructing floral objects from sketch input. The user draws a relatively clean sketch of a flower and a few additional guide markings from an arbitrary view to rapidly create quality geometric models of flowers. Our system offers a novel modeling scheme compared to several existing flower modelers accepting sketch as input, where the user is required to work with different views, providing step-by-step sketch input. Given the silhouette and the guide strokes, an assumed, common botanical structure is estimated, i.e. a cone for each ring of petals. The cones and the silhouette sketch that we segment into elementary curves are used to retrieve model elements from the pre-constructed shape database. These elements are then placed together around the cone, where an additional, per-element deformation is performed so as to maximize the silhouette similarity between the user sketch and the 3D flower model from the chosen view. Our system has shown to robustly create a variety of flowers in various configurations, including flower models with several petal layers and various blooming degrees, drawn from different views.
M. Melkemi合作论文数Faculte des Sciences et Techniques2