Related papers: Physics-based Motion Retargeting from Sparse Input…
Accurately reconstructing full-body poses from sparse head and hand trajectories is a foundational challenge for immersive AR/VR telepresence. Current methods often struggle with error accumulation and unnatural joint coordination,…
We present a CloseUpAvatar - a novel approach for articulated human avatar representation dealing with more general camera motions, while preserving rendering quality for close-up views. CloseUpAvatar represents an avatar as a set of…
Generating diverse and realistic human motion that can physically interact with an environment remains a challenging research area in character animation. Meanwhile, diffusion-based methods, as proposed by the robotics community, have…
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…
Faithful real-time facial animation is essential for avatar-mediated telepresence in Virtual Reality (VR). To emulate authentic communication, avatar animation needs to be efficient and accurate: able to capture both extreme and subtle…
Retargeting motion between characters with different skeleton structures is a fundamental challenge in computer animation. When source and target characters have vastly different bone arrangements, maintaining the original motion's…
We present R3-Avatar, incorporating a temporal codebook, to overcome the inability of human avatars to be both animatable and of high-fidelity rendering quality. Existing video-based reconstruction of 3D human avatars either focuses solely…
High-quality, animatable 3D human avatar reconstruction from monocular videos offers significant potential for reducing reliance on complex hardware, making it highly practical for applications in game development, augmented reality, and…
The paper addresses the following problem: given a set of man-made shapes, e.g., chairs, can we quickly rank and explore the set of shapes with respect to a given avatar pose? Answering this question requires identifying which shapes are…
Photorealistic telepresence requires both high-fidelity body modeling and faithful driving to enable dynamically synthesized appearance that is indistinguishable from reality. In this work, we propose an end-to-end framework that addresses…
Motion retargeting is a fundamental problem in computer graphics and computer vision. Existing approaches usually have many strict requirements, such as the source-target skeletons needing to have the same number of joints or share the same…
The cognitive system for human action and behavior has evolved into a deep learning regime, and especially the advent of Graph Convolution Networks has transformed the field in recent years. However, previous works have mainly focused on…
Alignment between real and virtual objects is a challenging task required for the deployment of Mixed Reality (MR) into manufacturing, medical, and construction applications. To face this challenge, a series of methods have been proposed.…
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…
Animatable clothing transfer, aiming at dressing and animating garments across characters, is a challenging problem. Most human avatar works entangle the representations of the human body and clothing together, which leads to difficulties…
Real-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a flexible model for…
Generating animation of physics-based characters with intuitive control has long been a desirable task with numerous applications. However, generating physically simulated animations that reflect high-level human instructions remains a…
Face image animation from a single image has achieved remarkable progress. However, it remains challenging when only sparse landmarks are available as the driving signal. Given a source face image and a sequence of sparse face landmarks,…
Hand motion capture data is now relatively easy to obtain, even for complicated grasps; however this data is of limited use without the ability to retarget it onto the hands of a specific character or robot. The target hand may differ…
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…