Related papers: TAVA: Template-free Animatable Volumetric Actors
We present Drivable 3D Gaussian Avatars (D3GA), a multi-layered 3D controllable model for human bodies that utilizes 3D Gaussian primitives embedded into tetrahedral cages. The advantage of using cages compared to commonly employed linear…
Real-time rendering of human head avatars is a cornerstone of many computer graphics applications, such as augmented reality, video games, and films, to name a few. Recent approaches address this challenge with computationally efficient…
Real-time rendering of photorealistic and controllable human avatars stands as a cornerstone in Computer Vision and Graphics. While recent advances in neural implicit rendering have unlocked unprecedented photorealism for digital avatars,…
Traditional methods for visualizing dynamic human expressions, particularly in medical training, often rely on flat-screen displays or static mannequins, which have proven inefficient for realistic simulation. In response, we propose a…
We present a CloseUpAvatar - a novel approach for articulated human avatar representation dealing with more general camera motions, while preserving rendering quality for close-up views. CloseUpAvatar represents an avatar as a set of…
Real-time rendering of high-fidelity and animatable avatars from monocular videos remains a challenging problem in computer vision and graphics. Over the past few years, the Neural Radiance Field (NeRF) has made significant progress in…
We present a framework for generating full-bodied photorealistic avatars that gesture according to the conversational dynamics of a dyadic interaction. Given speech audio, we output multiple possibilities of gestural motion for an…
We introduce HumMorph, a novel generalized approach to free-viewpoint rendering of dynamic human bodies with explicit pose control. HumMorph renders a human actor in any specified pose given a few observed views (starting from just one) in…
Building photorealistic, animatable full-body digital humans remains a longstanding challenge in computer graphics and vision. Recent advances in animatable avatar modeling have largely progressed along two directions: improving the…
Image-based volumetric humans using pixel-aligned features promise generalization to unseen poses and identities. Prior work leverages global spatial encodings and multi-view geometric consistency to reduce spatial ambiguity. However,…
This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of…
Concept personalization methods enable large text-to-image models to learn specific subjects (e.g., objects/poses/3D models) and synthesize renditions in new contexts. Given that the image references are highly biased towards visual…
Advances in deep neural networks have considerably improved the art of animating a still image without operating in 3D domain. Whereas, prior arts can only animate small images (typically no larger than 512x512) due to memory limitations,…
We present a novel pipeline for learning high-quality triangular human avatars from multi-view videos. Recent methods for avatar learning are typically based on neural radiance fields (NeRF), which is not compatible with traditional…
Much progress has been made in reconstructing garments from an image or a video. However, none of existing works meet the expectations of digitizing high-quality animatable dynamic garments that can be adjusted to various unseen poses. In…
We present READ Avatars, a 3D-based approach for generating 2D avatars that are driven by audio input with direct and granular control over the emotion. Previous methods are unable to achieve realistic animation due to the many-to-many…
Creating photorealistic 3D head avatars from limited input has become increasingly important for applications in virtual reality, telepresence, and digital entertainment. While recent advances like neural rendering and 3D Gaussian splatting…
We present a learning-based method for building driving-signal aware full-body avatars. Our model is a conditional variational autoencoder that can be animated with incomplete driving signals, such as human pose and facial keypoints, and…
At its core, robotic manipulation is a problem of vision-to-geometry mapping ($f(v) \rightarrow G$). Physical actions are fundamentally defined by geometric properties like 3D positions and spatial relationships. Consequently, we argue that…
For reconstructing high-fidelity human 3D models from monocular videos, it is crucial to maintain consistent large-scale body shapes along with finely matched subtle wrinkles. This paper explores the observation that the per-frame rendering…