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Personalization has emerged as a prominent aspect within the field of generative AI, enabling the synthesis of individuals in diverse contexts and styles, while retaining high-fidelity to their identities. However, the process of…
Fine-grained human action recognition (FHAR) is challenging because visually similar actions differ by subtle spatio-temporal cues. Many recent systems enhance discriminability with extra modalities (e.g., pose, text, optical flow), but…
Talking head generation intends to produce vivid and realistic talking head videos from a single portrait and speech audio clip. Although significant progress has been made in diffusion-based talking head generation, almost all methods rely…
This paper presents an uncomplicated dynamic controller for generating physically-plausible three-dimensional full-body biped character rise motions on-the-fly at run-time. Our low-dimensional controller uses fundamental reference…
Recent advances in diffusion models have greatly improved pose-driven character animation. However, existing methods are limited to spatially aligned reference-pose pairs with matched skeletal structures. Handling reference-pose…
The objective of face animation is to generate dynamic and expressive talking head videos from a single reference face, utilizing driving conditions derived from either video or audio inputs. Current approaches often require fine-tuning for…
We propose FlashAvatar, a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a…
Nerf-based Generative models have shown impressive capacity in generating high-quality images with consistent 3D geometry. Despite successful synthesis of fake identity images randomly sampled from latent space, adopting these models for…
Real-time animation of virtual characters has traditionally been accomplished by playing short sequences of animations structured in the form of a graph. These methods are time-consuming to set up and scale poorly with the number of motions…
Recent advances in diffusion models such as ControlNet have enabled geometrically controllable, high-fidelity text-to-image generation. However, none of them addresses the question of adding such controllability to text-to-3D generation. In…
Diffusion-based video generation techniques have significantly improved zero-shot talking-head avatar generation, enhancing the naturalness of both head motion and facial expressions. However, existing methods suffer from poor…
Generating high-fidelity upper-body 3D avatars from one-shot input image remains a significant challenge. Current 3D avatar generation methods, which rely on large reconstruction models, are fast and capable of producing stable body…
We introduce FlexAvatar, a method for creating high-quality and complete 3D head avatars from a single image. A core challenge lies in the limited availability of multi-view data and the tendency of monocular training to yield incomplete 3D…
Individuals have unique facial expression and head pose styles that reflect their personalized speaking styles. Existing one-shot talking head methods cannot capture such personalized characteristics and therefore fail to produce diverse…
We present UIKA, a feed-forward animatable Gaussian head model from an arbitrary number of pose-free inputs, including a single image, multi-view captures, and smartphone-captured videos. Unlike the traditional avatar method, which requires…
Despite the remarkable advancements in head reenactment, the existing methods face challenges in cross-domain head reenactment, which aims to transfer human motions to domains outside the human, including cartoon characters. It is still…
We propose a method for generating video-realistic animations of real humans under user control. In contrast to conventional human character rendering, we do not require the availability of a production-quality photo-realistic 3D model of…
We propose an audio-driven talking-head method to generate photo-realistic talking-head videos from a single reference image. In this work, we tackle two key challenges: (i) producing natural head motions that match speech prosody, and (ii)…
We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but…
We present an inference-time adaptation method that tailors a pretrained image editing model to each input manga image using only the input image itself. Despite recent progress in pretrained image editing, such models often underperform on…