Related papers: Semantic-Preserved Point-based Human Avatar
The diversity of sign representation is essential for Sign Language Production (SLP) as it captures variations in appearance, facial expressions, and hand movements. However, existing SLP models are often unable to capture diversity while…
Compared to joint position, the accuracy of joint rotation and shape estimation has received relatively little attention in the skinned multi-person linear model (SMPL)-based human mesh reconstruction from multi-view images. The work in…
The field of 3D detailed human mesh reconstruction has made significant progress in recent years. However, current methods still face challenges when used in industrial applications due to unstable results, low-quality meshes, and a lack of…
One of the main goals of robotics and intelligent agent research is to enable natural communication with humans in physically situated settings. While recent work has focused on verbal modes such as language and speech, non-verbal…
Creating human avatars is a highly desirable yet challenging task. Recent advancements in radiance field rendering have achieved unprecedented photorealism and real-time performance for personalized dynamic human avatars. However, these…
We propose a novel optimization-based paradigm for 3D human model fitting on images and scans. In contrast to existing approaches that directly regress the parameters of a low-dimensional statistical body model (e.g. SMPL) from input…
We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and…
Vision-language pre-training (VLP) on large-scale image-text pairs has recently witnessed rapid progress for learning cross-modal representations. Existing pre-training methods either directly concatenate image representation and text…
In this technical report, we investigate efficient representations of articulated objects (e.g. human bodies), which is an important problem in computer vision and graphics. To deform articulated geometry, existing approaches represent…
We present FITE, a First-Implicit-Then-Explicit framework for modeling human avatars in clothing. Our framework first learns implicit surface templates representing the coarse clothing topology, and then employs the templates to guide the…
Active soft bodies can affect their shape through an internal actuation mechanism that induces a deformation. Similar to recent work, this paper utilizes a differentiable, quasi-static, and physics-based simulation layer to optimize for…
Clothed avatar generation has wide applications in virtual and augmented reality, filmmaking, and more. Previous methods have achieved success in generating diverse digital avatars, however, generating avatars with disentangled components…
Human body part parsing, or human semantic part segmentation, is fundamental to many computer vision tasks. In conventional semantic segmentation methods, the ground truth segmentations are provided, and fully convolutional networks (FCN)…
The integration of large language models (LLMs) into virtual reality (VR) environments has opened new pathways for creating more immersive and interactive digital humans. By leveraging the generative capabilities of LLMs alongside…
Autonomous robots that interact with their environment require a detailed semantic scene model. For this, volumetric semantic maps are frequently used. The scene understanding can further be improved by including object-level information in…
Reconstructing animatable 3D humans from casually captured images of articulated subjects without camera or pose information is highly practical but remains challenging due to view misalignment, occlusions, and the absence of structural…
Robots that interact with humans in a physical space or application need to think about the person's posture, which typically comes from visual sensors like cameras and infra-red. Artificial intelligence and machine learning algorithms use…
In this paper, we present an end-to-end pipeline for the creation of high-quality animatable volumetric video content of human performances. Going beyond the application of free-viewpoint volumetric video, we allow re-animation and…
Unsupervised generation of clothed virtual humans with various appearance and animatable poses is important for creating 3D human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not…
This paper introduces a novel clothed human model that can be learned from multiview RGB videos, with a particular emphasis on recovering physically accurate body and cloth movements. Our method, Position Based Dynamic Gaussians (PBDyG),…