Related papers: VINECS: Video-based Neural Character Skinning
Automatic estimation of skinning transformations is a popular way to deform a single reference shape into a new pose by providing a small number of control parameters. We generalize this approach by efficiently enabling the use of multiple…
We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and…
We present a system for learning full-body neural avatars, i.e. deep networks that produce full-body renderings of a person for varying body pose and camera position. Our system takes the middle path between the classical graphics pipeline…
Posing 3D characters is a fundamental task in computer graphics. However, existing paradigms, ranging from traditional auto-rigging to recent pose-conditioned generative models, frequently struggle with inaccurate skinning weights, fixed…
The appearance of a human in clothing is driven not only by the pose but also by its temporal context, i.e., motion. However, such context has been largely neglected by existing monocular human modeling methods whose neural networks often…
We propose a deep videorealistic 3D human character model displaying highly realistic shape, motion, and dynamic appearance learned in a new weakly supervised way from multi-view imagery. In contrast to previous work, our controllable 3D…
We present a novel framework for reconstructing animatable human avatars from multiple images, termed CanonicalFusion. Our central concept involves integrating individual reconstruction results into the canonical space. To be specific, we…
Kinematic rigs provide a structured interface for articulating 3D meshes but lack any associated pose space, i.e., an explicit representation of the plausible manifold of joint configurations for a given mesh. Without such a pose space,…
This paper presents a learning-based clothing animation method for highly efficient virtual try-on simulation. Given a garment, we preprocess a rich database of physically-based dressed character simulations, for multiple body shapes and…
It is now possible to reconstruct dynamic human motion and shape from a sparse set of cameras using Neural Radiance Fields (NeRF) driven by an underlying skeleton. However, a challenge remains to model the deformation of cloth and skin in…
Acquisition and rendering of photo-realistic human heads is a highly challenging research problem of particular importance for virtual telepresence. Currently, the highest quality is achieved by volumetric approaches trained in a person…
Markerless motion capture algorithms require a 3D body with properly personalized skeleton dimension and/or body shape and appearance to successfully track a person. Unfortunately, many tracking methods consider model personalization a…
Secondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton…
Recent diffusion-based methods have achieved impressive results on animating images of human subjects. However, most of that success has built on human-specific body pose representations and extensive training with labeled real videos. In…
Radiance field-based methods have recently been used to reconstruct human avatars, showing that we can significantly downscale the systems needed for creating animated human avatars. Although this progress has been initiated by neural…
Human avatar has become a novel type of 3D asset with various applications. Ideally, a human avatar should be fully customizable to accommodate different settings and environments. In this work, we introduce NECA, an approach capable of…
We present a novel method for generating 3D garment deformations from given body poses, which is key to a wide range of applications, including virtual try-on and extended reality. To simplify the cloth dynamics, existing methods mostly…
Recent advances in digital avatar technology have enabled the generation of compelling virtual characters, but deploying these avatars on compute-constrained devices poses significant challenges for achieving realistic garment deformations.…
Character posing is of interest in computer animation. It is difficult due to its dependence on inverse kinematics (IK) techniques and articulate property of human characters . To solve the IK problem, classical methods that rely on…
Text-editable and pose-controllable character video generation is a challenging but prevailing topic with practical applications. However, existing approaches mainly focus on single-object video generation with pose guidance, ignoring the…