Related papers: A structured latent space for human body motion ge…
We propose Mesh4D, a feed-forward model for monocular 4D mesh reconstruction. Given a monocular video of a dynamic object, our model reconstructs the object's complete 3D shape and motion, represented as a deformation field. Our key…
We study a challenging task, conditional human motion generation, which produces plausible human motion sequences according to various conditional inputs, such as action classes or textual descriptors. Since human motions are highly diverse…
Constructing and animating humans is an important component for building virtual worlds in a wide variety of applications such as virtual reality or robotics testing in simulation. As there are exponentially many variations of humans with…
We propose to learn a probabilistic motion model from a sequence of images for spatio-temporal registration. Our model encodes motion in a low-dimensional probabilistic space - the motion matrix - which enables various motion analysis tasks…
Inspired by ideas in cognitive science, we propose a novel and general approach to solve human motion understanding via pattern completion on a learned latent representation space. Our model outperforms current state-of-the-art methods in…
This work addresses the problem of generating 3D holistic body motions from human speech. Given a speech recording, we synthesize sequences of 3D body poses, hand gestures, and facial expressions that are realistic and diverse. To achieve…
The field has made significant progress in synthesizing realistic human motion driven by various modalities. Yet, the need for different methods to animate various body parts according to different control signals limits the scalability of…
We present Neural Marionette, an unsupervised approach that discovers the skeletal structure from a dynamic sequence and learns to generate diverse motions that are consistent with the observed motion dynamics. Given a video stream of point…
Generative modeling of 3D shapes has become an important problem due to its relevance to many applications across Computer Vision, Graphics, and VR. In this paper we build upon recently introduced 3D mesh-convolutional Variational…
A deep generative model that describes human motions can benefit a wide range of fundamental computer vision and graphics tasks, such as providing robustness to video-based human pose estimation, predicting complete body movements for…
Our research presents a novel motion generation framework designed to produce whole-body motion sequences conditioned on multiple modalities simultaneously, specifically text and audio inputs. Leveraging Vector Quantized Variational…
Inspired by the strong ties between vision and language, the two intimate human sensing and communication modalities, our paper aims to explore the generation of 3D human full-body motions from texts, as well as its reciprocal task,…
Human motion stylization aims to revise the style of an input motion while keeping its content unaltered. Unlike existing works that operate directly in pose space, we leverage the latent space of pretrained autoencoders as a more…
Human motion modelling is crucial in many areas such as computer graphics, vision and virtual reality. Acquiring high-quality skeletal motions is difficult due to the need for specialized equipment and laborious manual post-posting, which…
We propose a Generative Adversarial Network (GAN) to forecast 3D human motion given a sequence of past 3D skeleton poses. While recent GANs have shown promising results, they can only forecast plausible motion over relatively short periods…
We introduce a novel, data-driven approach for reconstructing temporally coherent 3D motion from unstructured and potentially partial observations of non-rigidly deforming shapes. Our goal is to achieve high-fidelity motion reconstructions…
In this paper, we address the challenging problem of long-term 3D human motion generation. Specifically, we aim to generate a long sequence of smoothly connected actions from a stream of multiple sentences (i.e., paragraph). Previous…
This paper presents a new method for 3D action recognition with skeleton sequences (i.e., 3D trajectories of human skeleton joints). The proposed method first transforms each skeleton sequence into three clips each consisting of several…
This paper focuses on the task of 4D shape reconstruction from a sequence of point clouds. Despite the recent success achieved by extending deep implicit representations into 4D space, it is still a great challenge in two respects, i.e. how…
We propose a novel shape representation useful for analyzing and processing shape collections, as well for a variety of learning and inference tasks. Unlike most approaches that capture variability in a collection by using a template model…