Related papers: Realistic One-shot Mesh-based Head Avatars
This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has…
As the digital and physical worlds become more intertwined, there has been a lot of interest in digital avatars that closely resemble their real-world counterparts. Current digitization methods used in 3D production pipelines require costly…
To enable realistic shape (e.g. pose and expression) transfer, existing face reenactment methods rely on a set of target faces for learning subject-specific traits. However, in real-world scenario end-users often only have one target face…
The authentic 3D hand avatar with every identifiable information, such as hand shapes and textures, is necessary for immersive experiences in AR/VR. In this paper, we present a universal hand model (UHM), which 1) can universally represent…
Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to…
The creation of accurate virtual models of real-world objects is imperative to robotic simulations and applications such as computer vision, artificial intelligence, and machine learning. This paper documents the different methods employed…
Object pose estimation enables robots to understand and interact with their environments. Training with synthetic data is necessary in order to adapt to novel situations. Unfortunately, pose estimation under domain shift, i.e., training on…
The 3D world limits the human body pose and the human body pose conveys information about the surrounding objects. Indeed, from a single image of a person placed in an indoor scene, we as humans are adept at resolving ambiguities of the…
Digital human avatars aim to simulate the dynamic appearance of humans in virtual environments, enabling immersive experiences across gaming, film, virtual reality, and more. However, the conventional process for creating and animating…
Inferring full-body poses from Head Mounted Devices, which capture only 3-joint observations from the head and wrists, is a challenging task with wide AR/VR applications. Previous attempts focus on learning one-stage motion mapping and thus…
Reconstructing 3D hand meshes from monocular RGB images has attracted increasing amount of attention due to its enormous potential applications in the field of AR/VR. Most state-of-the-art methods attempt to tackle this task in an anonymous…
Enabling photorealistic avatar animations in virtual and augmented reality (VR/AR) has been challenging because of the difficulty of obtaining ground truth state of faces. It is physically impossible to obtain synchronized images from…
Traditional 3D morphable face models (3DMMs) provide fine-grained control over expression but cannot easily capture geometric and appearance details. Neural volumetric representations approach photorealism but are hard to animate and do not…
This paper proposes a new end-to-end neural rendering architecture to transfer appearance and reenact human actors. Our method leverages a carefully designed graph convolutional network (GCN) to model the human body manifold structure,…
Synthesizing high-fidelity head avatars is a central problem for computer vision and graphics. While head avatar synthesis algorithms have advanced rapidly, the best ones still face great obstacles in real-world scenarios. One of the vital…
We study the problem of creating a character model that can be controlled in real time from a single image of an anime character. A solution to this problem would greatly reduce the cost of creating avatars, computer games, and other…
One-shot face re-enactment is a challenging task due to the identity mismatch between source and driving faces. Specifically, the suboptimally disentangled identity information of driving subjects would inevitably interfere with the…
Real-time hair simulation is a vital component in creating believable virtual avatars, as it provides a sense of immersion and authenticity. The dynamic behavior of hair, such as bouncing or swaying in response to character movements like…
It is now possible to reconstruct dynamic human motion and shape from a sparse set of cameras using Neural Radiance Fields (NeRF) driven by an underlying skeleton. However, a challenge remains to model the deformation of cloth and skin in…
Learning human-object manipulation presents significant challenges due to its fine-grained and contact-rich nature of the motions involved. Traditional physics-based animation requires extensive modeling and manual setup, and more…