Igor Santesteban

dblp:238/0362 · DBLP profile ↗
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10ranked-venue papers
5as first author
7since 2021 · last 2026
0000-0002-7276-083XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 4 first-author · 6 since 2021Artificial intelligence and machine learning · 5 · 3 first-author · 5 since 2021
YearPublicationVenuePosition
2026 SkinCells: Sparse Skinning using Voronoi Cells
Egor Larionov, Igor Santesteban, Hsiao-Yu Chen, Gene Wei-Chin Lin, Philipp Herholz, Ryan Goldade, Ladislav Kavan, Douglas Roble, Tuur Stuyck
Comput. Graph. Forum2
2026 SkinCells: Sparse Skinning using Voronoi Cells
abstract
Abstract For decades, real‐time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor‐intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high‐quality skinning weights from a standard mesh and skeleton in a canonical A‐ or T‐pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex – a critical requirement for maintaining performance in large‐scale mobile environments. Furthermore, we address the challenge of Level‐of‐Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high‐quality results even in complex scenarios where standard biharmonic weight computations fail.
Egor Larionov, Igor Santesteban, Hsiao-Yu Chen, Gene Wei-Chin Lin, Philipp Herholz, Ryan Goldade, Ladislav Kavan, Douglas Roble, Tuur Stuyck
Comput. Graph. Forum2
2025 PGC: Physics-Based Gaussian Cloth from a Single Pose
abstract
We introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: phys-gaussian-cloth.github.io.
Michelle Guo, Matt Jen-Yuan Chiang, Igor Santesteban, Nikolaos Sarafianos, Hsiao-Yu Chen, Oshri Halimi, Aljaz Bozic, Shunsuke Saito, Jiajun Wu 0001, C. Karen Liu, Tuur Stuyck, Egor Larionov
CVPR3
2025 FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few Images
abstract
We present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of per-subject optimization during inference, which limits their practical applications. In contrast, we learn a universal prior from over a thousand clothed humans to achieve instant feedforward generation and zero-shot generalization. Specifically, instead of rigging the avatar with shared skinning weights, we jointly infer personalized avatar shape, skinning weights, and pose-dependent deformations, which effectively improves overall geometric fidelity and reduces deformation artifacts. Moreover, to normalize pose variations and resolve coupled ambiguity between canonical shapes and skinning weights, we design a 3D canonicalization process to produce pixel-aligned initial conditions, which helps to reconstruct fine-grained geometric details. We then propose a multi-frame feature aggregation to robustly reduce artifacts introduced in canonicalization and fuse a plausible avatar preserving person-specific identities. Finally, we train the model in an end-to-end framework on a large-scale capture dataset, which contains diverse human subjects paired with high-quality 3D scans. Extensive experiments show that our method generates more authentic reconstruction and animation than state-of-the- arts, and can be directly generalized to inputs from casually taken phone photos. Project page and code is available at https://github.com/rongakowang/FRESA.
Fabian Prada, Zhongshi Jiang, Chengxiang Yin 0003, Shunsuke Saito, Igor Santesteban, Javier Romero 0002, Rohan Joshi, Hongdong Li, Jason M. Saragih, Yaser Sheikh
CVPR8
2022 SNUG: Self-Supervised Neural Dynamic Garments
abstract
We present a self-supervised method to learn dynamic 3D deformations of garments worn by parametric human bodies. State-of-the-art data-driven approaches to model 3D garment deformations are trained using supervised strategies that require large datasets, usually obtained by expensive physics-based simulation methods or professional multi-camera capture setups. In contrast, we propose a new training scheme that removes the need for ground-truth samples, enabling self-supervised training of dynamic 3D garment deformations. Our key contribution is to realize that physics-based deformation models, traditionally solved in a frame-by-frame basis by implicit integrators, can be recasted as an optimization problem. We leverage such optimization-based scheme to formulate a set of physics-based loss terms that can be used to train neural networks without precomputing ground-truth data. This allows us to learn models for interactive garments, including dynamic deformations and fine wrinkles, with a two orders of magnitude speed up in training time compared to state-of-the-art supervised methods.
Igor Santesteban, Miguel A. Otaduy, Dan Casas
CVPR1
2022 ULNeF: Untangled Layered Neural Fields for Mix-and-Match Virtual Try-On
abstract
Recent advances in neural models have shown great results for virtual try-on (VTO) problems, where a 3D representation of a garment is deformed to fit a target body shape. However, current solutions are limited to a single garment layer, and cannot address the combinatorial complexity of mixing different garments. Motivated by this limitation, we investigate the use of neural fields for mix-and-match VTO, and identify and solve a fundamental challenge that existing neural-field methods cannot address: the interaction between layered neural fields. To this end, we propose a neural model that untangles layered neural fields to represent collision-free garment surfaces. The key ingredient is a neural untangling projection operator that works directly on the layered neural fields, not on explicit surface representations. Algorithms to resolve object-object interaction are inherently limited by the use of explicit geometric representations, and we show how methods that work directly on neural implicit representations could bring a change of paradigm and open the door to radically different approaches.
Igor Santesteban, Miguel A. Otaduy, Nils Thürey, Dan Casas
NeurIPS1
2021 Self-Supervised Collision Handling via Generative 3D Garment Models for Virtual Try-On
abstract
We propose a new generative model for 3D garment deformations that enables us to learn, for the first time, a data-driven method for virtual try-on that effectively addresses garment-body collisions. In contrast to existing methods that require an undesirable postprocessing step to fix garment-body interpenetrations at test time, our approach directly outputs 3D garment configurations that do not collide with the underlying body. Key to our success is a new canonical space for garments that removes pose-and-shape deformations already captured by a new diffused human body model, which extrapolates body surface properties such as skinning weights and blendshapes to any 3D point. We leverage this representation to train a generative model with a novel self-supervised collision term that learns to reliably solve garment-body interpenetrations. We extensively evaluate and compare our results with recently proposed data-driven methods, and show that our method is the first to successfully address garment-body contact in unseen body shapes and motions, without compromising realism and detail.
Igor Santesteban, Nils Thürey, Miguel A. Otaduy, Dan Casas
CVPR1
2020 SoftSMPL: Data-driven Modeling of Nonlinear Soft-tissue Dynamics for Parametric Humans
abstract
Abstract We present SoftSMPL, a learning‐based method to model realistic soft‐tissue dynamics as a function of body shape and motion. Datasets to learn such task are scarce and expensive to generate, which makes training models prone to overfitting. At the core of our method there are three key contributions that enable us to model highly realistic dynamics and better generalization capabilities than state‐of‐the‐art methods, while training on the same data. First, a novel motion descriptor that disentangles the standard pose representation by removing subject‐specific features; second, a neural‐network‐based recurrent regressor that generalizes to unseen shapes and motions; and third, a highly efficient nonlinear deformation subspace capable of representing soft‐tissue deformations of arbitrary shapes. We demonstrate qualitative and quantitative improvements over existing methods and, additionally, we show the robustness of our method on a variety of motion capture databases.
Igor Santesteban, Elena Garces 0001, Miguel A. Otaduy, Dan Casas
Comput. Graph. Forum1
2020 Fully Convolutional Graph Neural Networks for Parametric Virtual Try-On
abstract
Abstract We present a learning‐based approach for virtual try‐on applications based on a fully convolutional graph neural network. In contrast to existing data‐driven models, which are trained for a specific garment or mesh topology, our fully convolutional model can cope with a large family of garments, represented as parametric predefined 2D panels with arbitrary mesh topology, including long dresses, shirts, and tight tops. Under the hood, our novel geometric deep learning approach learns to drape 3D garments by decoupling the three different sources of deformations that condition the fit of clothing: garment type, target body shape, and material. Specifically, we first learn a regressor that predicts the 3D drape of the input parametric garment when worn by a mean body shape. Then, after a mesh topology optimization step where we generate a sufficient level of detail for the input garment type, we further deform the mesh to reproduce deformations caused by the target body shape. Finally, we predict fine‐scale details such as wrinkles that depend mostly on the garment material. We qualitatively and quantitatively demonstrate that our fully convolutional approach outperforms existing methods in terms of generalization capabilities and memory requirements, and therefore it opens the door to more general learning‐based models for virtual try‐on applications.
Raquel Vidaurre, Igor Santesteban, Elena Garces 0001, Dan Casas
Comput. Graph. Forum2
2019 Learning-Based Animation of Clothing for Virtual Try-On
abstract
Abstract This paper presents a learning‐based clothing animation method for highly efficient virtual try‐on simulation. Given a garment, we preprocess a rich database of physically‐based dressed character simulations, for multiple body shapes and animations. Then, using this database, we train a learning‐based model of cloth drape and wrinkles, as a function of body shape and dynamics. We propose a model that separates global garment fit, due to body shape, from local garment wrinkles, due to both pose dynamics and body shape. We use a recurrent neural network to regress garment wrinkles, and we achieve highly plausible nonlinear effects, in contrast to the blending artifacts suffered by previous methods. At runtime, dynamic virtual try‐on animations are produced in just a few milliseconds for garments with thousands of triangles. We show qualitative and quantitative analysis of results.
Igor Santesteban, Miguel A. Otaduy, Dan Casas
Comput. Graph. Forum1