Related papers: Neural3Points: Learning to Generate Physically Rea…
We present a system for learning full-body neural avatars, i.e. deep networks that produce full-body renderings of a person for varying body pose and camera position. Our system takes the middle path between the classical graphics pipeline…
We propose a method for incorporating object interaction and human body dynamics into the task of 3D ego-pose estimation using a head-mounted camera. We use a kinematics model of the human body to represent the entire range of human motion,…
Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including…
Full-body avatar presence is crucial for immersive social and environmental interactions in digital reality. However, current devices only provide three six degrees of freedom (DOF) poses from the headset and two controllers (i.e.…
The use of self-avatars in a VR application can enhance presence and embodiment which leads to a better user experience. In collaborative VR it also facilitates non-verbal communication. Currently it is possible to track a few body parts…
Interaction in virtual reality (VR) environments is essential to achieve a pleasant and immersive experience. Most of the currently existing VR applications, lack of robust object grasping and manipulation, which are the cornerstone of…
Despite recent progress in developing animatable full-body avatars, realistic modeling of clothing - one of the core aspects of human self-expression - remains an open challenge. State-of-the-art physical simulation methods can generate…
The effectiveness of simple sensory cues for retraining gait have been demonstrated, yet the feasibility of humanoid avatars for entrainment have yet to be investigated. Here, we describe the development of a novel method of visually cued…
This paper introduces Video2MR, a mixed reality system that automatically generates 3D sports and exercise instructions from 2D videos. Mixed reality instructions have great potential for physical training, but existing works require…
Replicating a user's pose from only wearable sensors is important for many AR/VR applications. Most existing methods for motion tracking avoid environment interaction apart from foot-floor contact due to their complex dynamics and hard…
Virtual Reality (VR) becomes accessible to mimic a "real-like" world now. People who have a VR experience usually can be impressed by the immersive feeling, they might consider themselves are actually existed in the VR space.…
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,…
Task-based behavioral biometric authentication of users interacting in virtual reality (VR) environments enables seamless continuous authentication by using only the motion trajectories of the person's body as a unique signature. Deep…
Estimating full-body motion using the tracking signals of head and hands from VR devices holds great potential for various applications. However, the sparsity and unique distribution of observations present a significant challenge,…
An avatar mirroring the user's movement is commonly adopted in Virtual Reality(VR). Maintaining the user-avatar movement consistency provides the user a sense of body ownership and thus an immersive experience. However, breaking this…
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…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
We introduce a method to generate videos of dynamic virtual objects plausibly interacting via collisions with a still image's environment. Given a starting trajectory, physically simulated with the estimated geometry of a single, static…
Background The development of a simulation model of full body reaching tasks that can predict endeffector trajectories and joint excursions consistent with experimental data is a non-trivial task. Because of the kinematic redundancy…
A core challenge for an agent learning to interact with the world is to predict how its actions affect objects in its environment. Many existing methods for learning the dynamics of physical interactions require labeled object information.…