Related papers: Image Animation with Keypoint Mask
Automatic portrait video matting is an under-constrained problem. Most state-of-the-art methods only exploit the semantic information and process each frame individually. Their performance is compromised due to the lack of temporal…
Character image animation, which synthesizes videos of reference characters driven by pose sequences, has advanced rapidly but remains largely limited to single-human settings. Existing methods struggle to generalize to multi-humanoid…
We propose an end-to-end learning framework for segmenting generic objects in videos. Our method learns to combine appearance and motion information to produce pixel level segmentation masks for all prominent objects in videos. We formulate…
We introduce an approach for image segmentation based on sparse correspondences between keypoints in testing and training images. Keypoints represent automatically identified distinctive image locations, where each keypoint correspondence…
Generating realistic human videos remains a challenging task, with the most effective methods currently relying on a human motion sequence as a control signal. Existing approaches often use existing motion extracted from other videos, which…
Talking head video generation aims to generate a realistic talking head video that preserves the person's identity from a source image and the motion from a driving video. Despite the promising progress made in the field, it remains a…
Generating high-quality whole-body human object interaction motion sequences is becoming increasingly important in various fields such as animation, VR/AR, and robotics. The main challenge of this task lies in determining the level of…
Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to…
Human motion generation is a cut-edge area of research in generative computer vision, with promising applications in video creation, game development, and robotic manipulation. The recent Mamba architecture shows promising results in…
Talking head generation is to generate video based on a given source identity and target motion. However, current methods face several challenges that limit the quality and controllability of the generated videos. First, the generated face…
Video head swapping aims to replace the entire head of a video subject, including facial identity, head shape, and hairstyle, with that of a reference image, while preserving the target body, background, and motion dynamics. Due to the lack…
We propose a method to interactively control the animation of fluid elements in still images to generate cinemagraphs. Specifically, we focus on the animation of fluid elements like water, smoke, fire, which have the properties of repeating…
Given a source image and a driving video depicting the same object type, the motion transfer task aims to generate a video by learning the motion from the driving video while preserving the appearance from the source image. In this paper,…
Current video generation models usually convert signals indicating appearance and motion received from inputs (e.g., image, text) or latent spaces (e.g., noise vectors) into consecutive frames, fulfilling a stochastic generation process for…
We propose a generative model that, given a coarsely edited image, synthesizes a photorealistic output that follows the prescribed layout. Our method transfers fine details from the original image and preserve the identity of its parts.…
Creating expressive character animations is labor-intensive, requiring intricate manual adjustment of animators across space and time. Previous works on controllable motion generation often rely on a predefined set of dense spatio-temporal…
We tackle the challenges of synthesizing versatile, physically simulated human motions for full-body object manipulation. Unlike prior methods that are focused on detailed motion tracking, trajectory following, or teleoperation, our…
Creating believable motions for various characters has long been a goal in computer graphics. Current learning-based motion synthesis methods depend on extensive motion datasets, which are often challenging, if not impossible, to obtain. On…
We propose the problem of point-level 3D scene interpolation, which aims to simultaneously reconstruct a 3D scene in two states from multiple views, synthesize smooth point-level interpolations between them, and render the scene from novel…
Animation techniques bring digital 3D worlds and characters to life. However, manual animation is tedious and automated techniques are often specialized to narrow shape classes. In our work, we propose a technique for automatic re-animation…