Related papers: CharacterMixer: Rig-Aware Interpolation of 3D Char…
Movement is how people interact with and affect their environment. For realistic character animation, it is necessary to synthesize such interactions between virtual characters and their surroundings. Despite recent progress in character…
Generating high-quality human interactions holds significant value for applications like virtual reality and robotics. However, existing methods often fail to preserve unique individual characteristics or fully adhere to textual…
Video data is more cost-effective than motion capture data for learning 3D character motion controllers, yet synthesizing realistic and diverse behaviors directly from videos remains challenging. Previous approaches typically rely on…
We propose the problem of point-level 3D scene interpolation, which aims to simultaneously reconstruct a 3D scene in two states from multiple views, synthesize smooth point-level interpolations between them, and render the scene from novel…
Training deep neural networks requires datasets with a large number of annotated examples. The collection and annotation of these datasets is not only extremely expensive but also faces legal and privacy problems. These factors are a…
Biometrics has become a "hot" area. Governments are funding research programs focused on biometrics. In this paper the problem of person recognition and verification based on a different biometric application has been addressed. The system…
Neural reconstruction models for autonomous driving simulation have made significant strides in recent years, with dynamic models becoming increasingly prevalent. However, these models are typically limited to handling in-domain objects…
This paper focuses on the challenging task of learning 3D object surface reconstructions from single RGB images. Existing methods achieve varying degrees of success by using different geometric representations. However, they all have their…
In this paper, we present a 3D reconstruction and rendering framework termed Mesh-Learner that is natively compatible with traditional rasterization pipelines. It integrates mesh and spherical harmonic (SH) texture (i.e., texture filled…
Recent advancements in human motion synthesis have focused on specific types of motions, such as human-scene interaction, locomotion or human-human interaction, however, there is a lack of a unified system capable of generating a diverse…
Recently, mid-level features have shown promising performance in computer vision. Mid-level features learned by incorporating class-level information are potentially more discriminative than traditional low-level local features. In this…
Recent 3D generative models can synthesize high-quality assets, but their outputs are typically static: they lack the skeletal rigs, joint hierarchies, and skinning weights required for animation. This limits their use in games, film,…
Character re-identification, recognizing characters consistently across different panels in comics, presents significant challenges due to limited annotated data and complex variations in character appearances. To tackle this issue, we…
Recognizing characters and predicting speakers of dialogue are critical for comic processing tasks, such as voice generation or translation. However, because characters vary by comic title, supervised learning approaches like training…
Multiple modalities can provide more valuable information than single one by describing the same contents in various ways. Hence, it is highly expected to learn effective joint representation by fusing the features of different modalities.…
This work presents a supervised learning based approach to the computer vision problem of frame interpolation. The presented technique could also be used in the cartoon animations since drawing each individual frame consumes a noticeable…
Person re-identification (re-ID) aims to accurately re- trieve a person from a large-scale database of images cap- tured across multiple cameras. Existing works learn deep representations using a large training subset of unique per- sons.…
In this paper, we present a neural rendering pipeline for textured articulated shapes that we call Neural Texture Puppeteer. Our method separates geometry and texture encoding. The geometry pipeline learns to capture spatial relationships…
Recent facial texture generation methods prefer to use deep networks to synthesize image content and then fill in the UV map, thus generating a compelling full texture from a single image. Nevertheless, the synthesized texture UV map…
Recent advances like StyleGAN have promoted the growth of controllable facial editing. To address its core challenge of attribute decoupling in a single latent space, attempts have been made to adopt dual-space GAN for better…