Related papers: Full Body Video-Based Self-Avatars for Mixed Reali…
We propose augmenting immersive telepresence by adding a virtual body, representing the user's own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
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…
The ability to create realistic, animatable and relightable head avatars from casual video sequences would open up wide ranging applications in communication and entertainment. Current methods either build on explicit 3D morphable meshes…
Tremendous efforts have been made to learn animatable and photorealistic human avatars. Towards this end, both explicit and implicit 3D representations are heavily studied for a holistic modeling and capture of the whole human (e.g., body,…
In the era of the metaverse, self-avatars are gaining popularity, as they can enhance presence and provide embodiment when a user is immersed in Virtual Reality. They are also very important in collaborative Virtual Reality to improve…
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…
We propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR), which synthesizes virtual human avatars from arbitrary poses efficiently and at high quality. First, we learn to encode articulated human motions on…
Recently, implicit neural representation has been widely used to generate animatable human avatars. However, the materials and geometry of those representations are coupled in the neural network and hard to edit, which hinders their…
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…
With the increasing adoption of social virtual reality (VR), it is critical to design inclusive avatars. While researchers have investigated how and why blind and d/Deaf people wish to disclose their disabilities in VR, little is known…
Applications like disaster management and industrial inspection often require experts to enter contaminated places. To circumvent the need for physical presence, it is desirable to generate a fully immersive individual live teleoperation…
Videos captured from multiple viewpoints can help in perceiving the 3D structure of the world and benefit computer vision tasks such as action recognition, tracking, etc. In this paper, we present a method for self-supervised learning from…
Measure user experience in MR (i.e., AR/VR) user studies is essential. Researchers apply a wide range of measuring methods using objective (e.g., biosignals, time logging), behavioral (e.g., gaze direction, movement amplitude), and…
Today there is a high variety of haptic devices capable of providing tactile feedback. Although most of existing designs are aimed at realistic simulation of the surface properties, their capabilities are limited in attempts of displaying…
Photo-realistic human avatars have broad applications, yet high-fidelity avatar generation has traditionally required expensive professional camera rigs and extensive artistic labor. Recent research has enabled constructing them…
In this work, we introduce long-video masked-embedding autoencoders (LV-MAE), a self-supervised learning framework for long video representation. Our approach treats short- and long-span dependencies as two separate tasks. Such decoupling…
We introduce VOODOO XP: a 3D-aware one-shot head reenactment method that can generate highly expressive facial expressions from any input driver video and a single 2D portrait. Our solution is real-time, view-consistent, and can be…
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our…
The objective of this work is to segment human body parts from egocentric video using semantic segmentation networks. Our contribution is two-fold: i) we create a semi-synthetic dataset composed of more than 15, 000 realistic images and…