{"id":27,"date":"2026-05-06T23:35:52","date_gmt":"2026-05-06T23:35:52","guid":{"rendered":"https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/?page_id=27"},"modified":"2026-05-07T21:08:03","modified_gmt":"2026-05-07T21:08:03","slug":"related-work","status":"publish","type":"page","link":"https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/related-work\/","title":{"rendered":"Related Works"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\"><strong>Related Works<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Non-rigging Methods<\/strong><\/h3>\n\n\n\n<p class=\"has-text-align-left is-style-default has-medium-font-size\">Current non-rigging video-to-4D methods, either per-object optimization methods or feed-forward methods [1],[2], solve this task by optimizing\/predicting a canonical mesh (M)&#8217;s deformation at each timestep ({D_t}), so the rendered video aligns with the input. They start by generating a canonical mesh from a chosen canonical frame (I) via off-the-shelf image-to-3D models. Some feed-forward methods [1] further leverage 3D priors for deformation prediction. However, these methods fail to handle occlusions, extreme motion, or drastic shape\/topology changes over time due to the insufficient information provided by the canonical image and limitations of an image-to-3D model. We formulate this kind of failure as <br> <em>M* != Imageto3D(I*), M: canon. mesh, I: frame, *: optimal<\/em>.<\/p>\n\n\n\n<p class=\"has-medium-font-size\">    To resolve this problem, we proposed to learn an optimal canonical mesh M* instead of simply using image-to-3D for canonical mesh generation.<\/p>\n\n\n\n<figure class=\"wp-block-gallery aligncenter has-nested-images columns-default is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex\">\n<figure class=\"wp-block-image size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"489\" data-id=\"44\" src=\"https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/img2-1024x489.png\" alt=\"\" class=\"wp-image-44\" style=\"width:396px;height:auto\" srcset=\"https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/img2-1024x489.png 1024w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/img2-300x143.png 300w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/img2-768x367.png 768w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/img2.png 1326w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n<\/figure>\n\n\n\n<p class=\"has-small-font-size\">ActionMesh<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"549\" src=\"https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/img3-1024x549.png\" alt=\"\" class=\"wp-image-45\" style=\"width:398px;height:auto\" srcset=\"https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/img3-1024x549.png 1024w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/img3-300x161.png 300w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/img3-768x412.png 768w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/img3.png 1477w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"has-small-font-size\">Motion324<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Rigging-based Methods<\/strong><\/h3>\n\n\n\n<p class=\"has-medium-font-size\">Current rigging-based methods approach the problem by automatically generating skeletal rigs and predicting skinning weights for 3D characters. Puppeteer [3] proposes an auto-regressive transformer for skeleton joint prediction with hierarchical ordering, combined with a topology-aware attention mechanism that encodes inter-joint relationships via skeletal graph distance. Animation is further optimized based on text-generated videos.<\/p>\n\n\n\n<p class=\"has-medium-font-size\">However, these methods lack interactive editing capabilities, they do not support user-guided skeleton adjustment or editing-driven rig generation, making it difficult to refine or adapt the pipeline for specific characters or dynamic real-world objects.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"542\" src=\"https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/method-1024x542.png\" alt=\"\" class=\"wp-image-113\" srcset=\"https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/method-1024x542.png 1024w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/method-300x159.png 300w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/method-768x406.png 768w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/method-1536x812.png 1536w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/method-2048x1083.png 2048w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"406\" src=\"https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/videoframe_10760-1024x406.png\" alt=\"\" class=\"wp-image-115\" srcset=\"https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/videoframe_10760-1024x406.png 1024w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/videoframe_10760-300x119.png 300w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/videoframe_10760-768x304.png 768w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/videoframe_10760-1536x609.png 1536w, https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/wp-content\/uploads\/sites\/145\/2026\/05\/videoframe_10760-2048x812.png 2048w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>References<\/strong><\/h3>\n\n\n\n<p class=\"has-small-font-size\">[1] R. Sabathier, D. Novotny, N. J. Mitra, and T. Monnier, \u201cActionMesh: Animated 3D Mesh Generation with Temporal 3D Diffusion,\u201d 2026, arXiv:2601.16148 [cs.CV]<\/p>\n\n\n\n<p class=\"has-small-font-size\">[2] H. Chen, X. Chen, Y. Zhang, Z. Xu, and A. Chen, \u201cMotion 3-to-4: 3D Motion Reconstruction for 4D Synthesis,\u201d 2026, arXiv:2601.14253 [cs.CV]<\/p>\n\n\n\n<p class=\"has-small-font-size\">[3] Song, Chaoyue, Xiu Li, Fan Yang, Zhongcong Xu, Jiacheng Wei, Fayao Liu, Jiashi Feng, Guosheng Lin, and Jianfeng Zhang. &#8220;Puppeteer: Rig and animate your 3d models.&#8221; 2025 arXiv:2508.10898<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Related Works Non-rigging Methods Current non-rigging video-to-4D methods, either per-object optimization methods or feed-forward methods [1],[2], solve this task by optimizing\/predicting a canonical mesh (M)&#8217;s deformation at each timestep ({D_t}), so the rendered video aligns with the input. They start by generating a canonical mesh from a chosen canonical frame (I) via off-the-shelf image-to-3D models. [&hellip;]<\/p>\n","protected":false},"author":269,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-27","page","type-page","status-publish","hentry"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Related Works - 3D Asset Generation: Generating Action Primitives<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/mscvprojects.ri.cmu.edu\/2026teamf3\/related-work\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Related Works - 3D Asset Generation: Generating Action Primitives\" \/>\n<meta property=\"og:description\" content=\"Related Works Non-rigging Methods Current non-rigging video-to-4D methods, either per-object optimization methods or feed-forward methods [1],[2], solve this task by optimizing\/predicting a canonical mesh (M)&#8217;s deformation at each timestep ({D_t}), so the rendered video aligns with the input. 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