Related papers: Facial Expression Retargeting from Human to Avatar…
People can innately recognize human facial expressions in unnatural forms, such as when depicted on the unusual faces drawn in cartoons or when applied to an animal's features. However, current machine learning algorithms struggle with…
We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and…
Virtual Reality (VR) bares promise of social interactions that can feel more immersive than other media. Key to this is the ability to accurately animate a personalized photorealistic avatar, and hence the acquisition of the labels for…
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…
Facial editing is an important task with applications in entertainment, virtual reality, and digital avatars. Most existing approaches rely on generative models in the 2D image domain, while in 3D the task is typically performed through…
In this research paper we suggest how to extract a face from an image, modify it, characterize it in terms of high-level properties, and apply it to the creation of a personalized avatar. In this research work we tested, we implemented the…
Real-time rendering of human head avatars is a cornerstone of many computer graphics applications, such as augmented reality, video games, and films, to name a few. Recent approaches address this challenge with computationally efficient…
Stylized 3D avatars have become increasingly prominent in our modern life. Creating these avatars manually usually involves laborious selection and adjustment of continuous and discrete parameters and is time-consuming for average users.…
With the rapid development of Role-Playing Games (RPGs), players are now allowed to edit the facial appearance of their in-game characters with their preferences rather than using default templates. This paper proposes a game character…
Producing expressive facial animations from static images is a challenging task. Prior methods relying on explicit geometric priors (e.g., facial landmarks or 3DMM) often suffer from artifacts in cross reenactment and struggle to capture…
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…
Face reenactment methods attempt to restore and re-animate portrait videos as realistically as possible. Existing methods face a dilemma in quality versus controllability: 2D GAN-based methods achieve higher image quality but suffer in…
There is a growing demand for the accessible creation of high-quality 3D avatars that are animatable and customizable. Although 3D morphable models provide intuitive control for editing and animation, and robustness for single-view face…
We consider the problem of computing accurate point-to-point correspondences among a set of human face scans with varying expressions. Our fully automatic approach does not require any manually placed markers on the scan. Instead, the…
We present a zero-shot framework for transferring human facial expressions to 3D animal face meshes. Our method combines intrinsic geometric descriptors (HKS/WKS) with a mesh-agnostic latent embedding that disentangles facial identity and…
We introduce AvatarBooth, a novel method for generating high-quality 3D avatars using text prompts or specific images. Unlike previous approaches that can only synthesize avatars based on simple text descriptions, our method enables the…
The ability to accurately capture and express emotions is a critical aspect of creating believable characters in video games and other forms of entertainment. Traditionally, this animation has been achieved with artistic effort or…
In this work we propose a model that can manipulate individual visual attributes of objects in a real scene using examples of how respective attribute manipulations affect the output of a simulation. As an example, we train our model to…
We present a framework for generating full-bodied photorealistic avatars that gesture according to the conversational dynamics of a dyadic interaction. Given speech audio, we output multiple possibilities of gestural motion for an…
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…