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Character customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This…
In this study we introduce a new technique for the generation of terrain maps, exploiting a combination of procedural generation and Neural Style Transfer. We consider our approach to be a viable alternative to competing generative models,…
As collaborative robots move closer to human environments, motion generation and reactive planning strategies that allow for elaborate task execution with minimal easy-to-implement guidance whilst coping with changes in the environment is…
With the rapid advancement of game and film production, generating interactive motion from texts has garnered significant attention due to its potential to revolutionize content creation processes. In many practical applications, there is a…
An exciting frontier in robotic manipulation is the use of multiple arms at once. However, planning concurrent motions is a challenging task using current methods. The high-dimensional composite state space renders many well-known motion…
This paper presents a novel method to generate spatial constraints for motion planning in dynamic environments. Motion planning methods for autonomous driving and mobile robots typically need to rely on the spatial constraints imposed by a…
This paper introduces a new model to generate rhythmically relevant non-verbal facial behaviors for virtual agents while they speak. The model demonstrates perceived performance comparable to behaviors directly extracted from the data and…
Synthesizing graceful and life-like behaviors for physically simulated characters has been a fundamental challenge in computer animation. Data-driven methods that leverage motion tracking are a prominent class of techniques for producing…
The current paradigm for motion planning generates solutions from scratch for every new problem, which consumes significant amounts of time and computational resources. For complex, cluttered scenes, motion planning approaches can often…
Robots operating in multi-player settings must simultaneously model the environment and the behavior of human or robotic agents who share that environment. This modeling is often approached using Simultaneous Localization and Mapping…
Previous text-to-image synthesis algorithms typically use explicit textual instructions to generate/manipulate images accurately, but they have difficulty adapting to guidance in the form of coarsely matched texts. In this work, we attempt…
The generation of feasible adversarial examples is necessary for properly assessing models that work in constrained feature space. However, it remains a challenging task to enforce constraints into attacks that were designed for computer…
Self-driving software pipelines include components that are learned from a significant number of training examples, yet it remains challenging to evaluate the overall system's safety and generalization performance. Together with scaling up…
Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…
We explore spatiotemporal data augmentation using video foundation models to diversify both camera viewpoints and scene dynamics. Unlike existing approaches based on simple geometric transforms or appearance perturbations, our method…
Time-lapse videos usually contain visually appealing content but are often difficult and costly to create. In this paper, we present an end-to-end solution to synthesize a time-lapse video from a single outdoor image using deep neural…
In this paper, we address the problem of searching action proposals in unconstrained video clips. Our approach starts from actionness estimation on frame-level bounding boxes, and then aggregates the bounding boxes belonging to the same…
Existing techniques for dynamic scene reconstruction from multiple wide-baseline cameras primarily focus on reconstruction in controlled environments, with fixed calibrated cameras and strong prior constraints. This paper introduces a…
It is now well known that decentralised optimisation can be formulated as a potential game, and game-theoretical learning algorithms can be used to find an optimum. One of the most common learning techniques in game theory is fictitious…
Existing talking avatar methods typically adopt an image-to-video pipeline conditioned on a static reference image within the same scene as the target generation. This restricted, single-view perspective lacks sufficient temporal and…