Artur Grigorev 0002

dblp:230/8122-2 · DBLP profile ↗
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8ranked-venue papers
3as first author
6since 2021 · last 2025
0000-0002-6999-2162ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 6 since 2021Artificial intelligence and machine learning · 7 · 3 first-author · 5 since 2021
YearPublicationVenuePosition
2025 Gaussian Garments: Reconstructing Simulation-Ready Clothing with Photorealistic Appearance from Multi-View Video
abstract
We introduce Gaussian Garments, a novel approach for reconstructing realistic simulation-ready garment assets from multi-view videos. Our method represents garments with a combination of a 3D mesh and a Gaussian texture that encodes both the color and high-frequency surface details. This representation enables accurate registration of garment geometries to multi-view videos and helps disentangle albedo textures from lighting effects. Furthermore, we demonstrate how a pretrained graph neural network (GNN) can be fine-tuned to replicate the real behavior of each garment. The reconstructed Gaussian Garments can be automatically combined into multi-garment outfits and animated with the fine-tuned GNN.
Boxiang Rong, Artur Grigorev 0002, Wenbo Wang 0007, Michael J. Black, Bernhard Thomaszewski, Christina Tsalicoglou, Otmar Hilliges
3DV2
2025 ChatGarment: Garment Estimation, Generation and Editing via Large Language Models
abstract
We introduce ChatGarment, a novel approach that leverages large vision-language models (VLMs) to automate the estimation, generation, and editing of 3D garments from images or text descriptions. Unlike previous methods that struggle in real-world scenarios or lack interactive editing capabilities, ChatGarment can estimate sewing patterns from in-the-wild images or sketches, generate them from text descriptions, and edit garments based on user instructions, all within an interactive dialogue. These sewing patterns can then be draped on a 3D body and animated. This is achieved by finetuning a VLM to directly generate a JSON file that includes both textual descriptions of garment types and styles, as well as continuous numerical attributes. This JSON file is then used to create sewing patterns through a programming parametric model. To support this, we refine the existing programming model, GarmentCode, by expanding its garment type coverage and simplifying its structure for efficient VLM fine-tuning. Additionally, we construct a large-scale dataset of image-to-sewing-pattern and text-to-sewing-pattern pairs through an automated data pipeline. Extensive evaluations demonstrate ChatGarment’s ability to accurately reconstruct, generate, and edit garments from multimodal inputs, highlighting its potential to simplify work-flows in fashion and gaming applications. Code and data are available at https://chatgarment.github.io/.
Siyuan Bian, Yuliang Xiu, Artur Grigorev 0002, Zhen Liu 0019, Cewu Lu, Michael J. Black, Yao Feng 0001
CVPR4
2024 4D-DRESS: A 4D Dataset of Real-World Human Clothing with Semantic Annotations
abstract
The studies of human clothing for digital avatars have predominantly relied on synthetic datasets. While easy to collect, synthetic data often fall short in realism and fail to capture authentic clothing dynamics. Addressing this gap, we introduce 4D-DRESS, the first real-world 4D dataset advancing human clothing research with its high-quality 4D textured scans and garment meshes. 4D-DRESS captures 64 outfits in 520 human motion sequences, amounting to 78k textured scans. Creating a real-world clothing dataset is challenging, particularly in annotating and segmenting the extensive and complex 4D human scans. To address this, we develop a semi-automatic 4D human parsing pipeline. We efficiently combine a human-in-the-loop process with automation to accurately label 4D scans in diverse garments and body movements. Leveraging precise annotations and high-quality garment meshes, we establish several benchmarks for clothing simulation and reconstruction. 4D-DRESS offers realistic and challenging data that complements synthetic sources, paving the way for advancements in research of lifelike human clothing.
Wenbo Wang 0007, Hsuan-I Ho, Boxiang Rong, Artur Grigorev 0002, Jie Song 0006, Juan Jose Zarate, Otmar Hilliges
CVPR5
2023 HOOD: Hierarchical Graphs for Generalized Modelling of Clothing Dynamics
abstract
We propose a method that leverages graph neural networks, multi-level message passing, and unsupervised training to enable efficient prediction of realistic clothing dynamics. Whereas existing methods based on linear blend skinning must be trained for specific garments, our method, called HOOD, is agnostic to body shape and applies to tight-fitting garments as well as loose, free-flowing clothing. Furthermore, HOOD handles changes in topology (e.g., garments with buttons or zippers) and material properties at inference time. As one key contribution, we propose a hierarchical message-passing scheme that efficiently propagates stiff stretching modes while preserving local detail. We empirically show that HOOD outperforms strong baselines quantitatively and that its results are perceived as more realistic than state-of-the-art methods.
Artur Grigorev 0002, Michael J. Black, Otmar Hilliges
CVPR1
2021 StylePeople: A Generative Model of Fullbody Human Avatars
abstract
We propose a new type of full-body human avatars, which combines parametric mesh-based body model with a neural texture. We show that with the help of neural textures, such avatars can successfully model clothing and hair, which usually poses a problem for mesh-based approaches. We also show how these avatars can be created from multiple frames of a video using backpropagation. We then propose a generative model for such avatars that can be trained from datasets of images and videos of people. The generative model allows us to sample random avatars as well as to create dressed avatars of people from one or few images. The code for the project is available at saic-violet.github.io/style-people.
Artur Grigorev 0002, Karim Iskakov, Anastasia Ianina, Renat Bashirov, Ilya Zakharkin, Alexander Vakhitov, Victor S. Lempitsky
CVPR1
2021 Point-Based Modeling of Human Clothing
abstract
We propose a new approach to human clothing modeling based on point clouds. Within this approach, we learn a deep model that can predict point clouds of various outfits, for various human poses, and for various human body shapes. Notably, outfits of various types and topologies can be handled by the same model. Using the learned model, we can infer the geometry of new outfits from as little as a single image, and perform outfit retargeting to new bodies in new poses. We complement our geometric model with appearance modeling that uses the point cloud geometry as a geometric scaffolding and employs neural point-based graphics to capture outfit appearance from videos and to re-render the captured outfits. We validate both geometric modeling and appearance modeling aspects of the proposed approach against recently proposed methods and establish the viability of point-based clothing modeling.
Ilya Zakharkin, Kirill Mazur, Artur Grigorev 0002, Victor S. Lempitsky
ICCV3
2020 Neural Head Reenactment with Latent Pose Descriptors
abstract
We propose a neural head reenactment system, which is driven by a latent pose representation and is capable of predicting the foreground segmentation alongside the RGB image. The latent pose representation is learned as a part of the entire reenactment system, and the learning process is based solely on image reconstruction losses. We show that despite its simplicity, with a large and diverse enough training dataset, such learning successfully decomposes pose from identity. The resulting system can then reproduce mimics of the driving person and, furthermore, can perform cross-person reenactment. Additionally, we show that the learned descriptors are useful for other pose-related tasks, such as keypoint prediction and pose-based retrieval.
Egor Burkov, Igor Pasechnik, Artur Grigorev 0002, Victor S. Lempitsky
CVPR3
2019 Coordinate-Based Texture Inpainting for Pose-Guided Human Image Generation
abstract
We present a new deep learning approach to pose-guided resynthesis of human photographs. At the heart of the new approach is the estimation of the complete body surface texture based on a single photograph. Since the input photograph always observes only a part of the surface, we suggest a new inpainting method that completes the texture of the human body. Rather than working directly with colors of texture elements, the inpainting network estimates an appropriate source location in the input image for each element of the body surface. This correspondence field between the input image and the texture is then further warped into the target image coordinate frame based on the desired pose, effectively establishing the correspondence between the source and the target view even when the pose change is drastic. The final convolutional network then uses the established correspondence and all other available information to synthesize the output image. A fully-convolutional architecture with deformable skip connections guided by the estimated correspondence field is used. We show state-of-the-art result for pose-guided image synthesis. Additionally, we demonstrate the performance of our system for garment transfer and pose-guided face resynthesis.
Artur Grigorev 0002, Artem Sevastopolsky, Alexander Vakhitov, Victor S. Lempitsky
CVPR1