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Digital humans and, especially, 3D facial avatars have raised a lot of attention in the past years, as they are the backbone of several applications like immersive telepresence in AR or VR. Despite the progress, facial avatars reconstructed…
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…
Personality computing has become an emerging topic in computer vision, due to the wide range of applications it can be used for. However, most works on the topic have focused on analyzing the individual, even when applied to interaction…
What breathes life into an embodied agent or avatar? While body motions such as facial expressions, speech and gestures have been well studied, relatively little attention has been applied to subtle changes due to underlying physiology. We…
The body pose of a person wearing a camera is of great interest for applications in augmented reality, healthcare, and robotics, yet much of the person's body is out of view for a typical wearable camera. We propose a learning-based…
Communicative gestures and speech acoustic are tightly linked. Our objective is to predict the timing of gestures according to the acoustic. That is, we want to predict when a certain gesture occurs. We develop a model based on a recurrent…
Existing automatic approaches for 3D virtual character motion synthesis supporting scene interactions do not generalise well to new objects outside training distributions, even when trained on extensive motion capture datasets with diverse…
Speech-driven facial video generation has been a complex problem due to its multi-modal aspects namely audio and video domain. The audio comprises lots of underlying features such as expression, pitch, loudness, prosody(speaking style) and…
This paper introduces UDIVA, a new non-acted dataset of face-to-face dyadic interactions, where interlocutors perform competitive and collaborative tasks with different behavior elicitation and cognitive workload. The dataset consists of…
With the rising interest from the community in digital avatars coupled with the importance of expressions and gestures in communication, modeling natural avatar behavior remains an important challenge across many industries such as…
Speech-driven 3D facial animation aims at generating facial movements that are synchronized with the driving speech, which has been widely explored recently. Existing works mostly neglect the person-specific talking style in generation,…
The appearance of a human in clothing is driven not only by the pose but also by its temporal context, i.e., motion. However, such context has been largely neglected by existing monocular human modeling methods whose neural networks often…
TTM (Talking to Me) task is a pivotal component in understanding human social interactions, aiming to determine who is engaged in conversation with the camera-wearer. Traditional models often face challenges in real-world scenarios due to…
Persona-based dialogue systems aim to generate consistent responses based on historical context and predefined persona. Unlike conventional dialogue generation, the persona-based dialogue needs to consider both dialogue context and persona,…
We present a new research task and a dataset to understand human social interactions via computational methods, to ultimately endow machines with the ability to encode and decode a broad channel of social signals humans use. This research…
Effective human behavior modeling is critical for successful human-robot interaction. Current state-of-the-art approaches for predicting listening head behavior during dyadic conversations employ continuous-to-discrete representations,…
We present Social Agent, a novel framework for synthesizing realistic and contextually appropriate co-speech nonverbal behaviors in dyadic conversations. In this framework, we develop an agentic system driven by a Large Language Model (LLM)…
Head avatar reenactment focuses on creating animatable personal avatars from monocular videos, serving as a foundational element for applications like social signal understanding, gaming, human-machine interaction, and computer vision.…
Real-world talking faces often accompany with natural head movement. However, most existing talking face video generation methods only consider facial animation with fixed head pose. In this paper, we address this problem by proposing a…
A vital task of the wider digital human effort is the creation of realistic garments on digital avatars, both in the form of characteristic fold patterns and wrinkles in static frames as well as richness of garment dynamics under avatars'…