Related papers: LiveCap: Real-time Human Performance Capture from …
Creating plausible virtual actors from images of real actors remains one of the key challenges in computer vision and computer graphics. Marker-less human motion estimation and shape modeling from images in the wild bring this challenge to…
Understanding human motion beyond surface kinematics is crucial for motion analysis, rehabilitation, and injury risk assessment. However, progress in this domain is limited by the lack of large-scale datasets with biomechanical annotations,…
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…
Dense 3D facial motion capture from only monocular in-the-wild pairs of RGB images is a highly challenging problem with numerous applications, ranging from facial expression recognition to facial reenactment. In this work, we propose…
Existing motion capture datasets are largely short-range and cannot yet fit the need of long-range applications. We propose LiDARHuman26M, a new human motion capture dataset captured by LiDAR at a much longer range to overcome this…
Capturing general deforming scenes from monocular RGB video is crucial for many computer graphics and vision applications. However, current approaches suffer from drawbacks such as struggling with large scene deformations, inaccurate shape…
Either RGB images or inertial signals have been used for the task of motion capture (mocap), but combining them together is a new and interesting topic. We believe that the combination is complementary and able to solve the inherent…
Real-time 3D reconstruction enables fast dense mapping of the environment which benefits numerous applications, such as navigation or live evaluation of an emergency. In contrast to most real-time capable approaches, our approach does not…
In this paper we present a novel method to estimate 3D human pose and shape from monocular videos. This task requires directly recovering pixel-alignment 3D human pose and body shape from monocular images or videos, which is challenging due…
We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we…
Reconstructing an interactive human avatar and the background from a monocular video of a dynamic human scene is highly challenging. In this work we adopt a strategy of point cloud decoupling and joint optimization to achieve the decoupled…
We present, GauHuman, a 3D human model with Gaussian Splatting for both fast training (1 ~ 2 minutes) and real-time rendering (up to 189 FPS), compared with existing NeRF-based implicit representation modelling frameworks demanding hours of…
We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in…
Recently, implicit neural representation has been widely used to generate animatable human avatars. However, the materials and geometry of those representations are coupled in the neural network and hard to edit, which hinders their…
This paper deals with motion capture of kinematic chains (e.g. human skeletons) from monocular image sequences taken by uncalibrated cameras. We present a method based on projecting an observation into a kinematic chain space (KCS). An…
We propose the first approach for the decomposition of a monocular color video into direct and indirect illumination components in real time. We retrieve, in separate layers, the contribution made to the scene appearance by the scene…
Joint camera pose and dense geometry estimation from a set of images or a monocular video remains a challenging problem due to its computational complexity and inherent visual ambiguities. Most dense incremental reconstruction systems…
We build the first system to address the problem of reconstructing in-scene object manipulation from a monocular RGB video. It is challenging due to ill-posed scene reconstruction, ambiguous hand-object depth, and the need for physically…
The proliferation of commercial egocentric devices offers a unique lens into human behavior, yet reconstructing full-body 3D motion remains difficult due to frequent self-occlusion and the 'out-of-sight' nature of the wearer's limbs. While…
Reconstructing dynamic objects from monocular videos is a severely underconstrained and challenging problem, and recent work has approached it in various directions. However, owing to the ill-posed nature of this problem, there has been no…