Related papers: Fitted avatars: automatic skeleton adjustment for …
MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in…
Critical VR applications in domains such as healthcare, education, and finance that use traditional credentials, such as PIN, password, or multi-factor authentication, stand the chance of being compromised if a malicious person acquires the…
In the scope of gestural action recognition, the size of the feature vector representing movements is in general quite large especially when full body movements are considered. Furthermore, this feature vector evolves during the movement…
Generating accurate and realistic virtual human movements in real-time is of high importance for a variety of applications in computer graphics, interactive virtual environments, robotics, and biomechanics. This paper introduces a novel…
Virtual try-on system under arbitrary human poses has huge application potential, yet raises quite a lot of challenges, e.g. self-occlusions, heavy misalignment among diverse poses, and diverse clothes textures. Existing methods aim at…
The proliferation of deep learning has significantly advanced various fields, yet Human Activity Recognition (HAR) has not fully capitalized on these developments, primarily due to the scarcity of labeled datasets. Despite the integration…
The most popular type of devices used to track a user's posture in a virtual reality experience consists of a head-mounted display and two controllers held in both hands. However, due to the limited number of tracking sensors (three in…
We address the problem of multi-person 3D body pose and shape estimation from a single image. While this problem can be addressed by applying single-person approaches multiple times for the same scene, recent works have shown the advantages…
The raising availability of 3D cameras and dramatic improvement of computer vision algorithms in the recent decade, accelerated the research of automatic movement assessment solutions. Such solutions can be implemented at home, using…
Rehabilitation is important to improve quality of life for mobility-impaired patients. Smart walkers are a commonly used solution that should embed automatic and objective tools for data-driven human-in-the-loop control and monitoring.…
We introduce (HPS) Human POSEitioning System, a method to recover the full 3D pose of a human registered with a 3D scan of the surrounding environment using wearable sensors. Using IMUs attached at the body limbs and a head mounted camera…
We introduce a novel, accurate and practical system for real-time people tracking and identification. We used a Kinect V2 sensor for tracking that generates a body skeleton for up to six people in the view. We perform identification using…
Automatically designing virtual humans and humanoids holds great potential in aiding the character creation process in games, movies, and robots. In some cases, a character creator may wish to design a humanoid body customized for certain…
The realism of digital avatars is crucial in enabling telepresence applications with self-expression and customization. While physical simulations can produce realistic motions for clothed humans, they require high-quality garment assets…
This paper presents a method of reconstructing full-body locomotion sequences for virtual characters in real-time, using data from a single inertial measurement unit (IMU). This process can be characterized by its difficulty because of the…
We propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR), which synthesizes virtual human avatars from arbitrary poses efficiently and at high quality. First, we learn to encode articulated human motions on…
Although existing video-based 3D human mesh recovery methods have made significant progress, simultaneously estimating human pose and shape from low-resolution image features limits their performance. These image features lack sufficient…
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…
Both, robot and hand-eye calibration haven been object to research for decades. While current approaches manage to precisely and robustly identify the parameters of a robot's kinematic model, they still rely on external devices, such as…
Today there is a high variety of haptic devices capable of providing tactile feedback. Although most of existing designs are aimed at realistic simulation of the surface properties, their capabilities are limited in attempts of displaying…