Related papers: Generating Holistic 3D Human Motion from Speech
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…
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…
Humanoid robots, with their human-like embodiment, have the potential to integrate seamlessly into human environments. Critical to their coexistence and cooperation with humans is the ability to understand natural language communications…
Generating 3D human motions from text is a challenging yet valuable task. The key aspects of this task are ensuring text-motion consistency and achieving generation diversity. Although recent advancements have enabled the generation of…
We study the problem of making 3D scene reconstructions interactive by asking the following question: can we predict the sounds of human hands physically interacting with a scene? First, we record a video of a human manipulating objects…
Human motion video generation has garnered significant research interest due to its broad applications, enabling innovations such as photorealistic singing heads or dynamic avatars that seamlessly dance to music. However, existing surveys…
We propose an audio-driven talking-head method to generate photo-realistic talking-head videos from a single reference image. In this work, we tackle two key challenges: (i) producing natural head motions that match speech prosody, and (ii)…
Human motion generation has advanced rapidly in recent years, yet the critical problem of creating spatially grounded, context-aware gestures has been largely overlooked. Existing models typically specialize either in descriptive motion…
The recently emerging text-to-motion advances have spired numerous attempts for convenient and interactive human motion generation. Yet, existing methods are largely limited to generating body motions only without considering the rich…
We propose EMAGE, a framework to generate full-body human gestures from audio and masked gestures, encompassing facial, local body, hands, and global movements. To achieve this, we first introduce BEAT2 (BEAT-SMPLX-FLAME), a new mesh-level…
Text-driven human motion generation is an emerging task in animation and humanoid robot design. Existing algorithms directly generate the full sequence which is computationally expensive and prone to errors as it does not pay special…
People communicate using both speech and non-verbal signals such as gestures, face expression or body pose. Non-verbal signals impact the meaning of the spoken utterance in an abundance of ways. An absence of non-verbal signals impoverishes…
Inverse graphics aims to recover 3D models from 2D observations. Utilizing differentiable rendering, recent 3D-aware generative models have shown impressive results of rigid object generation using 2D images. However, it remains challenging…
This study aims to improve the generation of 3D gestures by utilizing multimodal information from human speech. Previous studies have focused on incorporating additional modalities to enhance the quality of generated gestures. However,…
The objective of this paper is to jointly synthesize interactive videos and conversational speech from text and reference images. With the ultimate goal of building human-like conversational systems, recent studies have explored talking or…
We propose a real-time system for synthesizing gestures directly from speech. Our data-driven approach is based on Generative Adversarial Neural Networks to model the speech-gesture relationship. We utilize the large amount of speaker video…
While 3D human body modeling has received much attention in computer vision, modeling the acoustic equivalent, i.e. modeling 3D spatial audio produced by body motion and speech, has fallen short in the community. To close this gap, we…
Synthesizing natural head motion to accompany speech for an embodied conversational agent is necessary for providing a rich interactive experience. Most prior works assess the quality of generated head motion by comparing them against a…
Action recognition is a relatively established task, where givenan input sequence of human motion, the goal is to predict its ac-tion category. This paper, on the other hand, considers a relativelynew problem, which could be thought of as…
We introduce a method to synthesize animator guided human motion across 3D scenes. Given a set of sparse (3 or 4) joint locations (such as the location of a person's hand and two feet) and a seed motion sequence in a 3D scene, our method…