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While head-mounted devices are becoming more compact, they provide egocentric views with significant self-occlusions of the device user. Hence, existing methods often fail to accurately estimate complex 3D poses from egocentric views. In…
Recently, implicit neural representation has been widely used to generate animatable human avatars. However, the materials and geometry of those representations are coupled in the neural network and hard to edit, which hinders their…
We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we…
Ensuring human safety is of paramount importance in warehouse environments that feature mixed traffic of human workers and autonomous mobile robots (AMRs). Current approaches often treat humans as generic dynamic obstacles, leading to…
In this paper, we present a novel dataset captured using a VR headset to record conversations between participants within a physics simulator (AI2-THOR). Our primary objective is to extend the field of co-speech gesture generation by…
To the best of our knowledge, we first present a live system that generates personalized photorealistic talking-head animation only driven by audio signals at over 30 fps. Our system contains three stages. The first stage is a deep neural…
We present a unified framework for reconstructing animatable 3D human avatars from a single portrait across head, half-body, and full-body inputs. Our method tackles three bottlenecks: pose- and framing-sensitive feature representations,…
Virtual Reality (VR) becomes accessible to mimic a "real-like" world now. People who have a VR experience usually can be impressed by the immersive feeling, they might consider themselves are actually existed in the VR space.…
Tracking the pose of an object while it is being held and manipulated by a robot hand is difficult for vision-based methods due to significant occlusions. Prior works have explored using contact feedback and particle filters to localize…
We present a joint camera and radar approach to enable autonomous vehicles to understand and react to human gestures in everyday traffic. Initially, we process the radar data with a PointNet followed by a spatio-temporal multilayer…
Sensor-based Human Activity Recognition facilitates unobtrusive monitoring of human movements. However, determining the most effective sensor placement for optimal classification performance remains challenging. This paper introduces a…
A vital task of the wider digital human effort is the creation of realistic garments on digital avatars, both in the form of characteristic fold patterns and wrinkles in static frames as well as richness of garment dynamics under avatars'…
Head pose estimation and tracking is useful in variety of medical applications. With the advent of RGBD cameras like Kinect, it has become feasible to do markerless tracking by estimating the head pose directly from the point clouds. One…
In this paper, we propose a novel audio-driven talking head method capable of simultaneously generating highly expressive facial expressions and hand gestures. Unlike existing methods that focus on generating full-body or half-body poses,…
A drawing robot avatar is a robotic system that allows for telepresence-based drawing, enabling users to remotely control a robotic arm and create drawings in real-time from a remote location. The proposed control framework aims to improve…
Rigging and skinning clothed human avatars is a challenging task and traditionally requires a lot of manual work and expertise. Recent methods addressing it either generalize across different characters or focus on capturing the dynamics of…
Automatic emotion recognition has become increasingly important with the rise of AI, especially in fields like healthcare, education, and automotive systems. However, there is a lack of multimodal datasets, particularly involving body…
Tracking the full skeletal pose of the hands and fingers is a challenging problem that has a plethora of applications for user interaction. Existing techniques either require wearable hardware, add restrictions to user pose, or require…
Authoring an appealing animation for a virtual character is a challenging task. In computer-aided keyframe animation artists define the key poses of a character by manipulating its underlying skeletons. To look plausible, a character pose…
An ideal digital telepresence experience requires accurate replication of a person's body, clothing, and movements. To capture and transfer these movements into virtual reality, the egocentric (first-person) perspective can be adopted,…