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Recent advances in interactive technologies have highlighted the prominence of audio signals for semantic encoding. This paper explores a new task, where audio signals are used as conditioning inputs to generate motions that align with the…
The development of robust, generalized models in human activity recognition (HAR) has been hindered by the scarcity of large-scale, labeled data sets. Recent work has shown that virtual IMU data extracted from videos using computer vision…
Generating reasonable and high-quality human interactive motions in a given dynamic environment is crucial for understanding, modeling, transferring, and applying human behaviors to both virtual and physical robots. In this paper, we…
Generating talking avatars is a fundamental task in video generation. Although existing methods can generate full-body talking avatars with simple human motion, extending this task to grounded human-object interaction (GHOI) remains an open…
We present a new approach for video-driven animation of high-quality neural 3D head models, addressing the challenge of person-independent animation from video input. Typically, high-quality generative models are learned for specific…
The production of animation is a resource intensive process in game companies. Therefore, techniques to synthesize animations have been developed. However, these procedural techniques offer limited adaptability by animation artists. In…
Markerless motion capture is an active research in 3D virtualization. In proposed work we presented a system for markerless motion capture for 3D human character animation, paper presents a survey on motion and skeleton tracking techniques…
Due to the increasing demand in films and games, synthesizing 3D avatar animation has attracted much attention recently. In this work, we present a production-ready text/speech-driven full-body animation synthesis system. Given the text and…
In recent years, there has been significant interest in creating 3D avatars and motions, driven by their diverse applications in areas like film-making, video games, AR/VR, and human-robot interaction. However, current efforts primarily…
People communicate using both speech and non-verbal signals such as gestures, face expression or body pose. Non-verbal signals impact the meaning of the spoken utterance in an abundance of ways. An absence of non-verbal signals impoverishes…
In high-end visual effects pipelines, a customized (and expensive) light stage system is (typically) used to scan an actor in order to acquire both geometry and texture for various expressions. Aiming towards democratization, we propose a…
Avatar creation from human images allows users to customize their digital figures in different styles. Existing rendering systems like Bitmoji, MetaHuman, and Google Cartoonset provide expressive rendering systems that serve as excellent…
Gesturing is one of the natural modes of human communication. Signs produced by gestures can have a basic meaning coupled with additional information that is layered over the basic meaning of the sign. Sign language is an important example…
In this paper, we discuss the generation of symbols (and alphabets) based on specific user requirements (medium, priorities, type of information that needs to be conveyed). A framework for the generation of alphabets is proposed, and its…
It is common practice to represent spoken languages at their phonetic level. However, for sign languages, this implies breaking motion into its constituent motion primitives. Avatar based Sign Language Production (SLP) has traditionally…
In this study, our goal is to create interactive avatar agents that can autonomously plan and animate nuanced facial movements realistically, from both visual and behavioral perspectives. Given high-level inputs about the environment and…
Real-time animation of virtual characters has traditionally been accomplished by playing short sequences of animations structured in the form of a graph. These methods are time-consuming to set up and scale poorly with the number of motions…
This paper presents a novel framework for speech-driven gesture production, applicable to virtual agents to enhance human-computer interaction. Specifically, we extend recent deep-learning-based, data-driven methods for speech-driven…
Talking head generation creates lifelike avatars from static portraits for virtual communication and content creation. However, current models do not yet convey the feeling of truly interactive communication, often generating one-way…
Building realistic and animatable avatars still requires minutes of multi-view or monocular self-rotating videos, and most methods lack precise control over gestures and expressions. To push this boundary, we address the challenge of…