Related papers: VINECS: Video-based Neural Character Skinning
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…
We present a novel pipeline for learning high-quality triangular human avatars from multi-view videos. Recent methods for avatar learning are typically based on neural radiance fields (NeRF), which is not compatible with traditional…
Authoring an appealing animation for a virtual character is a challenging task. In computer-aided keyframe animation artists define the key poses of a character by manipulating its underlying skeletons. To look plausible, a character pose…
Movie productions use high resolution 3d characters with complex proprietary rigs to create the highest quality images possible for large displays. Unfortunately, these 3d assets are typically not compatible with real-time graphics engines…
Skinning is a popular way to rig and deform characters for animation, to compute reduced-order simulations, and to define features for geometry processing. Methods built on skinning rely on weight functions that distribute the influence of…
3D human avatar animation aims at transforming a human avatar from an arbitrary initial pose to a specified target pose using deformation algorithms. Existing approaches typically divide this task into two stages: canonical template…
Accurately retargeting facial expressions to a face mesh while enabling manipulation is a key challenge in facial animation retargeting. Recent deep-learning methods address this by encoding facial expressions into a global latent code, but…
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…
We present a methodology to automatically obtain Pose Space Deformation (PSD) basis for rigged garments through deep learning. Classical approaches rely on Physically Based Simulations (PBS) to animate clothes. These are general solutions…
We have recently seen great progress in building photorealistic animatable full-body codec avatars, but generating high-fidelity animation of clothing is still difficult. To address these difficulties, we propose a method to build an…
Creating high-quality controllable 3D human models from multi-view RGB videos poses a significant challenge. Neural radiance fields (NeRFs) have demonstrated remarkable quality in reconstructing and free-viewpoint rendering of static as…
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…
The rapid proliferation of generative 3D models has created a critical bottleneck in animation pipelines: rigging. Existing automated methods are fundamentally limited by their approach to skinning, treating it as an ill-posed,…
In computer graphics, animation compression is essential for efficient storage, streaming and reproduction of animated meshes. Previous work has presented efficient techniques for compression by deriving skinning transformations and weights…
Lightweight creation of 3D digital avatars is a highly desirable but challenging task. With only sparse videos of a person under unknown illumination, we propose a method to create relightable and animatable neural avatars, which can be…
We present the first method that automatically transfers poses between stylized 3D characters without skeletal rigging. In contrast to previous attempts to learn pose transformations on fixed or topology-equivalent skeleton templates, our…
Building animatable and editable models of clothed humans from raw 3D scans and poses is a challenging problem. Existing reposing methods suffer from the limited expressiveness of Linear Blend Skinning (LBS), require costly mesh extraction…
Learning an animatable and clothed human avatar model with vivid dynamics and photorealistic appearance from multi-view videos is an important foundational research problem in computer graphics and vision. Fueled by recent advances in…
Reconstructing an interactive human avatar and the background from a monocular video of a dynamic human scene is highly challenging. In this work we adopt a strategy of point cloud decoupling and joint optimization to achieve the decoupled…
Parametric 3D body models like SMPL only represent minimally-clothed people and are hard to extend to clothing because they have a fixed mesh topology and resolution. To address these limitations, recent work uses implicit surfaces or point…