Related papers: AniPixel: Towards Animatable Pixel-Aligned Human A…
Avatars on displays lack the ability to engage with the physical environment through gaze. To address this limitation, we propose a gaze synthesis method that enables animated avatars to establish gaze communication with the physical…
We present a method that reconstructs and animates a 3D head avatar from a single-view portrait image. Existing methods either involve time-consuming optimization for a specific person with multiple images, or they struggle to synthesize…
Previous animatable 3D-aware GANs for human generation have primarily focused on either the human head or full body. However, head-only videos are relatively uncommon in real life, and full body generation typically does not deal with…
Modeling animatable human avatars from monocular or multi-view videos has been widely studied, with recent approaches leveraging neural radiance fields (NeRFs) or 3D Gaussian Splatting (3DGS) achieving impressive results in novel-view and…
We present SCANimate, an end-to-end trainable framework that takes raw 3D scans of a clothed human and turns them into an animatable avatar. These avatars are driven by pose parameters and have realistic clothing that moves and deforms…
Traditionally, creating photo-realistic 3D head avatars requires a studio-level multi-view capture setup and expensive optimization during test-time, limiting the use of digital human doubles to the VFX industry or offline renderings. To…
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial…
Articulation-centric 2D/3D pose supervision forms the core training objective in most existing 3D human pose estimation techniques. Except for synthetic source environments, acquiring such rich supervision for each real target domain at…
We introduce Structured 3D Features, a model based on a novel implicit 3D representation that pools pixel-aligned image features onto dense 3D points sampled from a parametric, statistical human mesh surface. The 3D points have associated…
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers,…
We present a novel method to learn Personalized Implicit Neural Avatars (PINA) from a short RGB-D sequence. This allows non-expert users to create a detailed and personalized virtual copy of themselves, which can be animated with realistic…
With the aim of creating virtual cloth deformations more similar to real world clothing, we propose a new computational framework that recasts three dimensional cloth deformation as an RGB image in a two dimensional pattern space. Then a…
Reconstructing complete and animatable 3D human avatars from monocular videos remains challenging, particularly under severe occlusions. While 3D Gaussian Splatting has enabled photorealistic human rendering, existing methods struggle with…
Recent works on dynamic 3D neural field reconstruction assume the input from synchronized multi-view videos whose poses are known. The input constraints are often not satisfied in real-world setups, making the approach impractical. We show…
Human image animation aims to generate human videos of given characters and backgrounds that adhere to the desired pose sequence. However, existing methods focus more on human actions while neglecting the generation of background, which…
A unique challenge in creating high-quality animatable and relightable 3D avatars of people is modeling human eyes. The challenge of synthesizing eyes is multifold as it requires 1) appropriate representations for the various components of…
Decoding visual images from brain activity has significant potential for advancing brain-computer interaction and enhancing the understanding of human perception. Recent approaches align the representation spaces of images and brain…
We propose a new method for reconstructing controllable implicit 3D human models from sparse multi-view RGB videos. Our method defines the neural scene representation on the mesh surface points and signed distances from the surface of a…
Head avatar reconstruction, crucial for applications in virtual reality, online meetings, gaming, and film industries, has garnered substantial attention within the computer vision community. The fundamental objective of this field is to…
Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to…