Related papers: HMD-NeMo: Online 3D Avatar Motion Generation From …
This paper introduces Video2MR, a mixed reality system that automatically generates 3D sports and exercise instructions from 2D videos. Mixed reality instructions have great potential for physical training, but existing works require…
Imitation learning is a promising approach for training humanoid robots to both walk and manipulate, but it requires a large number of demonstrations, which are time-intensive and difficult to collect via teleoperation. Existing…
The human face is central to communication. For immersive applications, the digital presence of a person should mirror the physical reality, capturing the users idiosyncrasies and detailed facial expressions. However, current 3D head avatar…
Safe and efficient robot operation in complex human environments can benefit from good models of site-specific motion patterns. Maps of Dynamics (MoDs) provide such models by encoding statistical motion patterns in a map, but existing…
We introduce a novel approach for high-resolution talking head generation from a single image and audio input. Prior methods using explicit face models, like 3D morphable models (3DMM) and facial landmarks, often fall short in generating…
Generating realistic human motion is essential for many computer vision and graphics applications. The wide variety of human body shapes and sizes greatly impacts how people move. However, most existing motion models ignore these…
We present SimXR, a method for controlling a simulated avatar from information (headset pose and cameras) obtained from AR / VR headsets. Due to the challenging viewpoint of head-mounted cameras, the human body is often clipped out of view,…
When people deliver a speech, they naturally move heads, and this rhythmic head motion conveys prosodic information. However, generating a lip-synced video while moving head naturally is challenging. While remarkably successful, existing…
We present PrismAvatar: a 3D head avatar model which is designed specifically to enable real-time animation and rendering on resource-constrained edge devices, while still enjoying the benefits of neural volumetric rendering at training…
Controllable character animation is an emerging task that generates character videos controlled by pose sequences from given character images. Although character consistency has made significant progress via reference UNet, another crucial…
Despite tremendous recent progress in human video generation, generative video diffusion models still struggle to capture the dynamics and physics of human motions faithfully. In this paper, we propose a new framework for human video…
Animation of humanoid characters is essential in various graphics applications, but requires significant time and cost to create realistic animations. We propose an approach to synthesize 4D animated sequences of input static 3D humanoid…
Despite progress in human motion capture, existing multi-view methods often face challenges in estimating the 3D pose and shape of multiple closely interacting people. This difficulty arises from reliance on accurate 2D joint estimations,…
Extracting human motion from large-scale web videos offers a scalable solution to the data scarcity issue in character animation. However, some human parts in many video frames cannot be seen due to off-screen captures or occlusions. It…
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…
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…
Creating realistic, fully animatable whole-body avatars from a single portrait is challenging due to limitations in capturing subtle expressions, body movements, and dynamic backgrounds. Current evaluation datasets and metrics fall short in…
We tackle the challenges of synthesizing versatile, physically simulated human motions for full-body object manipulation. Unlike prior methods that are focused on detailed motion tracking, trajectory following, or teleoperation, our…
Existing automatic approaches for 3D virtual character motion synthesis supporting scene interactions do not generalise well to new objects outside training distributions, even when trained on extensive motion capture datasets with diverse…
Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation,…