Related papers: Skeleton-free Pose Transfer for Stylized 3D Charac…
Recent diffusion-based methods have achieved impressive results on animating images of human subjects. However, most of that success has built on human-specific body pose representations and extensive training with labeled real videos. In…
Skeleton creation is an important phase in the character animation pipeline. However, handcrafting skeleton takes extensive labor time and domain knowledge. Automatic skeletonization provides a solution. However, most of the current…
Markerless motion capture algorithms require a 3D body with properly personalized skeleton dimension and/or body shape and appearance to successfully track a person. Unfortunately, many tracking methods consider model personalization a…
We present a data-driven framework for unsupervised human motion retargeting that animates a target subject with the motion of a source subject. Our method is correspondence-free, requiring neither spatial correspondences between the source…
Fast and light-weight methods for animating 3D characters are desirable in various applications such as computer games. We present a learning-based approach to enhance skinning-based animations of 3D characters with vivid secondary motion…
Creating believable motions for various characters has long been a goal in computer graphics. Current learning-based motion synthesis methods depend on extensive motion datasets, which are often challenging, if not impossible, to obtain. On…
3D pose transfer is a challenging generation task that aims to transfer the pose of a source geometry onto a target geometry with the target identity preserved. Many prior methods require keypoint annotations to find correspondence between…
Our work focuses on the development of a learnable neural representation of human pose for advanced AI assisted animation tooling. Specifically, we tackle the problem of constructing a full static human pose based on sparse and variable…
We propose a deep videorealistic 3D human character model displaying highly realistic shape, motion, and dynamic appearance learned in a new weakly supervised way from multi-view imagery. In contrast to previous work, our controllable 3D…
Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape…
We present a zero-shot framework for transferring human facial expressions to 3D animal face meshes. Our method combines intrinsic geometric descriptors (HKS/WKS) with a mesh-agnostic latent embedding that disentangles facial identity and…
While pose estimation is an important computer vision task, it requires expensive annotation and suffers from domain shift. In this paper, we investigate the problem of domain adaptive 2D pose estimation that transfers knowledge learned on…
We propose a CNN-based approach for multi-camera markerless motion capture of the human body. Unlike existing methods that first perform pose estimation on individual cameras and generate 3D models as post-processing, our approach makes use…
Recent advances in diffusion models have greatly improved pose-driven character animation. However, existing methods are limited to spatially aligned reference-pose pairs with matched skeletal structures. Handling reference-pose…
Estimation of 3D human pose from monocular image has gained considerable attention, as a key step to several human-centric applications. However, generalizability of human pose estimation models developed using supervision on large-scale…
We propose a method to transfer pose and expression between face images. Given a source and target face portrait, the model produces an output image in which the pose and expression of the source face image are transferred onto the target…
Constructing and animating humans is an important component for building virtual worlds in a wide variety of applications such as virtual reality or robotics testing in simulation. As there are exponentially many variations of humans with…
We present a new pose transfer method for synthesizing a human animation from a single image of a person controlled by a sequence of body poses. Existing pose transfer methods exhibit significant visual artifacts when applying to a novel…
Automatic estimation of skinning transformations is a popular way to deform a single reference shape into a new pose by providing a small number of control parameters. We generalize this approach by efficiently enabling the use of multiple…
Clothing virtual characters is a time-consuming and often manual process. Outfits can be composed of multiple garments, and each garment must be fitted to the unique shape of a character. Since characters can vary widely in size and shape,…