Related papers: PhysAvatar: Learning the Physics of Dressed 3D Ava…
Existing image-to-video generation methods often produce physically implausible motions and lack precise control over object dynamics. While prior approaches have incorporated physics simulators, they remain confined to 2D planar motions…
Creating hand-drawn animation sequences is labor-intensive and demands professional expertise. We introduce PhysAnimator, a novel approach for generating physically plausible meanwhile anime-stylized animation from static anime…
Two major approaches exist for creating animatable human avatars. The first, a 3D-based approach, optimizes a NeRF- or 3DGS-based avatar from videos of a single person, achieving personalization through a disentangled identity…
We introduce GaussianAvatars, a new method to create photorealistic head avatars that are fully controllable in terms of expression, pose, and viewpoint. The core idea is a dynamic 3D representation based on 3D Gaussian splats that are…
We present R3-Avatar, incorporating a temporal codebook, to overcome the inability of human avatars to be both animatable and of high-fidelity rendering quality. Existing video-based reconstruction of 3D human avatars either focuses solely…
Interactive world models that simulate object dynamics are crucial for robotics, VR, and AR. However, it remains a significant challenge to learn physics-consistent dynamics models from limited real-world video data, especially for…
We propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR), which synthesizes virtual human avatars from arbitrary poses efficiently and at high quality. First, we learn to encode articulated human motions on…
Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic…
Modeling animatable human avatars from RGB videos is a long-standing and challenging problem. Recent works usually adopt MLP-based neural radiance fields (NeRF) to represent 3D humans, but it remains difficult for pure MLPs to regress…
Humans can infer the three-dimensional structure of objects from two-dimensional visual inputs. Modeling this ability has been a longstanding goal for the science and engineering of visual intelligence, yet decades of computational methods…
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…
We present a novel method for high detail-preserving human avatar creation from monocular video. A parameterized body model is refined and optimized to maximally resemble subjects from a video showing them from all sides. Our avatars…
Neural implicit fields are powerful for representing 3D scenes and generating high-quality novel views, but it remains challenging to use such implicit representations for creating a 3D human avatar with a specific identity and artistic…
Today's Mixed Reality head-mounted displays track the user's head pose in world space as well as the user's hands for interaction in both Augmented Reality and Virtual Reality scenarios. While this is adequate to support user input, it…
The fields of SocialVR, performance capture, and virtual try-on are often faced with a need to faithfully reproduce real garments in the virtual world. One critical task is the disentanglement of the intrinsic garment shape from…
Reconstructing 3D clothed human avatars from single images is a challenging task, especially when encountering complex poses and loose clothing. Current methods exhibit limitations in performance, largely attributable to their dependence on…
Real-time rendering of high-fidelity and animatable avatars from monocular videos remains a challenging problem in computer vision and graphics. Over the past few years, the Neural Radiance Field (NeRF) has made significant progress in…
Recent advances in 3D human shape estimation build upon parametric representations that model very well the shape of the naked body, but are not appropriate to represent the clothing geometry. In this paper, we present an approach to model…
We present an approach to generate high fidelity 3D face avatar with a high-resolution UV texture map from a single image. To estimate the face geometry, we use a deep neural network to directly predict vertex coordinates of the 3D face…
General physical scene understanding requires more than simply localizing and recognizing objects -- it requires knowledge that objects can have different latent properties (e.g., mass or elasticity), and that those properties affect the…