Gerard Pons-Moll
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Research Interests
Gerard Pons-Moll has a total of 79 co-authors. Here are the top co-authors by number of shared publications:
Bharat Lal Bhatnagar
Max Planck Institute for Informatics Saarland Informatics Campus Germany
4 shared publications- Christian Theobalt
Max Planck Institute for Informatics, Saarland Informatics Campus
4 shared publications - Enric Corona
Google research
4 shared publications - Jan Eric Lenssen
Max Planck Institute for Informatics, Saarland Informatics Campus
4 shared publications - Bharat Lal Bhatnagar
University of Tübingen
3 shared publications - Keyang Zhou
University of Tübingen Germany
3 shared publications
Latest Publications
- 3 October 2026
- Published by Springer Nature
- p. 146-166
Head Avatars with Dynamic Explicit Hair
- 1 October 2026
- Published by Springer Nature
- p. 553-573
ActionPlan: Future-Aware Streaming Motion Synthesis via Frame-Level Action Planning
- 1 October 2026
- Published by Springer Nature
- p. 553-573
ActionPlan: Future-Aware Streaming Motion Synthesis via Frame-Level Action Planning
- 10 September 2026
- Published by Springer Nature
- p. 97-115
Revisiting Avatar-as-Image: High-Fidelity Registration is All You Need
- 10 September 2026
- Published by Springer Nature
- p. 97-115
Revisiting Avatar-as-Image: High-Fidelity Registration is All You Need
- 10 September 2026
- Published by Springer Nature
- p. 114-137
ECHO: Ego-Centric Modeling of Human-Object Interactions
- 10 September 2026
- Published by Springer Nature
- p. 114-137
ECHO: Ego-Centric Modeling of Human-Object Interactions
- Open Access
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
PhySIC: Physically Plausible 3D Human-Scene Interaction and Contact from a Single Image
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessPhySIC: Physically Plausible 3D Human-Scene Interaction and Contact from a Single Image
- Open Access
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
InfiniHuman: Realistic 3D Human Creation with Precise Control
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessInfiniHuman: Realistic 3D Human Creation with Precise Control
- 7 December 2025
- Published by Springer Nature
- p. C1
Correction to: NICP: Neural ICP for 3D Human Registration at Scale
- 7 December 2025
- Published by Springer Nature
- p. C1
Correction to: NICP: Neural ICP for 3D Human Registration at Scale
- 5 November 2024
- Published by Springer Nature
- p. 265-285
NICP: Neural ICP for 3D Human Registration at Scale
- 5 November 2024
- Published by Springer Nature
- p. 265-285
NICP: Neural ICP for 3D Human Registration at Scale
- Open Access
Interaction Replica: Tracking Human-Object Interaction and Scene Changes From Human Motion
Our world is not static and humans naturally cause changes in their environments through interactions, e.g., opening doors or moving furniture. Modeling changes caused by humans is essential for building digital twins, e.g., in the context of shared physical-virtual spaces (metaverses) and robotics. In order for widespread adoption of such emerging applications, the sensor setup used to capture the interactions needs to be inexpensive and easy-to-use for non-expert users. I.e., interactions should be captured and modeled by simple ego-centric sensors such as a combination of cameras and IMU sensors, not relying on any external cameras or object trackers. Yet, to the best of our knowledge, no work tackling the challenging problem of modeling human-scene interactions via such an ego-centric sensor setup exists. This paper closes this gap in the literature by developing a novel approach that combines visual localization of humans in the scene with contact-based reasoning about human-scene interactions from IMU data. Interestingly, we can show that even without visual observations of the interactions, human-scene contacts and interactions can be realistically predicted from human pose sequences. Our method, iReplica (Interaction Replica), is an essential first step towards the egocentric capture of human interactions and modeling of dynamic scenes, which is required for future AR/VR applications in immersive virtual universes and for training machines to behave like humans. Our code, data and model are available on our project page at http://virtualhumans.mpi-inf.mpg.de/ireplica/
Open AccessInteraction Replica: Tracking Human-Object Interaction and Scene Changes From Human Motion
Our world is not static and humans naturally cause changes in their environments through interactions, e.g., opening doors or moving furniture. Modeling changes caused by humans is essential for building digital twins, e.g., in the context of shared physical-virtual spaces (metaverses) and robotics. In order for widespread adoption of such emerging applications, the sensor setup used to capture the interactions needs to be inexpensive and easy-to-use for non-expert users. I.e., interactions should be captured and modeled by simple ego-centric sensors such as a combination of cameras and IMU sensors, not relying on any external cameras or object trackers. Yet, to the best of our knowledge, no work tackling the challenging problem of modeling human-scene interactions via such an ego-centric sensor setup exists. This paper closes this gap in the literature by developing a novel approach that combines visual localization of humans in the scene with contact-based reasoning about human-scene interactions from IMU data. Interestingly, we can show that even without visual observations of the interactions, human-scene contacts and interactions can be realistically predicted from human pose sequences. Our method, iReplica (Interaction Replica), is an essential first step towards the egocentric capture of human interactions and modeling of dynamic scenes, which is required for future AR/VR applications in immersive virtual universes and for training machines to behave like humans. Our code, data and model are available on our project page at http://virtualhumans.mpi-inf.mpg.de/ireplica/
- Open Access
CloSe: A 3D Clothing Segmentation Dataset and Model
3D Clothing modeling and datasets play crucial role in the entertainment, animation, and digital fashion industries. Existing work often lacks detailed semantic understanding or uses synthetic datasets, lacking realism and personalization. To address this, we first introduce CloSe-D: a novel large-scale dataset containing 3D clothing segmentation of 3167 scans, covering a range of 18 distinct clothing classes. Additionally, we propose CloSe-Net, the first learning-based 3D clothing segmentation model for fine-grained segmentation from colored point clouds. CloSe-Net uses local point features, body-clothing correlation, and a garment-class and point features-based attention module, improving performance over baselines and prior work. The proposed attention module enables our model to learn appearance and geometry-dependent clothing prior from data. We further validate the efficacy of our approach by successfully segmenting publicly available datasets of people in clothing. We also introduce CloSe-T, a 3D interactive tool for refining segmentation labels. Combining the tool with CloSe-T in a continual learning setup demonstrates improved generalization on real-world data. Dataset, model, and tool can be found at https://virtualhumans.mpi-inf.mpg.de/close3dv24/.
Open AccessCloSe: A 3D Clothing Segmentation Dataset and Model
3D Clothing modeling and datasets play crucial role in the entertainment, animation, and digital fashion industries. Existing work often lacks detailed semantic understanding or uses synthetic datasets, lacking realism and personalization. To address this, we first introduce CloSe-D: a novel large-scale dataset containing 3D clothing segmentation of 3167 scans, covering a range of 18 distinct clothing classes. Additionally, we propose CloSe-Net, the first learning-based 3D clothing segmentation model for fine-grained segmentation from colored point clouds. CloSe-Net uses local point features, body-clothing correlation, and a garment-class and point features-based attention module, improving performance over baselines and prior work. The proposed attention module enables our model to learn appearance and geometry-dependent clothing prior from data. We further validate the efficacy of our approach by successfully segmenting publicly available datasets of people in clothing. We also introduce CloSe-T, a 3D interactive tool for refining segmentation labels. Combining the tool with CloSe-T in a continual learning setup demonstrates improved generalization on real-world data. Dataset, model, and tool can be found at https://virtualhumans.mpi-inf.mpg.de/close3dv24/.