Related papers: 3d human motion generation from the text via gestu…
Though the advancement of pre-trained large language models unfolds, the exploration of building a unified model for language and other multi-modal data, such as motion, remains challenging and untouched so far. Fortunately, human motion…
This paper presents a novel approach to generating the 3D motion of a human interacting with a target object, with a focus on solving the challenge of synthesizing long-range and diverse motions, which could not be fulfilled by existing…
Inspired by the recent advances in generative models, we introduce a human action generation model in order to generate a consecutive sequence of human motions to formulate novel actions. We propose a framework of an autoencoder and a…
3D human motion generation is crucial for creative industry. Recent advances rely on generative models with domain knowledge for text-driven motion generation, leading to substantial progress in capturing common motions. However, the…
Recent advances in motion diffusion models have substantially improved the realism of human motion synthesis. However, existing approaches either rely on full-sequence diffusion models with bidirectional generation, which limits temporal…
Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These…
We address the problem of generating diverse 3D human motions from textual descriptions. This challenging task requires joint modeling of both modalities: understanding and extracting useful human-centric information from the text, and then…
We review human evaluation practices in automatic, speech-driven 3D gesture generation and find a lack of standardisation and frequent use of flawed experimental setups. This leads to a situation where it is impossible to know how different…
Generating human motion that satisfies customized zero-shot goal functions, enabling applications such as controllable character animation and behavior synthesis for virtual agents, is a critical capability. While current approaches handle…
Generative models of 3D human motion are often restricted to a small number of activities and can therefore not generalize well to novel movements or applications. In this work we propose a deep learning framework for human motion capture…
We propose a new method for realistic human motion transfer using a generative adversarial network (GAN), which generates a motion video of a target character imitating actions of a source character, while maintaining high authenticity of…
Human motion modelling is a classical problem at the intersection of graphics and computer vision, with applications spanning human-computer interaction, motion synthesis, and motion prediction for virtual and augmented reality. Following…
Learning to generate diverse scene-aware and goal-oriented human motions in 3D scenes remains challenging due to the mediocre characteristics of the existing datasets on Human-Scene Interaction (HSI); they only have limited scale/quality…
This work aims to generate natural and diverse group motions of multiple humans from textual descriptions. While single-person text-to-motion generation is extensively studied, it remains challenging to synthesize motions for more than one…
We present a generative model that learns to synthesize human motion from limited training sequences. Our framework provides conditional generation and blending across multiple temporal resolutions. The model adeptly captures human motion…
For human-like agents, including virtual avatars and social robots, making proper gestures while speaking is crucial in human--agent interaction. Co-speech gestures enhance interaction experiences and make the agents look alive. However, it…
This paper presents a novel approach for generating 3D talking heads from raw audio inputs. Our method grounds on the idea that speech related movements can be comprehensively and efficiently described by the motion of a few control points…
Given a video of a person in action, we can easily guess the 3D future motion of the person. In this work, we present perhaps the first approach for predicting a future 3D mesh model sequence of a person from past video input. We do this…
We introduce MoMask, a novel masked modeling framework for text-driven 3D human motion generation. In MoMask, a hierarchical quantization scheme is employed to represent human motion as multi-layer discrete motion tokens with high-fidelity…
We provide results of our study on text-based 3D human motion retrieval and particularly focus on cross-dataset generalization. Due to practical reasons such as dataset-specific human body representations, existing works typically…