Related papers: Morig: Motion-aware rigging of character meshes fr…
We present a novel paradigm of building an animatable 3D human representation from a monocular video input, such that it can be rendered in any unseen poses and views. Our method is based on a dynamic Neural Radiance Field (NeRF) rigged by…
We introduce MIGS (Multi-Identity Gaussian Splatting), a novel method that learns a single neural representation for multiple identities, using only monocular videos. Recent 3D Gaussian Splatting (3DGS) approaches for human avatars require…
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…
Despite significant progress in 4D generation, rig and motion, the core structural and dynamic components of animation are typically modeled as separate problems. Existing pipelines rely on ground-truth skeletons and skinning weights for…
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…
Generating motion-controlled videos--where user-specified actions drive physically plausible scene dynamics under freely chosen viewpoints--demands two capabilities: (1) disentangled motion control, allowing users to separately control the…
We present CoMoGen, a controllable video generation framework that generates realistic interactive dynamics from a single binary mask sequence conditioned on an input image. CoMoGen introduces a lightweight MaskAdapter that encodes binary…
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…
Character rigging is a process of endowing a character with a set of custom manipulators and controls making it easy to animate by the animators. These controls consist of simple joints, handles, or even separate character selection…
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…
Despite significant progress in image-based 3D scene flow estimation, the performance of such approaches has not yet reached the fidelity required by many applications. Simultaneously, these applications are often not restricted to…
Transforming neutral, characterless input motions to embody the distinct style of a notable character in real time is highly compelling for character animation. This paper introduces MOCHA, a novel online motion characterization framework…
The rapid evolution of 3D content creation, encompassing both AI-powered methods and traditional workflows, is driving an unprecedented demand for automated rigging solutions that can keep pace with the increasing complexity and diversity…
Motion retargeting holds a premise of offering a larger set of motion data for characters and robots with different morphologies. Many prior works have approached this problem via either handcrafted constraints or paired motion datasets,…
Analyzing human motion is a challenging task with a wide variety of applications in computer vision and in graphics. One such application, of particular importance in computer animation, is the retargeting of motion from one performer to…
Movie productions use high resolution 3d characters with complex proprietary rigs to create the highest quality images possible for large displays. Unfortunately, these 3d assets are typically not compatible with real-time graphics engines…
Recent 3D generative models can synthesize high-quality assets, but their outputs are typically static: they lack the skeletal rigs, joint hierarchies, and skinning weights required for animation. This limits their use in games, film,…
We are interested in reconstructing the mesh representation of object surfaces from point clouds. Surface reconstruction is a prerequisite for downstream applications such as rendering, collision avoidance for planning, animation, etc.…
Part mobility analysis is a significant aspect required to achieve a functional understanding of 3D objects. It would be natural to obtain part mobility from the continuous part motion of 3D objects. In this study, we introduce a…
This paper presents Master of Puppets (MOP), an animation-by-demonstration framework that allows users to control the motion of virtual characters (puppets) in real time. In the first step, the user is asked to perform the necessary actions…