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Parametric models of humans, faces, hands and animals have been widely used for a range of tasks such as image-based reconstruction, shape correspondence estimation, and animation. Their key strength is the ability to factor surface…
In this paper, we present TightCap, a data-driven scheme to capture both the human shape and dressed garments accurately with only a single 3D human scan, which enables numerous applications such as virtual try-on, biometrics and body…
While recent work has shown progress on extracting clothed 3D human avatars from a single image, video, or a set of 3D scans, several limitations remain. Most methods use a holistic representation to jointly model the body and clothing,…
For visual manipulation tasks, we aim to represent image content with semantically meaningful features. However, learning implicit representations from images often lacks interpretability, especially when attributes are intertwined. We…
In this technical report, we investigate efficient representations of articulated objects (e.g. human bodies), which is an important problem in computer vision and graphics. To deform articulated geometry, existing approaches represent…
Recent advances in garment simulation have brought high-quality results closer to real-time performance. Physics-based simulators can produce accurate motion, but remain too computationally expensive for interactive applications. In…
Representing scenes at the granularity of objects is a prerequisite for scene understanding and decision making. We propose PriSMONet, a novel approach based on Prior Shape knowledge for learning Multi-Object 3D scene decomposition and…
In this paper, we present Skeleton Transformer Networks (SkeletonNet), an end-to-end framework that can predict not only 3D joint positions but also 3D angular pose (bone rotations) of a human skeleton from a single color image. This in…
In this paper, we present a method of clothes retargeting; generating the potential poses and deformations of a given 3D clothing template model to fit onto a person in a single RGB image. The problem is fundamentally ill-posed as attaining…
We present learning-based implicit shape representations designed for real-time avatar collision queries arising in the simulation of clothing. Signed distance functions (SDFs) have been used for such queries for many years due to their…
Human shape spaces have been extensively studied, as they are a core element of human shape and pose inference tasks. Classic methods for creating a human shape model register a surface template mesh to a database of 3D scans and use…
Weakly supervised semantic segmentation (WSSS) aims to produce pixel-wise class predictions with only image-level labels for training. To this end, previous methods adopt the common pipeline: they generate pseudo masks from class activation…
Clothing is an important part of human appearance but challenging to model in photorealistic avatars. In this work we present avatars with dynamically moving loose clothing that can be faithfully driven by sparse RGB-D inputs as well as…
We show, for the first time, that neural networks trained only on synthetic data achieve state-of-the-art accuracy on the problem of 3D human pose and shape (HPS) estimation from real images. Previous synthetic datasets have been small,…
Simulating physically realistic garment deformations is an essential task for virtual immersive experience, which is often achieved by physics simulation methods. However, these methods are typically time-consuming, computationally…
Physically-based simulation is a powerful approach for 3D facial animation as the resulting deformations are governed by physical constraints, allowing to easily resolve self-collisions, respond to external forces and perform realistic…
Most deep pose estimation methods need to be trained for specific object instances or categories. In this work we propose a completely generic deep pose estimation approach, which does not require the network to have been trained on…
Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape…
We present a self-supervised method to learn dynamic 3D deformations of garments worn by parametric human bodies. State-of-the-art data-driven approaches to model 3D garment deformations are trained using supervised strategies that require…
Creating and customizing a 3D clothed avatar from textual descriptions is a critical and challenging task. Traditional methods often treat the human body and clothing as inseparable, limiting users' ability to freely mix and match garments.…