Related papers: Drivable Volumetric Avatars using Texel-Aligned Fe…
We present a novel volumetric animation generation framework to create new types of animations from raw 3D surface or point cloud sequence of captured real performances. The framework considers as input time incoherent 3D observations of a…
Despite progress in human motion capture, existing multi-view methods often face challenges in estimating the 3D pose and shape of multiple closely interacting people. This difficulty arises from reliance on accurate 2D joint estimations,…
A drawing robot avatar is a robotic system that allows for telepresence-based drawing, enabling users to remotely control a robotic arm and create drawings in real-time from a remote location. The proposed control framework aims to improve…
VR telepresence consists of interacting with another human in a virtual space represented by an avatar. Today most avatars are cartoon-like, but soon the technology will allow video-realistic ones. This paper aims in this direction and…
We introduce a general framework for visual forecasting, which directly imitates visual sequences without additional supervision. As a result, our model can be applied at several semantic levels and does not require any domain knowledge or…
Hair plays a significant role in personal identity and appearance, making it an essential component of high-quality, photorealistic avatars. Existing approaches either focus on modeling the facial region only or rely on personalized models,…
With recent advancements in neural rendering and motion capture algorithms, remarkable progress has been made in photorealistic human avatar modeling, unlocking immense potential for applications in virtual reality, augmented reality,…
To adequately utilize the available image evidence in multi-view video-based avatar modeling, we propose TexVocab, a novel avatar representation that constructs a texture vocabulary and associates body poses with texture maps for animation.…
Despite the impressive progress of telepresence systems for room-scale scenes with static and dynamic scene entities, expanding their capabilities to scenarios with larger dynamic environments beyond a fixed size of a few square-meters…
Unsupervised generation of 3D-aware clothed humans with various appearances and controllable geometries is important for creating virtual human avatars and other AR/VR applications. Existing methods are either limited to rigid object…
A vital task of the wider digital human effort is the creation of realistic garments on digital avatars, both in the form of characteristic fold patterns and wrinkles in static frames as well as richness of garment dynamics under avatars'…
Delivering immersive, 3D experiences for human communication requires a method to obtain 360 degree photo-realistic avatars of humans. To make these experiences accessible to all, only commodity hardware, like mobile phone cameras, should…
We present dynamic neural radiance fields for modeling the appearance and dynamics of a human face. Digitally modeling and reconstructing a talking human is a key building-block for a variety of applications. Especially, for telepresence…
Realistic digital avatars require expressive and dynamic hair motion; however, most existing head avatar methods assume rigid hair movement. These methods often fail to disentangle hair from the head, representing it as a simple outer shell…
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,…
In this work, we advance the neural head avatar technology to the megapixel resolution while focusing on the particularly challenging task of cross-driving synthesis, i.e., when the appearance of the driving image is substantially different…
We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial geometry and appearance from a multiview…
Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous…
Digital humans and, especially, 3D facial avatars have raised a lot of attention in the past years, as they are the backbone of several applications like immersive telepresence in AR or VR. Despite the progress, facial avatars reconstructed…
Creating realistic virtual assets is a time-consuming process: it usually involves an artist designing the object, then spending a lot of effort on tweaking its appearance. Intricate details and certain effects, such as subsurface…