The paper introduces HyperBones, a real‑time garment simulation framework that combines a reduced‑space neural dynamics simulator with a lightweight neural network correcting Linear Blend Skinning (LBS) at a coarse level, and a convolutional MLP for fine‑scale wrinkle recovery in UV space. By decoupling identity‑specific computation from shape conditioning through a hypernetwork, the method achieves high performance without an offline simulator, delivering physically plausible dynamics across diverse motions and unseen body shapes. Experiments demonstrate a speedup of over 30× compared to state‑of‑the‑art autoregressive neural simulators, reaching interactive inference at roughly 1 ms per frame on a consumer GPU.
By Astitva Srivastava, Hsiao-Yu Chen, Ryan Goldade, Philipp Herholz, Zhongshi Jiang, Gene Wei-Chin Lin, Lingchen Yang, Nikolaos Sarafianos, Tuur Stuyck, Avinash Sharma, Egor Larionov
arXiv:2608. 05782v1 Announce Type: cross Abstract: Wearable human activity recognition (HAR) is often limited by the scarcity of labeled sensor data, especially in low-resource, class-imbalanced, and subject-generalization settings.
By Lala Shakti Swarup Ray, Vitor Fortes Rey, Mengxi Liu, Paul Lukowicz, Bo Zhou
arXiv:2607. 09780v1 Announce Type: cross Abstract: The modern-day surge in popularity of wearable devices poses a fundamentally unique motion capture problem: reconstructing full-body movement from any set of sensing hardware worn at a given moment.
By Andrea Boscolo Camiletto, Rishabh Dabral, Eduardo Alvarado, Thabo Beeler, Marc Habermann, Christian Theobalt
FitControler introduces a fit-aware virtual try‑on system that adds garment fit control to existing VTON models. It uses a fit‑aware layout generator and a multi‑scale fit injector to redraw body‑garment layouts and render garments that match those layouts. The authors also release a new Fit4Men dataset of 13,000 body‑garment pairs and two fit consistency metrics to evaluate fit quality.
By Lu Yang, Yicheng Liu, Letian Zhou, Yanan Li, Xiang Bai, Hao Lu
TAMF-VTON is a diffusion-based virtual try‑on system that eliminates the need for segmentation masks, parsing maps, pose representations, or spatial controls during inference. It uses token‑wise sparse Mixture‑of‑Experts adaptation to provide input‑dependent capacity, along with timestep‑weighted frequency supervision and adaptive offline data construction to improve high‑frequency reconstruction and cross‑category training. The method achieves top performance on single‑garment VITON‑HD and DressCode benchmarks, supports multi‑garment transfer, and can generate 1K‑resolution images in under 15 seconds on an RTX 4090.
By Jie Wang, Qian He, Gaofeng He, Xiaogang Jin, Huamin Wang
arXiv:2609.18510v1 Announce Type: new
Abstract: We present DiT-Garment to model dynamic 3D clothing over human body models in arbitrary motion. Unlike existing methods, DiT-Garment can animate garmen...
By Antoine Dumoulin, Laurence Boissieux, Joao Regateiro, Pierre Hellier, Stefanie Wuhrer
The study investigates how well a single consumer earbud IMU can estimate 3D body pose and whether adding foot IMUs improves accuracy. Using a multimodal capture pipeline with RGB‑D video, an AirPods head IMU, and Striv insole IMUs, the authors benchmark pose estimation across various motions and train recurrent models (IMUPoser and MobilePoser). Results show that a head IMU alone achieves 79.0 mm rigid‑MPJPE and 0.809 macro‑F1 for foot contact, while adding foot IMUs does not significantly improve pose and can even degrade performance due to insole orientation errors.
arXiv:2602.24043v2 Announce Type: replace
Abstract: Reconstructing 3D clothed humans from monocular images and videos is a fundamental problem with applications in virtual try-on, avatar creation, an...
By Yingxuan You, Ren Li, Corentin Dumery, Cong Cao, Hao Li, Pascal Fua
The paper presents a VR exergame that gamifies High‑Intensity Interval Training (HIIT) using 11 predefined combo moves and a standard smartphone camera on a tripod for full‑body pose estimation. Real‑time biomechanical data are processed by a backend built on the Model Context Protocol and GPT‑4o to provide personalized feedback on form, efficiency, intensity, and injury risk. A within‑subject study with 20 participants showed higher enjoyment, immersion, and recommendation likelihood in VR sessions compared to non‑VR, while the MCP system’s feedback agreed strongly with expert evaluation.
By Abhiram Kothagundu, Pheelip Pritipal Raipure, Abhijit Chandrakant Patil, Himangshu Sarma, Christian Eichhorn, David A. Plecher, Johanna Pirker
Learning humanoid loco-manipulation from human demonstrations rests on observing how locomotion, posture, and object interaction evolve together as tasks unfold. Scaling collection across diverse envi...
arXiv:2607. 15868v1 Announce Type: cross Abstract: Human motion capture from head-mounted devices (HMDs) offers a scalable way to acquire real-world human motion and interaction data, which is crucial for applications in embodied AI and VR/AR.
By Jiaxi Jiang, Bharat Lal Bhatnagar, Nan Yang, Lingni Ma, Sebastian Starke, Robin Kips, Nadine Bertsch, Christian Holz, Federica Bogo
The paper introduces two learning-based methods that automate the creation of digital garments from 2D vector patterns. One method predicts sewing operations at the segment level using a Transformer encoder, handling complex seam relationships and construction details. The other predicts panel placement for drape simulation, assigning body regions, layers, and coordinates. Both models achieve significant accuracy on a dataset of 4,035 garments and are integrated into garment CAD software for automatic assembly.
By Alejandro Rodriguez