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We introduce a data capture system and a new dataset, HO-Cap, for 3D reconstruction and pose tracking of hands and objects in videos. The system leverages multiple RGBD cameras and a HoloLens headset for data collection, avoiding the use of…
In this paper, we present a method to reconstruct the world and multiple dynamic humans in 3D from a monocular video input. As a key idea, we represent both the world and multiple humans via the recently emerging 3D Gaussian Splatting…
We focus on the task of estimating a physically plausible articulated human motion from monocular video. Existing approaches that do not consider physics often produce temporally inconsistent output with motion artifacts, while…
In this paper, we tackle the problem of scene-aware 3D human motion forecasting. A key challenge of this task is to predict future human motions that are consistent with the scene by modeling the human-scene interactions. While recent works…
Learning 3D human motion from 2D inputs is a fundamental task in the realms of computer vision and computer graphics. Many previous methods grapple with this inherently ambiguous task by introducing motion priors into the learning process.…
We 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…
It can be easy and even fun to sketch humans in different poses. In contrast, creating those same poses on a 3D graphics "mannequin" is comparatively tedious. Yet 3D body poses are necessary for various downstream applications. We seek to…
In this paper, we present Motion-X, a large-scale 3D expressive whole-body motion dataset. Existing motion datasets predominantly contain body-only poses, lacking facial expressions, hand gestures, and fine-grained pose descriptions.…
Quantifying human movement (kinematics) and musculoskeletal forces (kinetics) at scale, such as estimating quadriceps force during a sit-to-stand movement, could transform prediction, treatment, and monitoring of mobility-related…
The integration of multi-view imaging and pose estimation represents a significant advance in computer vision applications, offering new possibilities for understanding human movement and interactions. This work presents a new algorithm…
Motions of virtual characters in movies or video games are typically generated by recording actors using motion capturing methods. Animations generated this way often need postprocessing, such as improving the periodicity of cyclic…
Reconstructing metrically accurate humans and their surrounding scenes from a single image is crucial for virtual reality, robotics, and comprehensive 3D scene understanding. However, existing methods struggle with depth ambiguity,…
We present GaussianAvatar, an efficient approach to creating realistic human avatars with dynamic 3D appearances from a single video. We start by introducing animatable 3D Gaussians to explicitly represent humans in various poses and…
We present CrowdSplat, a novel approach that leverages 3D Gaussian Splatting for real-time, high-quality crowd rendering. Our method utilizes 3D Gaussian functions to represent animated human characters in diverse poses and outfits, which…
Recognizing human actions in untrimmed videos is an important challenging task. An effective 3D motion representation and a powerful learning model are two key factors influencing recognition performance. In this paper we introduce a new…
Human-centric volumetric videos offer immersive free-viewpoint experiences, yet existing methods focus either on replaying general dynamic scenes or animating human avatars, limiting their ability to re-perform general dynamic scenes. In…
Despite significant progress in single image-based 3D human mesh recovery, accurately and smoothly recovering 3D human motion from a video remains challenging. Existing video-based methods generally recover human mesh by estimating the…
3D animation of humans in action is quite challenging as it involves using a huge setup with several motion trackers all over the person's body to track the movements of every limb. This is time-consuming and may cause the person discomfort…
This paper proposes a novel application system for the generation of three-dimensional (3D) character animation driven by markerless human body motion capturing. The entire pipeline of the system consists of five stages: 1) the capturing of…
This paper is focused on the question of simulation and visualiza- tion of 3D gel and paste dynamic effects. In a first part, we introduce a 3D physically based particle (or mass-interaction) model, with a small number of masses and few…