Related papers: Triangular Character Animation Sampling with Motio…
We present a human-centric method to sample and synthesize 3D room layouts and 2D images thereof, to obtain large-scale 2D/3D image data with perfect per-pixel ground truth. An attributed spatial And-Or graph (S-AOG) is proposed to…
Movement is how people interact with and affect their environment. For realistic character animation, it is necessary to synthesize such interactions between virtual characters and their surroundings. Despite recent progress in character…
Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These…
Real-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a flexible model for…
Motions of virtual characters in movies or video games are typically generated by recording actors using motion capturing methods. Animations generated this way often need postprocessing, such as improving the periodicity of cyclic…
We present a probabilistic framework to generate character animations based on weak control signals, such that the synthesized motions are realistic while retaining the stochastic nature of human movement. The proposed architecture, which…
Producing realistic character animations is one of the essential tasks in human-AI interactions. Considered as a sequence of poses of a humanoid, the task can be considered as a sequence generation problem with spatiotemporal smoothness and…
This paper proposes a novel 3D speech-to-animation (STA) generation framework designed to address the shortcomings of existing models in producing diverse and emotionally resonant animations. Current STA models often generate animations…
We propose the first approach to automatically and jointly synthesize both the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN…
Inferring social relations from dialogues is vital for building emotionally intelligent robots to interpret human language better and act accordingly. We model the social network as an And-or Graph, named SocAoG, for the consistency of…
Interpersonal relationship quality is pivotal in social and occupational contexts. Existing analysis of interpersonal relationships mostly rely on subjective self-reports, whereas objective quantification remains challenging. In this paper,…
Interactions between people are often governed by their relationships. On the flip side, social relationships are built upon several interactions. Two strangers are more likely to greet and introduce themselves while becoming friends over…
For a given video-based Human-Object Interaction scene, modeling the spatio-temporal relationship between humans and objects are the important cue to understand the contextual information presented in the video. With the effective…
Articulation, emotion, and personality play strong roles in the orofacial movements. To improve the naturalness and expressiveness of virtual agents (VAs), it is important that we carefully model the complex interplay between these factors.…
Action recognition is an important problem in multimedia understanding. This paper addresses this problem by building an expressive compositional action model. We model one action instance in the video with an ensemble of spatio-temporal…
Creating realistic characters that can react to the users' or another character's movement can benefit computer graphics, games and virtual reality hugely. However, synthesizing such reactive motions in human-human interactions is a…
Synthesizing multi-character interactions is a challenging task due to the complex and varied interactions between the characters. In particular, precise spatiotemporal alignment between characters is required in generating close…
This paper presents a novel method to predict future human activities from partially observed RGB-D videos. Human activity prediction is generally difficult due to its non-Markovian property and the rich context between human and…
We propose an interactive 3D character modeling approach from orthographic drawings (e.g., front and side views) based on 2D-space annotations. First, the system builds partial correspondences between the input drawings and generates a base…
The synthesis of human grasping has numerous applications including AR/VR, video games and robotics. While methods have been proposed to generate realistic hand-object interaction for object grasping and manipulation, these typically only…