Related papers: Physics-based Motion Retargeting from Sparse Input…
Human Activity Recognition (HAR) using on-body devices identifies specific human actions in unconstrained environments. HAR is challenging due to the inter and intra-variance of human movements; moreover, annotated datasets from on-body…
This work studies the challenge of transfer animations between characters whose skeletal topologies differ substantially. While many techniques have advanced retargeting techniques in decades, transfer motions across diverse topologies…
3D animation of humans in action is quite challenging as it involves using a huge setup with several motion trackers all over the person's body to track the movements of every limb. This is time-consuming and may cause the person discomfort…
Recent pose-transfer methods aim to generate temporally consistent and fully controllable videos of human action where the motion from a reference video is reenacted by a new identity. We evaluate three state-of-the-art pose-transfer…
We present a framework for generating full-bodied photorealistic avatars that gesture according to the conversational dynamics of a dyadic interaction. Given speech audio, we output multiple possibilities of gestural motion for an…
Inverse kinematics (IK) is a core operation in animation, robotics, and biomechanics: given Cartesian constraints, recover joint rotations under a known kinematic tree. In many real-time human avatar pipelines, the available signal per…
Although telepresence assistive robots have made significant progress, they still lack the sense of realism and physical presence of the remote operator. This results in a lack of trust and adoption of such robots. In this paper, we…
Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous…
3D video avatars can empower virtual communications by providing compression, privacy, entertainment, and a sense of presence in AR/VR. Best 3D photo-realistic AR/VR avatars driven by video, that can minimize uncanny effects, rely on…
Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to…
This paper introduces a motion retargeting method that preserves self-contacts and prevents interpenetration. Self-contacts, such as when hands touch each other or the torso or the head, are important attributes of human body language and…
Imitation learning is an effective alternative approach to learn a policy when the reward function is sparse. In this paper, we consider a challenging setting where an agent and an expert use different actions from each other. We assume…
We tackle the task of recovering an animatable 3D human avatar from a single or a sparse set of images. For this task, beyond a set of images, many prior state-of-the-art methods use accurate "ground-truth" camera poses and human poses as…
Reliable and robust user identification and authentication are important and often necessary requirements for many digital services. It becomes paramount in social virtual reality (VR) to ensure trust, specifically in digital encounters…
Hand-drawn character animation is a vibrant field in computer graphics, presenting challenges in achieving geometric consistency while conveying expressive motion. Traditional skeletal animation methods maintain geometric consistency but…
Human motion synthesis is an important problem with applications in graphics, gaming and simulation environments for robotics. Existing methods require accurate motion capture data for training, which is costly to obtain. Instead, we…
Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including…
Transferring articulated motion from monocular videos to rigged 3D characters is challenging due to pose ambiguity in 2D observations and morphological differences between source and target. Existing approaches often follow a…
Inferring full-body poses from Head Mounted Devices, which capture only 3-joint observations from the head and wrists, is a challenging task with wide AR/VR applications. Previous attempts focus on learning one-stage motion mapping and thus…
Real-time, streaming interactive avatars represent a critical yet challenging goal in digital human research. Although diffusion-based human avatar generation methods achieve remarkable success, their non-causal architecture and high…