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3D hand pose estimation based on RGB images has been studied for a long time. Most of the studies, however, have performed frame-by-frame estimation based on independent static images. In this paper, we attempt to not only consider the…
Non-parametric mesh reconstruction has recently shown significant progress in 3D hand and body applications. In these methods, mesh vertices and edges are visible to neural networks, enabling the possibility to establish a direct mapping…
Hand motion plays a central role in human interaction, yet modeling realistic 4D hand motion (i.e., 3D hand pose sequences over time) remains challenging. Research in this area is typically divided into two tasks: (1) Estimation approaches…
We present SimXR, a method for controlling a simulated avatar from information (headset pose and cameras) obtained from AR / VR headsets. Due to the challenging viewpoint of head-mounted cameras, the human body is often clipped out of view,…
This paper presents a framework for efficient 3D clothed avatar reconstruction. By combining the advantages of the high accuracy of optimization-based methods and the efficiency of learning-based methods, we propose a coarse-to-fine way to…
Controllable 3D human avatars have found widespread applications in 3D games, the metaverse, and AR/VR scenarios. The conventional approach to creating such a 3D avatar requires a lengthy, intricate pipeline encompassing appearance…
In this work we explore the creation of self-avatars through video pass-through in Mixed Reality (MR) applications. We present our end-to-end system, including: custom MR video pass-through implementation on a commercial head mounted…
Numerous methods have been proposed to detect, estimate, and analyze properties of people in images, including 3D pose, shape, contact, human-object interaction, and emotion. While widely applicable in vision and other areas, such methods…
Parametric 3D models have enabled a wide variety of tasks in computer graphics and vision, such as modeling human bodies, faces, and hands. However, the construction of these parametric models is often tedious, as it requires heavy manual…
Monocular video human mesh recovery is essential for digital humans, avatar animation, and embodied simulation, where both temporal stability and expressive whole-body motion are required. Existing video HMR methods produce coherent body…
We present an end-to-end virtual try-on pipeline, that can fit different clothes on a personalized 3-D human model, reconstructed using a single RGB image. Our main idea is to construct an animatable 3-D human model and try-on different…
We propose Dyn-HaMR, to the best of our knowledge, the first approach to reconstruct 4D global hand motion from monocular videos recorded by dynamic cameras in the wild. Reconstructing accurate 3D hand meshes from monocular videos is a…
We present 3D Points Splatting Hand Reconstruction (3D-PSHR), a real-time and photo-realistic hand reconstruction approach. We propose a self-adaptive canonical points upsampling strategy to achieve high-resolution hand geometry…
In this paper, a solution to the problem of Active Authentication using trace histories is addressed. Specifically, the task is to perform user verification on mobile devices using historical location traces of the user as a function of…
In recent years, 3D hand pose estimation methods have garnered significant attention due to their extensive applications in human-computer interaction, virtual reality, and robotics. In contrast, there has been a notable gap in hand…
This paper presents a novel framework to recover detailed human body shapes from a single image. It is a challenging task due to factors such as variations in human shapes, body poses, and viewpoints. Prior methods typically attempt to…
Recent advances have enabled 3d object reconstruction approaches using a single off-the-shelf RGB-D camera. Although these approaches are successful for a wide range of object classes, they rely on stable and distinctive geometric or…
We present PrismAvatar: a 3D head avatar model which is designed specifically to enable real-time animation and rendering on resource-constrained edge devices, while still enjoying the benefits of neural volumetric rendering at training…
Despite remarkable progress in image generation models, generating realistic hands remains a persistent challenge due to their complex articulation, varying viewpoints, and frequent occlusions. We present FoundHand, a large-scale…
Estimating 3D human poses only from a 2D human pose sequence is thoroughly explored in recent years. Yet, prior to this, no such work has attempted to unify 2D and 3D pose representations in the shared feature space. In this paper, we…