Related papers: Physically Plausible Animation of Human Upper Body…
We present Playable Environments - a new representation for interactive video generation and manipulation in space and time. With a single image at inference time, our novel framework allows the user to move objects in 3D while generating a…
Over the past years, significant progress has been made in creating photorealistic and drivable 3D avatars solely from videos of real humans. However, a core remaining challenge is the fine-grained and user-friendly editing of clothing…
Humanoid Reaction Synthesis is pivotal for creating highly interactive and empathetic robots that can seamlessly integrate into human environments, enhancing the way we live, work, and communicate. However, it is difficult to learn the…
To the best of our knowledge, we first present a live system that generates personalized photorealistic talking-head animation only driven by audio signals at over 30 fps. Our system contains three stages. The first stage is a deep neural…
The synthesis of human grasping has numerous applications including AR/VR, video games and robotics. While methods have been proposed to generate realistic hand-object interaction for object grasping and manipulation, these typically only…
We propose a physics-based method for synthesizing dexterous hand-object interactions in a full-body setting. While recent advancements have addressed specific facets of human-object interactions, a comprehensive physics-based approach…
We train models to Predict Ego-centric Video from human Actions (PEVA), given the past video and an action represented by the relative 3D body pose. By conditioning on kinematic pose trajectories, structured by the joint hierarchy of the…
We introduce a new method that generates photo-realistic humans under novel views and poses given a monocular video as input. Despite the significant progress recently on this topic, with several methods exploring shared canonical neural…
Physically-based simulation is a powerful approach for 3D facial animation as the resulting deformations are governed by physical constraints, allowing to easily resolve self-collisions, respond to external forces and perform realistic…
This paper presents a generative adversarial learning-based human upper body video synthesis approach to generate an upper body video of target person that is consistent with the body motion, face expression, and pose of the person in…
In this paper, we present a diffusion model-based framework for animating people from a single image for a given target 3D motion sequence. Our approach has two core components: a) learning priors about invisible parts of the human body and…
Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to…
We introduce X-Dyna, a novel zero-shot, diffusion-based pipeline for animating a single human image using facial expressions and body movements derived from a driving video, that generates realistic, context-aware dynamics for both the…
We introduce DiffPhy, a differentiable physics-based model for articulated 3d human motion reconstruction from video. Applications of physics-based reasoning in human motion analysis have so far been limited, both by the complexity of…
Building realistic and animatable avatars still requires minutes of multi-view or monocular self-rotating videos, and most methods lack precise control over gestures and expressions. To push this boundary, we address the challenge of…
Current vision-language multimodal models are well-adapted for general visual understanding tasks. However, they perform inadequately when handling complex visual tasks related to human poses and actions due to the lack of specialized…
Driving a high-quality and photorealistic full-body virtual human from a few RGB cameras is a challenging problem that has become increasingly relevant with emerging virtual reality technologies. A promising solution to democratize such…
We are given a video of a person performing a certain activity, from which we extract a controllable model. The model generates novel image sequences of that person, according to arbitrary user-defined control signals, typically marking the…
Given an "in-the-wild" video of a person, we reconstruct an animatable model of the person in the video. The output model can be rendered in any body pose to any camera view, via the learned controls, without explicit 3D mesh…
Due to the visual ambiguity, purely kinematic formulations on monocular human motion capture are often physically incorrect, biomechanically implausible, and can not reconstruct accurate interactions. In this work, we focus on exploiting…