Related papers: HMD-NeMo: Online 3D Avatar Motion Generation From …
The task of reconstructing 3D human motion has wideranging applications. The gold standard Motion capture (MoCap) systems are accurate but inaccessible to the general public due to their cost, hardware and space constraints. In contrast,…
Estimating 3D full-body avatars from AR/VR devices is essential for creating immersive experiences in AR/VR applications. This task is challenging due to the limited input from Head Mounted Devices, which capture only sparse observations…
Robotic avatars promise immersive teleoperation with human-like manipulation and communication capabilities. We present such an avatar system, based on the key components of immersive 3D visualization and transparent force-feedback…
We construct the first markerless deformable interaction dataset recording interactive motions of the hands and deformable objects, called HMDO (Hand Manipulation with Deformable Objects). With our built multi-view capture system, it…
In this paper, we propose a novel audio-driven talking head method capable of simultaneously generating highly expressive facial expressions and hand gestures. Unlike existing methods that focus on generating full-body or half-body poses,…
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…
Grasping manipulation is a fundamental mode for human interaction with daily life objects. The synthesis of grasping motion is also greatly demanded in many applications such as animation and robotics. In objects grasping research field,…
Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for…
We present Neural Memory Object (NeMO), a novel object-centric representation that can be used to detect, segment and estimate the 6DoF pose of objects unseen during training using RGB images. Our method consists of an encoder that requires…
3D pose estimation is a challenging but important task in computer vision. In this work, we show that standard deep learning approaches to 3D pose estimation are not robust when objects are partially occluded or viewed from a previously…
This work focuses on generating realistic, physically-based human behaviors from multi-modal inputs, which may only partially specify the desired motion. For example, the input may come from a VR controller providing arm motion and body…
Generating human-object interactions (HOIs) is critical with the tremendous advances of digital avatars. Existing datasets are typically limited to humans interacting with a single object while neglecting the ubiquitous manipulation of…
Body actions and head gestures are natural interfaces for interaction in virtual environments. Existing methods for in-place body action recognition often require hardware more than a head-mounted display (HMD), making body action…
Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they…
The growing applications of AR/VR increase the demand for real-time full-body pose estimation from Head-Mounted Displays (HMDs). Although HMDs provide joint signals from the head and hands, reconstructing a full-body pose remains…
We introduce HuMoR: a 3D Human Motion Model for Robust Estimation of temporal pose and shape. Though substantial progress has been made in estimating 3D human motion and shape from dynamic observations, recovering plausible pose sequences…
Due to the increasing use of virtual avatars, the animation of head-hand interactions has recently gained attention. To this end, we present a novel volumetric and physics-based interaction simulation. In contrast to previous work, our…
Existing methods for human motion control in video generation typically rely on either 2D poses or explicit 3D parametric models (e.g., SMPL) as control signals. However, 2D poses rigidly bind motion to the driving viewpoint, precluding…
Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling…
Existing for audio- and pose-driven human animation methods often struggle with stiff head movements and blurry hands, primarily due to the weak correlation between audio and head movements and the structural complexity of hands. To address…