Marc Habermann
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Research Interests
Marc Habermann has a total of 96 co-authors. Here are the top co-authors by number of shared publications:
- Christian Theobalt
Max Planck Institute for Informatics, Saarland Informatics Campus
28 shared publications - Michael Zollhoefer
Reality Labs Research
6 shared publications - Weipeng Xu
Max Planck Institute for Informatics
6 shared publications - Vladislav Golyanik
Max Planck Institute for Informatics, Saarbrücken, Germany
4 shared publications - Fangneng Zhan
Harvard University Cambridge Massachusetts USA
3 shared publications - Gerard Pons-Moll
University of Tuebingen, Tuebingen, Germany and Max Planck Institute for Informatics, Tuebingen, Germany
3 shared publications
Latest Publications
- 10 September 2026
- Published by Springer Nature
- p. 502-520
SOMA: From Surface Observations to Muscle Anatomy
- 10 September 2026
- Published by Springer Nature
- p. 502-520
SOMA: From Surface Observations to Muscle Anatomy
- Open Access
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 46 (1) , 1-20
UMA: Ultra-detailed Human Avatars via Multi-level Surface Alignment
Learning an animatable and clothed human avatar model with vivid dynamics and photorealistic appearance from multi-view videos is a foundational research problem in computer graphics and vision. Fueled by recent advances in implicit representations, animatable avatars have reached unprecedented quality by attaching the implicit representation to drivable human template meshes. However, they usually fail to preserve the highest level of detail, e.g., fine textures and yarn-level patterns, especially when the camera zooms in or renders at 4K and higher. We argue that this limitation stems from inaccurate surface tracking, specifically, depth misalignment and surface drift between character geometry and the ground truth surface, which forces the detailed appearance model to compensate for geometric errors. To address this, we adopt a latent deformation model and supervise the 3D deformation of the animatable character using guidance from foundational 2D video point trackers, which offer improved robustness to shading and surface variations, and are less prone to local minima than differentiable rendering. To mitigate the drift over time and lack of 3D awareness of 2D point trackers, we introduce a cascaded training strategy that generates consistent 3D point tracks by anchoring point tracks to the rendered avatar, which ultimately supervise our avatar at vertex and texel level. Furthermore, a lightweight Gaussian texture super-resolution module is employed to reconstruct challenging appearance details and micro-level structures using localized information. To validate the effectiveness of our approach, we introduce a novel dataset comprising five multi-view video sequences, each over 10 minutes in duration, captured using 40 calibrated 6K-resolution cameras, featuring subjects dressed in clothing with challenging texture patterns and wrinkle deformations. Our approach significantly improves rendering quality and geometric accuracy over the state of the art.
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 46 (1) , 1-20
Open AccessUMA: Ultra-detailed Human Avatars via Multi-level Surface Alignment
Learning an animatable and clothed human avatar model with vivid dynamics and photorealistic appearance from multi-view videos is a foundational research problem in computer graphics and vision. Fueled by recent advances in implicit representations, animatable avatars have reached unprecedented quality by attaching the implicit representation to drivable human template meshes. However, they usually fail to preserve the highest level of detail, e.g., fine textures and yarn-level patterns, especially when the camera zooms in or renders at 4K and higher. We argue that this limitation stems from inaccurate surface tracking, specifically, depth misalignment and surface drift between character geometry and the ground truth surface, which forces the detailed appearance model to compensate for geometric errors. To address this, we adopt a latent deformation model and supervise the 3D deformation of the animatable character using guidance from foundational 2D video point trackers, which offer improved robustness to shading and surface variations, and are less prone to local minima than differentiable rendering. To mitigate the drift over time and lack of 3D awareness of 2D point trackers, we introduce a cascaded training strategy that generates consistent 3D point tracks by anchoring point tracks to the rendered avatar, which ultimately supervise our avatar at vertex and texel level. Furthermore, a lightweight Gaussian texture super-resolution module is employed to reconstruct challenging appearance details and micro-level structures using localized information. To validate the effectiveness of our approach, we introduce a novel dataset comprising five multi-view video sequences, each over 10 minutes in duration, captured using 40 calibrated 6K-resolution cameras, featuring subjects dressed in clothing with challenging texture patterns and wrinkle deformations. Our approach significantly improves rendering quality and geometric accuracy over the state of the art.
- Open Access
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-19
EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering
Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into their real or virtual surroundings. Achieving this vision requires a method capable of capturing a user's motion, estimating their appearance under novel lighting, and understanding the surrounding environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on complex studio setups for relighting. In this paper, we present EgoRelight , a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure accurate motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as robust geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to the live egocentric camera observations. We demonstrate the efficiency of our system through a social telepresence application, where remote users are coherently relit according to their local physical environment. Extensive experiments show that our individual components and the integrated system significantly outperform the best combinations of state-of-the-art baselines in both geometric accuracy and rendering as well as relighting fidelity. Further details can be found on our project page 1 .
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-19
Open AccessEgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering
Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into their real or virtual surroundings. Achieving this vision requires a method capable of capturing a user's motion, estimating their appearance under novel lighting, and understanding the surrounding environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on complex studio setups for relighting. In this paper, we present EgoRelight , a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure accurate motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as robust geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to the live egocentric camera observations. We demonstrate the efficiency of our system through a social telepresence application, where remote users are coherently relit according to their local physical environment. Extensive experiments show that our individual components and the integrated system significantly outperform the best combinations of state-of-the-art baselines in both geometric accuracy and rendering as well as relighting fidelity. Further details can be found on our project page 1 .
- Open Access
- 30 April 2026
- Published by Wiley in Computer Graphics Forum
- p. e70405
Step2Motion: Locomotion Reconstruction from Pressure Sensing Insoles
Human motion is fundamentally driven by continuous physical interaction with the environment. Whether walking, running, or simply standing, the forces exchanged between our feet and the ground provide crucial insights for understanding and reconstructing human movement. Recent advances in wearable insole devices offer a compelling solution for capturing these forces in diverse, real‐world scenarios. Sensor insoles pose no constraint on the users' motion (unlike mocap suits) and are unaffected by line‐of‐sight limitations (in contrast to optical systems). These qualities make sensor insoles an ideal choice for robust, unconstrained motion capture, particularly in outdoor environments. Surprisingly, leveraging these devices with recent motion reconstruction methods remains largely unexplored. Aiming to fill this gap, we present Step2Motion , the first approach to reconstruct human locomotion from multi‐modal insole sensors. Our method utilizes pressure and inertial data—accelerations and angular rates—captured by the insoles to reconstruct human motion. We evaluate the effectiveness of our approach across a range of experiments to show its versatility for diverse locomotion styles, from simple ones like walking or jogging up to moving sideways, on tiptoes, slightly crouching, or dancing. The complete source code, trained model, data, and supplementary material used in this paper can be found at: https://vcai.mpi-inf.mpg.de/projects/Step2Motion/
- 30 April 2026
- Published by Wiley in Computer Graphics Forum
- p. e70405
Open AccessStep2Motion: Locomotion Reconstruction from Pressure Sensing Insoles
Human motion is fundamentally driven by continuous physical interaction with the environment. Whether walking, running, or simply standing, the forces exchanged between our feet and the ground provide crucial insights for understanding and reconstructing human movement. Recent advances in wearable insole devices offer a compelling solution for capturing these forces in diverse, real‐world scenarios. Sensor insoles pose no constraint on the users' motion (unlike mocap suits) and are unaffected by line‐of‐sight limitations (in contrast to optical systems). These qualities make sensor insoles an ideal choice for robust, unconstrained motion capture, particularly in outdoor environments. Surprisingly, leveraging these devices with recent motion reconstruction methods remains largely unexplored. Aiming to fill this gap, we present Step2Motion , the first approach to reconstruct human locomotion from multi‐modal insole sensors. Our method utilizes pressure and inertial data—accelerations and angular rates—captured by the insoles to reconstruct human motion. We evaluate the effectiveness of our approach across a range of experiments to show its versatility for diverse locomotion styles, from simple ones like walking or jogging up to moving sideways, on tiptoes, slightly crouching, or dancing. The complete source code, trained model, data, and supplementary material used in this paper can be found at: https://vcai.mpi-inf.mpg.de/projects/Step2Motion/
- Open Access
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
3DPR: Single Image 3D Portrait Relighting with Generative Priors
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open Access3DPR: Single Image 3D Portrait Relighting with Generative Priors
- Open Access
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Audio Driven Universal Gaussian Head Avatars
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessAudio Driven Universal Gaussian Head Avatars
- Open Access
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Topology-Aware Optimization of Gaussian Primitives for Human-Centric Volumetric Videos
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessTopology-Aware Optimization of Gaussian Primitives for Human-Centric Volumetric Videos
- Open Access
- 27 July 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
EVA: Expressive Virtual Avatars from Multi-view Videos
- 27 July 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessEVA: Expressive Virtual Avatars from Multi-view Videos
- 24 April 2025
- Published by Springer Nature
- p. 37-52
A Latent Implicit 3D Shape Model for Multiple Levels of Detail
- 24 April 2025
- Published by Springer Nature
- p. 37-52
A Latent Implicit 3D Shape Model for Multiple Levels of Detail
- Open Access
- 3 December 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
EgoAvatar: Egocentric View-Driven and Photorealistic Full-body Avatars
- 3 December 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessEgoAvatar: Egocentric View-Driven and Photorealistic Full-body Avatars