Related papers: Real-Time Simulated Avatar from Head-Mounted Senso…
Accurate estimation of 3D human motion from monocular video requires modeling both kinematics (body motion without physical forces) and dynamics (motion with physical forces). To demonstrate this, we present SimPoE, a Simulation-based…
Immersive VR telepresence ideally means being able to interact and communicate with digital avatars that are indistinguishable from and precisely reflect the behaviour of their real counterparts. The core technical challenge is two fold:…
Digital humans and, especially, 3D facial avatars have raised a lot of attention in the past years, as they are the backbone of several applications like immersive telepresence in AR or VR. Despite the progress, facial avatars reconstructed…
Enabling photorealistic avatar animations in virtual and augmented reality (VR/AR) has been challenging because of the difficulty of obtaining ground truth state of faces. It is physically impossible to obtain synchronized images from…
Head avatar reenactment focuses on creating animatable personal avatars from monocular videos, serving as a foundational element for applications like social signal understanding, gaming, human-machine interaction, and computer vision.…
We study the problem of estimating the body movements of a camera wearer from egocentric videos. Current methods for ego-body pose estimation rely on temporally dense sensor data, such as IMU measurements from spatially sparse body parts…
We introduce AvatarBooth, a novel method for generating high-quality 3D avatars using text prompts or specific images. Unlike previous approaches that can only synthesize avatars based on simple text descriptions, our method enables the…
We present a system for realistic one-shot mesh-based human head avatars creation, ROME for short. Using a single photograph, our model estimates a person-specific head mesh and the associated neural texture, which encodes both local…
Robotic avatars promise immersive teleoperation with human-like manipulation and communication capabilities. We present such an avatar system, based on the key components of immersive 3D visualization and transparent force-feedback…
Understanding social interactions from egocentric views is crucial for many applications, ranging from assistive robotics to AR/VR. Key to reasoning about interactions is to understand the body pose and motion of the interaction partner…
One of the main challenges of social interaction in virtual reality settings is that head-mounted displays occlude a large portion of the face, blocking facial expressions and thereby restricting social engagement cues among users. Hence,…
Photorealistic 3D head avatars are vital for telepresence, gaming, and VR. However, most methods focus solely on facial regions, ignoring natural hand-face interactions, such as a hand resting on the chin or fingers gently touching the…
We present Better Together, a method that simultaneously solves the human pose estimation problem while reconstructing a photorealistic 3D human avatar from multi-view videos. While prior art usually solves these problems separately, we…
Multi-view volumetric rendering techniques have recently shown great potential in modeling and synthesizing high-quality head avatars. A common approach to capture full head dynamic performances is to track the underlying geometry using a…
Pose estimation commonly refers to computer vision methods that recognize people's body postures in images or videos. With recent advancements in deep learning, we now have compelling models to tackle the problem in real-time. Since these…
We introduce HumMorph, a novel generalized approach to free-viewpoint rendering of dynamic human bodies with explicit pose control. HumMorph renders a human actor in any specified pose given a few observed views (starting from just one) in…
This work is a portable MetaVerse implementation, and we use 3D pose estimation with AI to make virtual avatars do synchronized actions and interact with the environment. The motivation is that we find it inconvenient to use joysticks and…
Full-body egocentric pose estimation from head and hand poses alone has become an active area of research to power articulate avatar representations on headset-based platforms. However, existing methods over-rely on the indoor…
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…
Recovering photorealistic and drivable full-body avatars is crucial for numerous applications, including virtual reality, 3D games, and tele-presence. Most methods, whether reconstruction or generation, require large numbers of human motion…