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GANs provide a framework for training generative models which mimic a data distribution. However, in many cases we wish to train these generative models to optimize some auxiliary objective function within the data it generates, such as…
Complex scenes present significant challenges for predicting human behaviour due to the abundance of interaction information, such as human-human and humanenvironment interactions. These factors complicate the analysis and understanding of…
Humanoid robotics has strong potential to transform daily service and caregiving applications. Although recent advances in general motion tracking within physics engines (GMT) have enabled virtual characters and humanoid robots to reproduce…
This work presents a methodology for modeling and predicting human behavior in settings with N humans interacting in highly multimodal scenarios (i.e. where there are many possible highly-distinct futures). A motivating example includes…
Text-guided human motion generation has drawn significant interest because of its impactful applications spanning animation and robotics. Recently, application of diffusion models for motion generation has enabled improvements in the…
In this work, we present a data-driven framework for generating diverse in-betweening motions for kinematic characters. Our approach injects dynamic conditions and explicit motion controls into the procedure of motion transitions. Notably,…
Multi-person interactive motion generation, a critical yet under-explored domain in computer character animation, poses significant challenges such as intricate modeling of inter-human interactions beyond individual motions and generating…
Generative Adversarial Networks (GANs) can produce images of remarkable complexity and realism but are generally structured to sample from a single latent source ignoring the explicit spatial interaction between multiple entities that could…
To synthesize high-quality person images with arbitrary poses is challenging. In this paper, we propose a novel Multi-scale Conditional Generative Adversarial Networks (MsCGAN), aiming to convert the input conditional person image to a…
Controllable character image animation has a wide range of applications. Although existing studies have consistently improved performance, challenges persist in the field of character image animation, particularly concerning stability in…
Remote telepresence via next-generation mixed reality platforms can provide higher levels of immersion for computer-mediated communications, allowing participants to engage in a wide spectrum of activities, previously not possible in 2D…
This paper tackles the problem of physics-aware human motion synthesis in a dynamic scene. Unlike existing works which mainly tend to generate physically unrealistic motions due to limited contact modeling, typically restricted to hands, in…
Data-driven methods have great advantages in modeling complicated human behavioral dynamics and dealing with many human-robot interaction applications. However, collecting massive and annotated real-world human datasets has been a laborious…
Emojis have become a very popular part of daily digital communication. Their appeal comes largely in part due to their ability to capture and elicit emotions in a more subtle and nuanced way than just plain text is able to. In line with…
The significant progress on Generative Adversarial Networks (GANs) has facilitated realistic single-object image generation based on language input. However, complex-scene generation (with various interactions among multiple objects) still…
The adversarial methods showed advanced performance by producing synthetic images to mitigate the domain shift, a common problem due to the hardship of acquiring labelled data in medical field. Most existing studies focus on modifying the…
High-fidelity haptic feedback is essential for immersive virtual environments, yet authoring realistic tactile textures remains a significant bottleneck for designers. We introduce HapticMatch, a visual-to-tactile generation framework…
There is a recent surge in interest for imitation learning, with large human video-game and robotic manipulation datasets being used to train agents on very complex tasks. While deep neuroevolution has recently been shown to match the…
This paper addresses navigation in crowded environments by integrating goal-conditioned generative models with Sampling-based Model Predictive Control (SMPC). We introduce goal-conditioned autoregressive models to generate crowd behaviors,…
We present a method to animate a character incorporating multiple part-wise motion priors (PMP). While previous works allow creating realistic articulated motions from reference data, the range of motion is largely limited by the available…