Related papers: HMD-NeMo: Online 3D Avatar Motion Generation From …
Recent advances in diffusion-based video generation have enabled photo-realistic short clips, but current methods still struggle to achieve multi-modal consistency when jointly generating whole-body motion and natural speech. Current…
Realistic digital avatars require expressive and dynamic hair motion; however, most existing head avatar methods assume rigid hair movement. These methods often fail to disentangle hair from the head, representing it as a simple outer shell…
This paper introduces OmniMotion-X, a versatile multimodal framework for whole-body human motion generation, leveraging an autoregressive diffusion transformer in a unified sequence-to-sequence manner. OmniMotion-X efficiently supports…
Creating a 360{\deg} parametric model of a human head is a very challenging task. While recent advancements have demonstrated the efficacy of leveraging synthetic data for building such parametric head models, their performance remains…
Human-centric video generation has advanced rapidly, yet existing methods struggle to produce controllable and physically consistent Human-Object Interaction (HOI) videos. Existing works rely on dense control signals, template videos, or…
Conditional human motion generation is an important topic with many applications in virtual reality, gaming, and robotics. While prior works have focused on generating motion guided by text, music, or scenes, these typically result in…
The recently emerging text-to-motion advances have spired numerous attempts for convenient and interactive human motion generation. Yet, existing methods are largely limited to generating body motions only without considering the rich…
Estimating the 3D hand pose from a monocular RGB image is important but challenging. A solution is training on large-scale RGB hand images with accurate 3D hand keypoint annotations. However, it is too expensive in practice. Instead, we…
The field has made significant progress in synthesizing realistic human motion driven by various modalities. Yet, the need for different methods to animate various body parts according to different control signals limits the scalability of…
We show, for the first time, that neural networks trained only on synthetic data achieve state-of-the-art accuracy on the problem of 3D human pose and shape (HPS) estimation from real images. Previous synthetic datasets have been small,…
Hand-object interaction (HOI) reconstruction and synthesis are becoming central to embodied AI and AR/VR. Yet, despite rapid progress, existing HOI generation research remains fragmented across three disjoint tracks: (1) pose-only synthesis…
We present a new multi-stream 3D mesh reconstruction network (MSMR-Net) for hand pose estimation from a single RGB image. Our model consists of an image encoder followed by a mesh-convolution decoder composed of connected graph convolution…
We introduce an approach for 3D head avatar generation and editing with multi-modal conditioning based on a 3D Generative Adversarial Network (GAN) and a Latent Diffusion Model (LDM). 3D GANs can generate high-quality head avatars given a…
Existing video avatar models can produce fluid human animations, yet they struggle to move beyond mere physical likeness to capture a character's authentic essence. Their motions typically synchronize with low-level cues like audio rhythm,…
We present a learning-based method for building driving-signal aware full-body avatars. Our model is a conditional variational autoencoder that can be animated with incomplete driving signals, such as human pose and facial keypoints, and…
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 hand-object interaction datasets show limited real object variability and rely on fitting the MANO parametric model to obtain groundtruth hand shapes. To go beyond these limitations and spur further research, we introduce the SHOWMe…
Our research presents a novel motion generation framework designed to produce whole-body motion sequences conditioned on multiple modalities simultaneously, specifically text and audio inputs. Leveraging Vector Quantized Variational…
3D hand-object pose estimation is the key to the success of many computer vision applications. The main focus of this task is to effectively model the interaction between the hand and an object. To this end, existing works either rely on…
The Codec Avatars Lab at Meta introduces Embody 3D, a multimodal dataset of 500 individual hours of 3D motion data from 439 participants collected in a multi-camera collection stage, amounting to over 54 million frames of tracked 3D motion.…