VLDB 2026 Research / reviewers in the wild / expert
Sergi Pujades
dblp:99/6464 · also Sergi Pujades Rocamora
· DBLP profile ↗
18ranked-venue papers
3as first author
7since 2021 · last 2025
0000-0002-9604-7721ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 15 · 3 first-author · 5 since 2021Artificial intelligence and machine learning · 8 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Efficient Finger Model and Accurate Tracking for Hover-and-Touch, Mid-air and Microgesture InteractionabstractInternational audience Quentin Zoppis, Sergi Pujades, Laurence Nigay, François Bérard |
UIST | 2 |
| 2024 | HIT: Estimating Internal Human Implicit Tissues from the Body SurfaceabstractThe creation of personalized anatomical digital twins is important in the fields of medicine, computer graphics, sports science, and biomechanics. To observe a subject's anatomy, expensive medical devices (MRI or CT) are required and the creation of the digital model is often time-consuming and involves manual effort. Instead, we leverage the fact that the shape of the body surface is correlated with the internal anatomy; e.g. from surface observations alone, one can predict body composition and skeletal structure. In this work, we go further and learn to infer the 3D location of three important anatomic tissues: subcutaneous adipose tissue (fat), lean tissue (muscles and organs), and long bones. To learn to infer these tissues, we tackle several key challenges. We first create a dataset of human tissues by segmenting full-body MRI scans and registering the SMPL body mesh to the body surface. With this dataset, we train HIT (Human Implicit Tissues), an implicit function that, given a point inside a body, predicts its tissue class. HIT leverages the SMPL body model shape and pose parameters to canonicalize the medical data. Unlike SMPL, which is trained from upright 3D scans, MRI scans are acquired with subjects lying on a table, resulting in significant soft-tissue deformation. Consequently, HIT uses a learned volumetric deformation field that undoes these deformations. Since HIT is parameterized by SMPL, we can repose bodies or change the shape of subjects and the internal structures deform appropriately. We perform extensive experiments to validate HIT's ability to predict a plausible internal structure for novel subjects. The dataset and HIT model are available at https://hit.is.tue.mpg.de to foster future research in this direction. Marilyn Keller, Vaibhav Arora, Abdelmouttaleb Dakri, Shivam Chandhok, Jürgen Machann, Andreas Fritsche, Michael J. Black, Sergi Pujades |
CVPR | 8 |
| 2024 | On Predicting 3D Bone Locations Inside the Human Body
Abdelmouttaleb Dakri, Vaibhav Arora, Léo Challier, Marilyn Keller, Michael J. Black, Sergi Pujades |
MICCAI (3) | 6 |
| 2023 | Optimizing the 3D Plate Shape for Proximal Humerus Fractures
Marilyn Keller, Marcell Krall, Hans Clement, Alexander M. Kerner, Andreas Gradischar, Ute Schäfer, Michael J. Black, Annelie Weinberg, Sergi Pujades |
MICCAI (7) | 10 |
| 2023 | 4DHumanOutfit: A multi-subject 4D dataset of human motion sequences in varying outfits exhibiting large displacements
Matthieu Armando, Laurence Boissieux, Edmond Boyer, Jean-Sébastien Franco, Martin Humenberger, Christophe Legras, Vincent Leroy 0003, Mathieu Marsot, Julien Pansiot, Sergi Pujades, Rim Rekik, Grégory Rogez, Anilkumar Swamy, Stefanie Wuhrer |
Comput. Vis. Image Underst. | 10 |
| 2023 | From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital HumansabstractGreat progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de. Marilyn Keller, Keenon Werling, Soyong Shin, Scott L. Delp, Sergi Pujades, C. Karen Liu, Michael J. Black |
ACM Trans. Graph. | 5 |
| 2022 | OSSO: Obtaining Skeletal Shape from OutsideabstractWe address the problem of inferring the anatomic skeleton of a person, in an arbitrary pose, from the 3D surface of the body; i.e. we predict the inside (bones) from the outside (skin). This has many applications in medicine and biomechanics. Existing state-of-the-art biomechanical skeletons are detailed but do not easily generalize to new subjects. Additionally, computer vision and graphics methods that predict skeletons are typically heuristic, not learned from data, do not leverage the full 3D body surface, and are not validated against ground truth. To our knowledge, our system, called OSSO (Obtaining Skeletal Shape from Outside), is the first to learn the mapping from the 3D body surface to the internal skeleton from real data. We do so using 1000 male and 1000 female dual-energy X-ray absorptiometry (DXA) scans. To these, we fit a parametric 3D body shape model (STAR) to capture the body surface and a novel part-based 3D skeleton model to capture the bones. This provides inside/outside training pairs. We model the statistical variation of full skeletons using PCA in a pose-normalized space and train a regressor from body shape parameters to skeleton shape parameters. Given an arbitrary 3D body shape and pose, OSSO predicts a realistic skeleton inside. In contrast to previous work, we evaluate the accuracy of the skeleton shape quantitatively on held out DXA scans, outperforming the state-of-the art. We also show 3D skeleton prediction from varied and challenging 3D bodies. The code to infer a skeleton from a body shape is available at https://osso.is.tue.mpg.de, and the dataset of paired outer surface (skin) and skeleton (bone) meshes is available as a Biobank Returned Dataset. This research has been conducted using the UK Biobank Resource. Marilyn Keller, Silvia Zuffi, Michael J. Black, Sergi Pujades |
CVPR | 4 |
| 2020 | Learning to Dress 3D People in Generative ClothingabstractThree-dimensional human body models are widely used in the analysis of human pose and motion. Existing models, however, are learned from minimally-clothed 3D scans and thus do not generalize to the complexity of dressed people in common images and videos. Additionally, current models lack the expressive power needed to represent the complex non-linear geometry of pose-dependent clothing shapes. To address this, we learn a generative 3D mesh model of clothed people from 3D scans with varying pose and clothing. Specifically, we train a conditional Mesh-VAE-GAN to learn the clothing deformation from the SMPL body model, making clothing an additional term in SMPL. Our model is conditioned on both pose and clothing type, giving the ability to draw samples of clothing to dress different body shapes in a variety of styles and poses. To preserve wrinkle detail, our Mesh-VAE-GAN extends patchwise discriminators to 3D meshes. Our model, named CAPE, represents global shape and fine local structure, effectively extending the SMPL body model to clothing. To our knowledge, this is the first generative model that directly dresses 3D human body meshes and generalizes to different poses. The model, code and data are available for research purposes at https://cape.is.tue.mpg.de. Qianli Ma 0007, Anurag Ranjan, Sergi Pujades, Gerard Pons-Moll, Siyu Tang 0001, Michael J. Black |
CVPR | 4 |
| 2020 | Learning and Tracking the 3D Body Shape of Freely Moving Infants from RGB-D sequencesabstractStatistical models of the human body surface are generally learned from thousands of high-quality 3D scans in predefined poses to cover the wide variety of human body shapes and articulations. Acquisition of such data requires expensive equipment, calibration procedures, and is limited to cooperative subjects who can understand and follow instructions, such as adults. We present a method for learning a statistical 3D Skinned Multi-Infant Linear body model (SMIL) from incomplete, low-quality RGB-D sequences of freely moving infants. Quantitative experiments show that SMIL faithfully represents the RGB-D data and properly factorizes the shape and pose of the infants. To demonstrate the applicability of SMIL, we fit the model to RGB-D sequences of freely moving infants and show, with a case study, that our method captures enough motion detail for General Movements Assessment (GMA), a method used in clinical practice for early detection of neurodevelopmental disorders in infants. SMIL provides a new tool for analyzing infant shape and movement and is a step towards an automated system for GMA. Nikolas Hesse, Sergi Pujades, Michael J. Black, Michael Arens, Ulrich G. Hofmann, A. Sebastian Schröder |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2019 | The Influence of Visual Perspective on Body Size Estimation in Immersive Virtual RealityabstractThe creation of realistic self-avatars that users identify with is important for many virtual reality applications. However, current approaches for creating biometrically plausible avatars that represent a particular individual require expertise and are time-consuming. We investigated the visual perception of an avatar’s body dimensions by asking males and females to estimate their own body weight and shape on a virtual body using a virtual reality avatar creation tool. In a method of adjustment task, the virtual body was presented in an HTC Vive head-mounted display either co-located with (first-person perspective) or facing (third-person perspective) the participants. Participants adjusted the body weight and dimensions of various body parts to match their own body shape and size. Both males and females underestimated their weight by 10-20% in the virtual body, but the estimates of the other body dimensions were relatively accurate and within a range of ± 6%. There was a stronger influence of visual perspective on the estimates for males, but this effect was dependent on the amount of control over the shape of the virtual body, indicating that the results might be caused by where in the body the weight changes expressed themselves. These results suggest that this avatar creation tool could be used to allow participants to make a relatively accurate self-avatar in terms of adjusting body part dimensions, but not weight, and that the influence of visual perspective and amount of control needed over the body shape are likely gender-specific. Anne Thaler, Sergi Pujades, Jeanine K. Stefanucci, Sarah H. Creem-Regehr, Joachim Tesch, Michael J. Black, Betty J. Mohler |
SAP | 2 |
| 2019 | The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D MeasurementsabstractCreating metrically accurate avatars is important for many applications such as virtual clothing try-on, ergonomics, medicine, immersive social media, telepresence, and gaming. Creating avatars that precisely represent a particular individual is challenging however, due to the need for expensive 3D scanners, privacy issues with photographs or videos, and difficulty in making accurate tailoring measurements. We overcome these challenges by creating "The Virtual Caliper", which uses VR game controllers to make simple measurements. First, we establish what body measurements users can reliably make on their own body. We find several distance measurements to be good candidates and then verify that these are linearly related to 3D body shape as represented by the SMPL body model. The Virtual Caliper enables novice users to accurately measure themselves and create an avatar with their own body shape. We evaluate the metric accuracy relative to ground truth 3D body scan data, compare the method quantitatively to other avatar creation tools, and perform extensive perceptual studies. We also provide a software application to the community that enables novices to rapidly create avatars in fewer than five minutes. Not only is our approach more rapid than existing methods, it exports a metrically accurate 3D avatar model that is rigged and skinned. Sergi Pujades, Betty J. Mohler, Anne Thaler, Joachim Tesch, Naureen Mahmood, Nikolas Hesse, Heinrich H. Bülthoff, Michael J. Black |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | Learning an Infant Body Model from RGB-D Data for Accurate Full Body Motion Analysis
Nikolas Hesse, Sergi Pujades, Javier Romero 0002, Michael J. Black, Christoph Bodensteiner, Michael Arens, Ulrich G. Hofmann, Uta Tacke, Mijna Hadders-Algra, Raphael Weinberger, Wolfgang Müller-Felber, A. Sebastian Schröder |
MICCAI (1) | 2 |
| 2017 | Detailed, Accurate, Human Shape Estimation from Clothed 3D Scan SequencesabstractWe address the problem of estimating human pose and body shape from 3D scans over time. Reliable estimation of 3D body shape is necessary for many applications including virtual try-on, health monitoring, and avatar creation for virtual reality. Scanning bodies in minimal clothing, however, presents a practical barrier to these applications. We address this problem by estimating body shape under clothing from a sequence of 3D scans. Previous methods that have exploited body models produce smooth shapes lacking personalized details. We contribute a new approach to recover a personalized shape of the person. The estimated shape deviates from a parametric model to fit the 3D scans. We demonstrate the method using high quality 4D data as well as sequences of visual hulls extracted from multi-view images. We also make available BUFF, a new 4D dataset that enables quantitative evaluation (http://buff.is.tue.mpg.de). Our method outperforms the state of the art in both pose estimation and shape estimation, qualitatively and quantitatively. Sergi Pujades, Michael J. Black, Gerard Pons-Moll |
CVPR | 2 |
| 2017 | Data-driven physics for human soft tissue animationabstractData driven models of human poses and soft-tissue deformations can produce very realistic results, but they only model the visible surface of the human body and cannot create skin deformation due to interactions with the environment. Physical simulations can generalize to external forces, but their parameters are difficult to control. In this paper, we present a layered volumetric human body model learned from data. Our model is composed of a data-driven inner layer and a physics-based external layer. The inner layer is driven with a volumetric statistical body model (VSMPL). The soft tissue layer consists of a tetrahedral mesh that is driven using the finite element method (FEM). Model parameters, namely the segmentation of the body into layers and the soft tissue elasticity, are learned directly from 4D registrations of humans exhibiting soft tissue deformations. The learned two layer model is a realistic full-body avatar that generalizes to novel motions and external forces. Experiments show that the resulting avatars produce realistic results on held out sequences and react to external forces. Moreover, the model supports the retargeting of physical properties from one avatar when they share the same topology. Meekyoung Kim, Gerard Pons-Moll, Sergi Pujades, Seungbae Bang, Michael J. Black, Sung-Hee Lee |
ACM Trans. Graph. | 3 |
| 2017 | ClothCap: seamless 4D clothing capture and retargetingabstractDesigning and simulating realistic clothing is challenging. Previous methods addressing the capture of clothing from 3D scans have been limited to single garments and simple motions, lack detail, or require specialized texture patterns. Here we address the problem of capturing regular clothing on fully dressed people in motion. People typically wear multiple pieces of clothing at a time. To estimate the shape of such clothing, track it over time, and render it believably, each garment must be segmented from the others and the body. Our ClothCap approach uses a new multi-part 3D model of clothed bodies, automatically segments each piece of clothing, estimates the minimally clothed body shape and pose under the clothing, and tracks the 3D deformations of the clothing over time. We estimate the garments and their motion from 4D scans; that is, high-resolution 3D scans of the subject in motion at 60 fps. ClothCap is able to capture a clothed person in motion, extract their clothing, and retarget the clothing to new body shapes; this provides a step towards virtual try-on. Gerard Pons-Moll, Sergi Pujades, Sonny Hu, Michael J. Black |
ACM Trans. Graph. | 2 |
| 2014 | Bayesian View Synthesis and Image-Based Rendering PrinciplesabstractIn this paper, we address the problem of synthesizing novel views from a set of input images. State of the art methods, such as the Unstructured Lumigraph, have been using heuristics to combine information from the original views, often using an explicit or implicit approximation of the scene geometry. While the proposed heuristics have been largely explored and proven to work effectively, a Bayesian formulation was recently introduced, formalizing some of the previously proposed heuristics, pointing out which physical phenomena could lie behind each. However, some important heuristics were still not taken into account and lack proper formalization. We contribute a new physics-based generative model and the corresponding Maximum a Posteriori estimate, providing the desired unification between heuristics-based methods and a Bayesian formulation. The key point is to systematically consider the error induced by the uncertainty in the geometric proxy. We provide an extensive discussion, analyzing how the obtained equations explain the heuristics developed in previous methods. Furthermore, we show that our novel Bayesian model significantly improves the quality of novel views, in particular if the scene geometry estimate is inaccurate. Sergi Pujades, Frederic Devernay, Bastian Goldlücke |
CVPR | 1 |
| 2014 | Viewpoint interpolation: Direct and variational methodsabstractWe address the topic of novel view synthesis from a stereoscopic pair of images. The techniques have mainly 3 stages: the reconstruction of correspondences between the views, the estimation of the blending factor of each view for the final view, and the rendering. The state of the art has mainly focused on the correspondence topic, but little work addresses the question of which blending factors are best. The rendering methods can be classified into “direct” methods, defining the final image as a function of the original images, and “vari-ational” methods, where the synthesized image is expressed as the solution minimising an energy. In this paper, we experiment different combinations of the blending factors and the rendering method, in order to demonstrate the effect of these two factors on the final image quality. Sergi Pujades, Frederic Devernay |
ICIP | 1 |
| 2007 | An Occupancy-Depth Generative Model of Multi-view Images
Pau Gargallo, Peter F. Sturm, Sergi Pujades |
ACCV (2) | 3 |