Related papers: TapMo: Shape-aware Motion Generation of Skeleton-f…
We propose FreeMusco, a motion-free framework that jointly learns latent representations and control policies for musculoskeletal characters. By leveraging the musculoskeletal model as a strong prior, our method enables energy-aware and…
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…
Recent advances in generative motion synthesis have enabled the production of realistic human motions from diverse input modalities. However, synthesizing compound actions from texts, which integrate multiple concurrent actions into…
Generating motion for arbitrary skeletons is a longstanding challenge in computer graphics, remaining largely unexplored due to the scarcity of diverse datasets and the irregular nature of the data. In this work, we introduce AnyTop, a…
Speech-driven gesture synthesis is a field of growing interest in virtual human creation. However, a critical challenge is the inherent intricate one-to-many mapping between speech and gestures. Previous studies have explored and achieved…
Attributes such as style, fine-grained text, and trajectory are specific conditions for describing motion. However, existing methods often lack precise user control over motion attributes and suffer from limited generalizability to unseen…
Human motion prediction is important for many virtual and augmented reality (VR/AR) applications such as collision avoidance and realistic avatar generation. Existing methods have synthesised body motion only from observed past motion,…
This paper presents Master of Puppets (MOP), an animation-by-demonstration framework that allows users to control the motion of virtual characters (puppets) in real time. In the first step, the user is asked to perform the necessary actions…
Existing methods for synthesizing 3D human gestures from speech have shown promising results, but they do not explicitly model the impact of emotions on the generated gestures. Instead, these methods directly output animations from speech…
Text-driven motion generation has achieved substantial progress with the emergence of diffusion models. However, existing methods still struggle to generate complex motion sequences that correspond to fine-grained descriptions, depicting…
Text-driven human motion generation is an emerging task in animation and humanoid robot design. Existing algorithms directly generate the full sequence which is computationally expensive and prone to errors as it does not pay special…
Human mesh recovery (HMR) provides rich human body information for various real-world applications. While image-based HMR methods have achieved impressive results, they often struggle to recover humans in dynamic scenarios, leading to…
Speech-driven 3D facial animation has advanced rapidly, yet most approaches remain tied to registered template meshes, preventing effective deployment on raw 3D scans with arbitrary topology. At the same time, modeling controllable…
We propose a deep videorealistic 3D human character model displaying highly realistic shape, motion, and dynamic appearance learned in a new weakly supervised way from multi-view imagery. In contrast to previous work, our controllable 3D…
Recent advances in 3D face stylization have made significant strides in few to zero-shot settings. However, the degree of stylization achieved by existing methods is often not sufficient for practical applications because they are mostly…
Generating videos of complex human motions such as flips, cartwheels, and martial arts remains challenging for current video diffusion models. Text-only conditioning is temporally ambiguous for fine-grained motion control, while explicit…
Text-to-motion generation requires not only grounding local actions in language but also seamlessly blending these individual actions to synthesize diverse and realistic global motions. However, existing motion generation methods primarily…
We present T2Bs, a framework for generating high-quality, animatable character head morphable models from text by combining static text-to-3D generation with video diffusion. Text-to-3D models produce detailed static geometry but lack…
Generating speech-driven 3D talking heads presents numerous challenges; among those is dealing with varying mesh topologies where no point-wise correspondence exists across the meshes the model can animate. While previous literature works…
Despite recent advancements in learning-based motion in-betweening, a key limitation has been overlooked: the requirement for character-specific datasets. In this work, we introduce AnyMoLe, a novel method that addresses this limitation by…