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In this work, we introduce Adapt & Align, a method for continual learning of neural networks by aligning latent representations in generative models. Neural Networks suffer from abrupt loss in performance when retrained with additional…
Generating animatable human avatars from a single image is essential for various digital human modeling applications. Existing 3D reconstruction methods often struggle to capture fine details in animatable models, while generative…
We present a system for learning full-body neural avatars, i.e. deep networks that produce full-body renderings of a person for varying body pose and camera position. Our system takes the middle path between the classical graphics pipeline…
This paper proposes a new end-to-end neural rendering architecture to transfer appearance and reenact human actors. Our method leverages a carefully designed graph convolutional network (GCN) to model the human body manifold structure,…
In this paper, we are interested in generating fine-grained cartoon faces for various groups. We assume that one of these groups consists of sufficient training data while the others only contain few samples. Although the cartoon faces of…
Unsupervised learning of 3D-aware generative adversarial networks (GANs) using only collections of single-view 2D photographs has very recently made much progress. These 3D GANs, however, have not been demonstrated for human bodies and the…
This paper introduces a method for learning to generate line drawings from 3D models. Our architecture incorporates a differentiable module operating on geometric features of the 3D model, and an image-based module operating on view-based…
We present a data-driven method for learning to generate animations of 3D garments using a 2D image diffusion model. In contrast to existing methods, typically based on fully connected networks, graph neural networks, or generative…
In this paper we present, to the best of our knowledge, the first method to learn a generative model of 3D shapes from natural images in a fully unsupervised way. For example, we do not use any ground truth 3D or 2D annotations, stereo…
We present a probabilistic framework to generate character animations based on weak control signals, such that the synthesized motions are realistic while retaining the stochastic nature of human movement. The proposed architecture, which…
Dramatic advances in generative models have resulted in near photographic quality for artificially rendered faces, animals and other objects in the natural world. In spite of such advances, a higher level understanding of vision and imagery…
We study the problem of shape generation in 3D mesh representation from a few color images with known camera poses. While many previous works learn to hallucinate the shape directly from priors, we resort to further improving the shape…
Drawing images of characters with desired poses is an essential but laborious task in anime production. Assisting artists to create is a research hotspot in recent years. In this paper, we present the Collaborative Neural Rendering (CoNR)…
Neural generative models can be used to learn complex probability distributions from data, to sample from them, and to produce probability density estimates. We propose a computational framework for developing neural generative models…
In this paper we address the problem of generating person images conditioned on a given pose. Specifically, given an image of a person and a target pose, we synthesize a new image of that person in the novel pose. In order to deal with…
We study the problem of synthesizing a number of likely future frames from a single input image. In contrast to traditional methods that have tackled this problem in a deterministic or non-parametric way, we propose to model future frames…
Current text-to-avatar methods often rely on implicit representations (e.g., NeRF, SDF, and DMTet), leading to 3D content that artists cannot easily edit and animate in graphics software. This paper introduces a novel framework for…
We consider the approximation of functions by 2-layer neural networks with a small number of hidden weights based on the squared loss and small datasets. Due to the highly non-convex energy landscape, gradient-based training often suffers…
We introduce a novel framework to build a model that can learn how to segment objects from a collection of images without any human annotation. Our method builds on the observation that the location of object segments can be perturbed…
We introduce CharacterGAN, a generative model that can be trained on only a few samples (8 - 15) of a given character. Our model generates novel poses based on keypoint locations, which can be modified in real time while providing…