Related papers: Technical Note: Generating Realistic Fighting Scen…
Taking a photo outside, can we predict the immediate future, e.g., how would the cloud move in the sky? We address this problem by presenting a generative adversarial network (GAN) based two-stage approach to generating realistic time-lapse…
Creating scenes for captured motions that achieve realistic human-scene interaction is crucial for 3D animation in movies or video games. As character motion is often captured in a blue-screened studio without real furniture or objects in…
Continual learning refers to the ability of humans and animals to incrementally learn over time in a given environment. Trying to simulate this learning process in machines is a challenging task, also due to the inherent difficulty in…
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…
The significant progress on Generative Adversarial Networks (GANs) have made it possible to generate surprisingly realistic images for single object based on natural language descriptions. However, controlled generation of images for…
We present a method for synthesizing naturally looking images of multiple people interacting in a specific scenario. These images benefit from the advantages of synthetic data: being fully controllable and fully annotated with any type of…
Simulating realistic interaction and motions for physics-based characters is of great interest for interactive applications, and automatic secondary character animation in the movie and video game industries. Recent works in reinforcement…
The visual world we sense, interpret and interact everyday is a complex composition of interleaved physical entities. Therefore, it is a very challenging task to generate vivid scenes of similar complexity using computers. In this work, we…
In this paper, we propose Text2Scene, a model that generates various forms of compositional scene representations from natural language descriptions. Unlike recent works, our method does NOT use Generative Adversarial Networks (GANs).…
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…
Reconstructing dynamic humans interacting with real-world environments from monocular videos is an important and challenging task. Despite considerable progress in 4D neural rendering, existing approaches either model dynamic scenes…
Driven by successes in deep learning, computer vision research has begun to move beyond object detection and image classification to more sophisticated tasks like image captioning or visual question answering. Motivating such endeavors is…
Recent years have witnessed some exciting developments in the domain of generating images from scene-based text descriptions. These approaches have primarily focused on generating images from a static text description and are limited to…
Application of realism enhancement methods, particularly in real-time and resource-constrained settings, has been frustrated by the expense of existing methods. These achieve high quality results only at the cost of long runtimes and high…
Training robots in simulation requires diverse 3D scenes that reflect the specific challenges of downstream tasks. However, scenes that satisfy strict task requirements, such as high-clutter environments with plausible spatial arrangement,…
We present a video generation model that accurately reproduces object motion, changes in camera viewpoint, and new content that arises over time. Existing video generation methods often fail to produce new content as a function of time…
Maps are a very important component of strategy games, and a time-consuming task if done by hand. Maps generated by traditional PCG techniques such as Perlin noise or tile-based PCG techniques look unnatural and unappealing, thus not…
Modeling and generating human reactions poses a significant challenge with broad applications for computer vision and human-computer interaction. Existing methods either treat multiple individuals as a single entity, directly generating…
Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e.,…
Despite increasing attention paid to the need for fast, scalable methods to analyze next-generation neuroscience data, comparatively little attention has been paid to the development of similar methods for behavioral analysis. Just as the…