Humanoid rigging for modern characters with complex garments remains challenging due to the need for dense auxiliary skeletons and precise skinning control. Existing automatic methods primarily recover rigs from geometry, providing limited artist control over auxiliary articulation and often lacking explicit semantic or kinematic-chain structure for dense garment bones, leading to instability and weight bleeding. We present TailorRig, a framework that reformulates garment-aware humanoid rigging as a structured, controllable full-rig generation problem. This formulation shifts the goal from automatic rig recovery to artist-driven rig authoring, where both body-template compatibility and auxiliary articulation are explicit design choices. TailorRig exposes two explicit axes of artist control within a unified framework: a user-specified body skeleton template that preserves body-rig compatibility, and artist-provided semantic labels that drive an autoregressive generator to synthesize requested category-specific auxiliary bone chains. To robustly assign skinning weights under dense skeletal configurations, we further introduce a hierarchical chain-to-bone formulation: vertices are first associated to a kinematic chain, and bone weights are then refined within that chain, reducing weight bleeding between spatially adjacent but semantically unrelated structures. We evaluate TailorRig on a diverse set of characters and introduce Human-Mix, a large-scale dataset of over 38,000 humanoid models curated for garment-aware rigging. Experiments show that TailorRig improves skeleton accuracy, deformation stability, controllability, and practical usability over existing methods.
Estimating scene illumination from images is challenging as lighting is inherently spatially varying, depending on geometry, occlusion, and light sources. Existing methods incorporate geometric cues by deriving local environment maps or probe-based representations, but largely rely on regression or parametric models, resulting in over-smoothed lighting and limited realism. We revisit spatially-varying illumination estimation from a generative perspective and introduce LUMEN, a geometry-conditioned diffusion framework for synthesizing high-dynamic-range (HDR) environment maps at arbitrary spatial locations from single or multi-view images. Specifically, we reconstruct a coarse 3D scene from input images and render partial environment maps at arbitrary locations to encode visibility and spatial structure. These signals are fused with multi-view image features and fed into a diffusion transformer to generate full HDR environment maps. To train the model, we build a synthetic dataset of 700 indoor scenes with dense spatial supervision, including multi-view RGB images, depth, and HDR illumination at multiple sampled locations. This dataset enables the model to learn spatially consistent lighting distributions across diverse scenes. Extensive experiments demonstrate that LUMEN significantly improves visual fidelity and spatial coherence compared to prior approaches.