Related papers: Learning a Generalized Physical Face Model From Da…
Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need to stabilize them to remove unwanted head movement. Stabilization is…
Deducing the 3D face from a skull is a challenging task in forensic science and archaeology. This paper proposes an end-to-end 3D face reconstruction pipeline and an exploration method that can conveniently create textured, realistic faces…
Secondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton…
With systems for acquiring 3D surface data being evermore commonplace, it has become important to reliably extract specific shapes from the acquired data. In the presence of noise and occlusions, this can be done through the use of…
We present a versatile model, FaceAnime, for various video generation tasks from still images. Video generation from a single face image is an interesting problem and usually tackled by utilizing Generative Adversarial Networks (GANs) to…
In this paper we present, to the best of our knowledge, the first method to learn a generative model of 3D shapes from natural images in a fully unsupervised way. For example, we do not use any ground truth 3D or 2D annotations, stereo…
Physics-based manipulation in clutter involves complex interaction between multiple objects. In this paper, we consider the problem of learning, from interaction in a physics simulator, manipulation skills to solve this multi-step…
The aim of craniofacial reconstruction is to produce a likeness of a face from the skull. Few works in computerized assisted facial reconstruction have been done in the past, due to poor machine performances and data availability, and major…
Formulated as a conditional generation problem, face animation aims at synthesizing continuous face images from a single source image driven by a set of conditional face motion. Previous works mainly model the face motion as conditions with…
This paper presents a novel approach to reconstruct complete 3D deformable models over time by a single depth camera. These are the steps employed for deforming objects from single depth camera. The partial surfaces reconstructed from…
We present a fully automatic approach to real-time 3D face reconstruction from monocular in-the-wild videos. With the use of a cascaded-regressor based face tracking and a 3D Morphable Face Model shape fitting, we obtain a semi-dense 3D…
Autonomy in robotic surgery is very challenging in unstructured environments, especially when interacting with deformable soft tissues. The main difficulty is to generate model-based control methods that account for deformation dynamics…
Can we learn the physics of matter in motion directly from images and video--and trust it? Answering this question requires integrating experiments, physics-based simulation, and data across traditionally separate disciplines. Much of this…
The existing Motion Imitation models typically require expert data obtained through MoCap devices, but the vast amount of training data needed is difficult to acquire, necessitating substantial investments of financial resources, manpower,…
Recent advances in deep generative models have demonstrated impressive results in photo-realistic facial image synthesis and editing. Facial expressions are inherently the result of muscle movement. However, existing neural network-based…
In this paper, we present a novel strategy to design disentangled 3D face shape representation. Specifically, a given 3D face shape is decomposed into identity part and expression part, which are both encoded and decoded in a nonlinear way.…
While current monocular 3D face reconstruction methods can recover fine geometric details, they suffer several limitations. Some methods produce faces that cannot be realistically animated because they do not model how wrinkles vary with…
We present a novel method for generating 3D garment deformations from given body poses, which is key to a wide range of applications, including virtual try-on and extended reality. To simplify the cloth dynamics, existing methods mostly…
Creating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned…
3D face modeling has been an active area of research in computer vision and computer graphics, fueling applications ranging from facial expression transfer in virtual avatars to synthetic data generation. Existing 3D deep learning…