Related papers: CharacterMixer: Rig-Aware Interpolation of 3D Char…
The animation community has spent significant effort trying to ease rigging procedures. This is necessitated because the increasing availability of 3D data makes manual rigging infeasible. However, object animations involve understanding…
We present an end-to-end virtual try-on pipeline, that can fit different clothes on a personalized 3-D human model, reconstructed using a single RGB image. Our main idea is to construct an animatable 3-D human model and try-on different…
Inspired by the success of volumetric 3D pose estimation, some recent human mesh estimators propose to estimate 3D skeletons as intermediate representations, from which, the dense 3D meshes are regressed by exploiting the mesh topology.…
Creating 3D shapes from 2D drawings is an important problem with applications in content creation for computer animation and virtual reality. We introduce a new sketch-based system, CreatureShop, that enables amateurs to create high-quality…
Textured 3D morphing seeks to generate smooth and plausible transitions between two 3D assets, preserving both structural coherence and fine-grained appearance. This ability is crucial not only for advancing 3D generation research but also…
In high-end visual effects pipelines, a customized (and expensive) light stage system is (typically) used to scan an actor in order to acquire both geometry and texture for various expressions. Aiming towards democratization, we propose a…
Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse…
This paper proposes a new end-to-end neural rendering architecture to transfer appearance and reenact human actors. Our method leverages a carefully designed graph convolutional network (GCN) to model the human body manifold structure,…
In this work, we present an automated workflow to bring human figures, one of the most frequently appearing entities on pictorial maps, to the third dimension. Our workflow is based on training data and neural networks for single-view 3D…
We introduce Structured 3D Features, a model based on a novel implicit 3D representation that pools pixel-aligned image features onto dense 3D points sampled from a parametric, statistical human mesh surface. The 3D points have associated…
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…
In this work, we show that exploiting additional variables in a mixed finite element formulation of deformation leads to an efficient physics-based character skinning algorithm. Taking as input, a user-defined rig, we show how to…
Estimating 3D poses and shapes in the form of meshes from monocular RGB images is challenging. Obviously, it is more difficult than estimating 3D poses only in the form of skeletons or heatmaps. When interacting persons are involved, the 3D…
Motion in-betweening is the problem to synthesize movement between keyposes. Traditional research focused primarily on single characters. Extending them to densely interacting characters is highly challenging, as it demands precise…
Creating realistic 3D facial animation is crucial for various applications in the movie production and gaming industry, especially with the burgeoning demand in the metaverse. However, prevalent methods such as blendshape-based approaches…
This paper addresses the problem of single view 3D human reconstruction. Recent implicit function based methods have shown impressive results, but they fail to recover fine face details in their reconstructions. This largely degrades user…
Mixup has become a popular augmentation strategy for image classification, yet its naive pixel-wise interpolation often produces unrealistic images that can hinder learning, particularly in high-stakes medical applications. We propose…
Thinning of character images is a big challenge. Removal of strokes or deformities in thinning is a difficult problem. In this paper, we have proposed a medial axis based thinning strategy used for performing skeletonization of printed and…
This paper presents an automated method for 3D character skeleton extraction that can be applied for generic 3D shapes. Our work is motivated by the skeleton-based prior work on automatic rigging focused on skeleton extraction and can…
This work presents a unified framework for the unsupervised prediction of physically plausible interpolations between two 3D articulated shapes and the automatic estimation of dense correspondence between them. Interpolation is modelled as…