Related papers: Pose-to-Motion: Cross-Domain Motion Retargeting wi…
Analyzing human motion is a challenging task with a wide variety of applications in computer vision and in graphics. One such application, of particular importance in computer animation, is the retargeting of motion from one performer to…
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…
In computer vision, human pose synthesis and transfer deal with probabilistic image generation of a person in a previously unseen pose from an already available observation of that person. Though researchers have recently proposed several…
Human motion copy is an intriguing yet challenging task in artificial intelligence and computer vision, which strives to generate a fake video of a target person performing the motion of a source person. The problem is inherently…
We present a new pose transfer method for synthesizing a human animation from a single image of a person controlled by a sequence of body poses. Existing pose transfer methods exhibit significant visual artifacts when applying to a novel…
Motion retargeting holds a premise of offering a larger set of motion data for characters and robots with different morphologies. Many prior works have approached this problem via either handcrafted constraints or paired motion datasets,…
This paper proposes a new generative adversarial network for pose transfer, i.e., transferring the pose of a given person to a target pose. The generator of the network comprises a sequence of Pose-Attentional Transfer Blocks that each…
Transferring human motion and appearance between videos of human actors remains one of the key challenges in Computer Vision. Despite the advances from recent image-to-image translation approaches, there are several transferring contexts…
This paper addresses the problem of cross-dataset generalization of 3D human pose estimation models. Testing a pre-trained 3D pose estimator on a new dataset results in a major performance drop. Previous methods have mainly addressed this…
This work aims to generate natural and diverse group motions of multiple humans from textual descriptions. While single-person text-to-motion generation is extensively studied, it remains challenging to synthesize motions for more than one…
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers,…
Authoring an appealing animation for a virtual character is a challenging task. In computer-aided keyframe animation artists define the key poses of a character by manipulating its underlying skeletons. To look plausible, a character pose…
In video understanding tasks, particularly those involving human motion, synthetic data generation often suffers from uncanny features, diminishing its effectiveness for training. Tasks such as sign language translation, gesture…
Motion retargeting is the long-standing problem in character animation that consists in transferring and adapting the motion of a source character to another target character. A typical application is the creation of motion sequences from…
We address the computational problem of novel human pose synthesis. Given an image of a person and a desired pose, we produce a depiction of that person in that pose, retaining the appearance of both the person and background. We present a…
Text-driven motion generation offers a powerful and intuitive way to create human movements directly from natural language. By removing the need for predefined motion inputs, it provides a flexible and accessible approach to controlling…
Generating diverse and natural human motion is one of the long-standing goals for creating intelligent characters in the animated world. In this paper, we propose a self-supervised method for generating long-range, diverse and plausible…
Transferring articulated motion from monocular videos to rigged 3D characters is challenging due to pose ambiguity in 2D observations and morphological differences between source and target. Existing approaches often follow a…
In the era of digital animation, the quest to produce lifelike facial animations for virtual characters has led to the development of various retargeting methods. While the retargeting facial motion between models of similar shapes has been…
Due to the emergence of Generative Adversarial Networks, video synthesis has witnessed exceptional breakthroughs. However, existing methods lack a proper representation to explicitly control the dynamics in videos. Human pose, on the other…