Related papers: Fitted avatars: automatic skeleton adjustment for …
Human pose and shape estimation from RGB images is a highly sought after alternative to marker-based motion capture, which is laborious, requires expensive equipment, and constrains capture to laboratory environments. Monocular vision-based…
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…
Human motion synthesis is a long-standing problem with various applications in digital twins and the Metaverse. However, modern deep learning based motion synthesis approaches barely consider the physical plausibility of synthesized motions…
In this paper, we describe various technologies that are being used in virtual garment fitting and simulation. There, we have focused about the usage of anthropometry in clothing industry and avatar generation of virtual garment fitting.…
Virtual Reality (VR) has recently gained traction with many new and ever more affordable devices being released. The increase in popularity of this paradigm of interaction has given birth to new applications and has attracted casual…
We present X-Avatar, a novel avatar model that captures the full expressiveness of digital humans to bring about life-like experiences in telepresence, AR/VR and beyond. Our method models bodies, hands, facial expressions and appearance in…
Most recent view-invariant action recognition and performance assessment approaches rely on a large amount of annotated 3D skeleton data to extract view-invariant features. However, acquiring 3D skeleton data can be cumbersome, if not…
With the recent explosive growth of interest and investment in virtual reality (VR) and the so-called "metaverse," public attention has rightly shifted toward the unique security and privacy threats that these platforms may pose. While it…
Realistic animatable human avatars from monocular videos are crucial for advancing human-robot interaction and enhancing immersive virtual experiences. While recent research on 3DGS-based human avatars has made progress, it still struggles…
Dressing is a fundamental task of everyday living and robots offer an opportunity to assist people with motor impairments. While several robotic systems have explored robot-assisted dressing, few have considered how a robot can manage…
Parametric body models offer expressive 3D representation of humans across a wide range of poses, shapes, and facial expressions, typically derived by learning a basis over registered 3D meshes. However, existing human mesh modeling…
Person re-identification (re-ID) aims to accurately re- trieve a person from a large-scale database of images cap- tured across multiple cameras. Existing works learn deep representations using a large training subset of unique per- sons.…
The authentic 3D hand avatar with every identifiable information, such as hand shapes and textures, is necessary for immersive experiences in AR/VR. In this paper, we present a universal hand model (UHM), which 1) can universally represent…
To tackle the challeging problem of multi-person 3D pose estimation from a single image, we propose a multi-view matching (MVM) method in this work. The MVM method generates reliable 3D human poses from a large-scale video dataset, called…
We consider the problem of inverse kinematics (IK), where one wants to find the parameters of a given kinematic skeleton that best explain a set of observed 3D joint locations. The kinematic skeleton has a tree structure, where each node is…
Whole-body geometric calibration of humanoid robots using classical robot calibration methods is a timeconsuming and experimentally burdensome task. However, despite its significance for accurate control and simulation, it is often…
Physical rehabilitation plays a crucial role in restoring functional abilities, but traditional approaches often face challenges in terms of cost, accessibility, and personalized monitoring. Asynchronous physical rehabilitation has gained…
Generating forward-backward self-representation leg animation in virtual environments for walking-in-place (WIP) techniques is an underexplored research topic. A challenging aspect of the problem is to find an appropriate mapping from…
A control-theoretic framework for autonomous avatar-guided rehabilitation in virtual reality, based on interpretable, adaptive motor guidance through optimal control, is presented. The framework faces critical challenges in motor…
A human 3D avatar is one of the important elements in the metaverse, and the modeling effect directly affects people's visual experience. However, the human body has a complex topology and diverse details, so it is often expensive,…