Related papers: AvatarGo: Plug and Play self-avatars for VR
Embodied visual tracking is to follow a target object in dynamic 3D environments using an agent's egocentric vision. This is a vital and challenging skill for embodied agents. However, existing methods suffer from inefficient training and…
We have recently seen great progress in building photorealistic animatable full-body codec avatars, but generating high-fidelity animation of clothing is still difficult. To address these difficulties, we propose a method to build an…
Ego hand gestures can be used as an interface in AR and VR environments. While the context of an image is important for tasks like scene understanding, object recognition, image caption generation and activity recognition, it plays a…
Traditional methods for constructing high-quality, personalized head avatars from monocular videos demand extensive face captures and training time, posing a significant challenge for scalability. This paper introduces a novel approach to…
With the recent surge in popularity of AR/VR applications, realistic and accurate control of 3D full-body avatars has become a highly demanded feature. A particular challenge is that only a sparse tracking signal is available from…
This paper presents a method that can quickly adapt dynamic 3D avatars to arbitrary text descriptions of novel styles. Among existing approaches for avatar stylization, direct optimization methods can produce excellent results for arbitrary…
We present an approach for retartgeting off-the-shelf Virtual Reality (VR) trackers to effectively teleoperate an upper-body humanoid while ensuring self-collision-free motions. Key to the effectiveness was the proper assignment of trackers…
Immersive environments enable users to engage in embodied interaction, enhancing the sensemaking processes involved in completing tasks such as immersive analytics. Previous comparative studies on immersive analytics using augmented and…
Virtual reality (VR) telepresence applications and the so-called "metaverse" promise to be the next major medium of human-computer interaction. However, with recent studies demonstrating the ease at which VR users can be profiled and…
Significant progress has been made in audio-driven human animation, while most existing methods focus mainly on facial movements, limiting their ability to create full-body animations with natural synchronization and fluidity. They also…
We introduce a Virtual Reality (VR) one-on-one tutoring system to support anatomy education. A student uses a fully immersive VR headset to explore the anatomy of the base of the human skull. A teacher guides the student by using the…
Motion tracking "telemetry" data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to…
We propose 360{\deg} Volumetric Portrait (3VP) Avatar, a novel method for reconstructing 360{\deg} photo-realistic portrait avatars of human subjects solely based on monocular video inputs. State-of-the-art monocular avatar reconstruction…
An increasing number of studies employ virtual reality (VR) to evaluate interactions between autonomous vehicles (AVs) and pedestrians. VR simulators are valued for their cost-effectiveness, flexibility in developing various traffic…
Creating pose-driven human avatars is about modeling the mapping from the low-frequency driving pose to high-frequency dynamic human appearances, so an effective pose encoding method that can encode high-fidelity human details is essential…
Photorealistic avatars have become essential for immersive applications in virtual reality (VR) and augmented reality (AR), enabling lifelike interactions in areas such as training simulations, telemedicine, and virtual collaboration. These…
This paper presents a wearable electrotactile feedback system to enhance contact information for mid-air interactions with virtual objects. In particular, we propose the use of electrotactile feedback to render the interpenetration distance…
We present a novel, automatic eye gaze tracking scheme inspired by smooth pursuit eye motion while playing mobile games or watching virtual reality contents. Our algorithm continuously calibrates an eye tracking system for a head mounted…
In this paper, we consider retargeting a tracked facial performance to either another person or to a virtual character in a game or virtual reality (VR) environment. We remove the difficulties associated with identifying and retargeting the…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…