Modeling motion for articulated objects of arbitrary skeleton topology remains difficult: existing motion generators target a fixed human skeleton, and prior adaptations either fail to share a vocabulary across rigs or discard motion detail through global pooling. Our key observa…
While garments are essential for realistic digital humans, their topological variety makes them much harder to model than parametric bodies. Traditional tailoring relies on 2D sewing patterns, yet bridging these patterns to 3D geometry currently requires physical simulations. We…
We study the problem of physically plausible shadow casting when animating 3D Gaussian Splatting (3DGS) avatars, either individually or in multi-avatar and object-interaction scenarios, within existing 3DGS scenes. In contrast to prior methods that rely on binary hit tests and me…