Related papers: Real-Time Simulated Avatar from Head-Mounted Senso…
The growing applications of AR/VR increase the demand for real-time full-body pose estimation from Head-Mounted Displays (HMDs). Although HMDs provide joint signals from the head and hands, reconstructing a full-body pose remains…
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our…
We present a learning-based method for building driving-signal aware full-body avatars. Our model is a conditional variational autoencoder that can be animated with incomplete driving signals, such as human pose and facial keypoints, and…
In this paper, we present a method for real-time multi-person human pose estimation from video by utilizing convolutional neural networks. Our method is aimed for use case specific applications, where good accuracy is essential and…
We present a technique for controlling physically simulated characters using user inputs from an off-the-shelf depth camera. Our controller takes a real-time stream of user poses as input, and simulates a stream of target poses of a biped…
We present a novel appearance-based approach for pose estimation of a human hand using the point clouds provided by the low-cost Microsoft Kinect sensor. Both the free-hand case, in which the hand is isolated from the surrounding…
We present SynShot, a novel method for the few-shot inversion of a drivable head avatar based on a synthetic prior. We tackle three major challenges. First, training a controllable 3D generative network requires a large number of diverse…
To address the ill-posed problem caused by partial observations in monocular human volumetric capture, we present AvatarCap, a novel framework that introduces animatable avatars into the capture pipeline for high-fidelity reconstruction in…
To represent people in mixed reality applications for collaboration and communication, we need to generate realistic and faithful avatar poses. However, the signal streams that can be applied for this task from head-mounted devices (HMDs)…
Immersive virtual reality (VR) applications demand accurate, temporally coherent full-body pose tracking. Recent head-mounted camera-based approaches show promise in egocentric pose estimation, but encounter challenges when applied to VR…
In the era of the metaverse, self-avatars are gaining popularity, as they can enhance presence and provide embodiment when a user is immersed in Virtual Reality. They are also very important in collaborative Virtual Reality to improve…
The use of self-avatars in a VR application can enhance presence and embodiment which leads to a better user experience. In collaborative VR it also facilitates non-verbal communication. Currently it is possible to track a few body parts…
We present Avatar4D, a real-world transferable pipeline for generating customizable synthetic human motion datasets tailored to domain-specific applications. Unlike prior works, which focus on general, everyday motions and offer limited…
Non-contact physiological measurement has the potential to provide low-cost, non-invasive health monitoring. However, machine vision approaches are often limited by the availability and diversity of annotated video datasets resulting in…
Capturing and rendering life-like hair is particularly challenging due to its fine geometric structure, the complex physical interaction and its non-trivial visual appearance.Yet, hair is a critical component for believable avatars. In this…
Imitation learning is a powerful paradigm for robot skill acquisition, yet conventional demonstration methods--such as kinesthetic teaching and teleoperation--are cumbersome, hardware-heavy, and disruptive to workflows. Recently, passive…
This work focuses on generating realistic, physically-based human behaviors from multi-modal inputs, which may only partially specify the desired motion. For example, the input may come from a VR controller providing arm motion and body…
Reconstructing physically plausible human motion from monocular videos remains a challenging problem in computer vision and graphics. Existing methods primarily focus on kinematics-based pose estimation, often leading to unrealistic results…
Critical VR applications in domains such as healthcare, education, and finance that use traditional credentials, such as PIN, password, or multi-factor authentication, stand the chance of being compromised if a malicious person acquires the…
Despite recent progress in developing animatable full-body avatars, realistic modeling of clothing - one of the core aspects of human self-expression - remains an open challenge. State-of-the-art physical simulation methods can generate…