Related papers: SCULPTOR: Skeleton-Consistent Face Creation Using …
Parametric body models offer expressive 3D representation of humans across a wide range of poses, shapes, and facial expressions, typically derived by learning a basis over registered 3D meshes. However, existing human mesh modeling…
In this paper, we present a large-scale detailed 3D face dataset, FaceScape, and the corresponding benchmark to evaluate single-view facial 3D reconstruction. By training on FaceScape data, a novel algorithm is proposed to predict elaborate…
The scientific ideation process often involves blending facets of existing papers to create new ideas. We contribute Scideator, the first human-LLM system for facet-based scientific ideation. Starting from user-provided papers, Scideator…
Automatically estimating 3D skeleton, shape, camera viewpoints, and part articulation from sparse in-the-wild image ensembles is a severely under-constrained and challenging problem. Most prior methods rely on large-scale image datasets,…
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…
Text-driven portrait editing holds significant potential for various applications but also presents considerable challenges. An ideal text-driven portrait editing approach should achieve precise localization and appropriate content…
Skeletonization has been a popular shape analysis technique that models both the interior and exterior of an object. Existing template-based calculations of skeletal models from anatomical structures are a time-consuming manual process.…
Contour and skeleton are two complementary representations for shape recognition. However combining them in a principal way is nontrivial, as they are generally abstracted by different structures (closed string vs graph), respectively. This…
The aim of craniofacial reconstruction is to produce a likeness of a face from the skull. Few works in computerized assisted facial reconstruction have been done in the past, due to poor machine performances and data availability, and major…
Learned 3D representations of human faces are useful for computer vision problems such as 3D face tracking and reconstruction from images, as well as graphics applications such as character generation and animation. Traditional models learn…
Geometry- and appearance-controlled full-body human image generation is an interesting but challenging task. Existing solutions are either unconditional or dependent on coarse conditions (e.g., pose, text), thus lacking explicit geometry…
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…
In recent years, there has been significant progress in 2D generative face models fueled by applications such as animation, synthetic data generation, and digital avatars. However, due to the absence of 3D information, these 2D models often…
Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the…
Recent advances in skeleton-based person re-identification (re-ID) obtain impressive performance via either hand-crafted skeleton descriptors or skeleton representation learning with deep learning paradigms. However, they typically require…
Generative modelling for shapes is a prerequisite for In-Silico Clinical Trials (ISCTs), which aim to cost-effectively validate medical device interventions using synthetic anatomical shapes, often represented as 3D surface meshes. However,…
Based on a combined data set of 4000 high resolution facial scans, we introduce a non-linear morphable face model, capable of producing multifarious face geometry of pore-level resolution, coupled with material attributes for use in…
4D generation has made remarkable progress in synthesizing dynamic 3D objects from input text, images, or videos. However, existing methods often represent motion as an implicit deformation field, which limits direct control and…
We study the problem of 3D-aware full-body human generation, aiming at creating animatable human avatars with high-quality textures and geometries. Generally, two challenges remain in this field: i) existing methods struggle to generate…
In this paper, we present a solution for arbitrary 3D character deformation by investigating rotation angle of decomposition and preserving the mesh topology structure. In computer graphics, skeleton extraction and skeleton-driven animation…