Related papers: HACK: Learning a Parametric Head and Neck Model fo…
Human Activity Recognition (HAR) plays a critical role in a wide range of real-world applications, and it is traditionally achieved via wearable sensing. Recently, to avoid the burden and discomfort caused by wearable devices, device-free…
We propose a method to build in real-time animated 3D head models using a consumer-grade RGB-D camera. Our proposed method is the first one to provide simultaneously comprehensive facial motion tracking and a detailed 3D model of the user's…
Controllable 3D human avatars have found widespread applications in 3D games, the metaverse, and AR/VR scenarios. The conventional approach to creating such a 3D avatar requires a lengthy, intricate pipeline encompassing appearance…
With the rising popularity of virtual worlds, the importance of data-driven parametric models of 3D meshes has grown rapidly. Numerous applications, such as computer vision, procedural generation, and mesh editing, vastly rely on these…
Motion-related artifacts are inevitable in Magnetic Resonance Imaging (MRI) and can bias automated neuroanatomical metrics such as cortical thickness. These biases can interfere with statistical analysis which is a major concern as motion…
Affective computing is a field of great interest in many computer vision applications, including video surveillance, behaviour analysis, and human-robot interaction. Most of the existing literature has addressed this field by analysing…
Crucial to the success of training a depth-based 3D hand pose estimator (HPE) is the availability of comprehensive datasets covering diverse camera perspectives, shapes, and pose variations. However, collecting such annotated datasets is…
Unsupervised generation of clothed virtual humans with various appearance and animatable poses is important for creating 3D human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not…
Gaze and head movements play a central role in expressive 3D media, human-agent interaction, and immersive communication. Existing works often model facial components in isolation and lack mechanisms for generating personalized, style-aware…
Deep generative models have been recently extended to synthesizing 3D digital humans. However, previous approaches treat clothed humans as a single chunk of geometry without considering the compositionality of clothing and accessories. As a…
Video Anomaly Detection (VAD) systems can autonomously monitor and identify disturbances, reducing the need for manual labor and associated costs. However, current VAD systems are often limited by their superficial semantic understanding of…
Human bodies exhibit various shapes for different identities or poses, but the body shape has certain similarities in structure and thus can be embedded in a low-dimensional space. This paper presents an autoencoder-like network…
Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need to stabilize them to remove unwanted head movement. Stabilization is…
Production-level workflows for producing convincing 3D dynamic human faces have long relied on an assortment of labor-intensive tools for geometry and texture generation, motion capture and rigging, and expression synthesis. Recent neural…
While existing methods for 3D face reconstruction from in-the-wild images excel at recovering the overall face shape, they commonly miss subtle, extreme, asymmetric, or rarely observed expressions. We improve upon these methods with SMIRK…
While many individual tasks in the domain of human analysis have recently received an accuracy boost from deep learning approaches, multi-task learning has mostly been ignored due to a lack of data. New synthetic datasets are being…
Recovering whole-body mesh by inferring the abstract pose and shape parameters from visual content can obtain 3D bodies with realistic structures. However, the inferring process is highly non-linear and suffers from image-mesh misalignment,…
Data-driven modeling of human motions is ubiquitous in computer graphics and computer vision applications, such as synthesizing realistic motions or recognizing actions. Recent research has shown that such problems can be approached by…
Recent 3D face reconstruction methods reconstruct the entire head compared to earlier approaches which only model the face. Although these methods accurately reconstruct facial features, they do not explicitly regulate the upper part of the…
We present TimeWalker, a novel framework that models realistic, full-scale 3D head avatars of a person on lifelong scale. Unlike current human head avatar pipelines that capture identity at the momentary level(e.g., instant photography or…