Related papers: STAR: Skeleton-aware Text-based 4D Avatar Generati…
In the era of digital animation, the quest to produce lifelike facial animations for virtual characters has led to the development of various retargeting methods. While the retargeting facial motion between models of similar shapes has been…
Reconstructing photo-realistic and topology-aware animatable human avatars from monocular videos remains challenging in computer vision and graphics. Recently, methods using 3D Gaussians to represent the human body have emerged, offering…
Recent large-scale text-to-image generation models have made significant improvements in the quality, realism, and diversity of the synthesized images and enable users to control the created content through language. However, the…
Generative models have achieved success in producing apparently coherent 2D videos, but remain challenging in the physical world due to lack of 4D spatiotemporal scale. Typically, existing 4D generative models directly embed macro scale…
Skeleton generation is essential for animating 3D assets, but current deep learning methods remain limited: they cannot handle the growing structural complexity of modern models and offer minimal controllability, creating a major bottleneck…
Recent advances in large-scale pretrained vision models have demonstrated impressive capabilities across a wide range of downstream tasks, including cross-modal and multi-modal scenarios. However, their direct application to 3D human…
With the booming of virtual reality (VR) technology, there is a growing need for customized 3D avatars. However, traditional methods for 3D avatar modeling are either time-consuming or fail to retain similarity to the person being modeled.…
Existing single-image 3D human avatar methods primarily rely on rigid joint transformations, limiting their ability to model realistic cloth dynamics. We present DynaAvatar, a zero-shot framework that reconstructs animatable 3D human…
Reconstructing high-fidelity animatable human avatars from monocular videos remains challenging due to insufficient geometric information in single-view observations. While recent 3D Gaussian Splatting methods have shown promise, they…
Existing one-shot 4D head synthesis methods usually learn from monocular videos with the aid of 3DMM reconstruction, yet the latter is evenly challenging which restricts them from reasonable 4D head synthesis. We present a method to learn…
Capitalizing on large pre-trained models for various downstream tasks of interest have recently emerged with promising performance. Due to the ever-growing model size, the standard full fine-tuning based task adaptation strategy becomes…
Text-to-Image (T2I) generation methods based on diffusion model have garnered significant attention in the last few years. Although these image synthesis methods produce visually appealing results, they frequently exhibit spelling errors…
Pose-driven full-body avatars built on neural rendering produce high-quality novel views of a captured subject. Yet loose clothing and other dynamic elements deform in ways pose alone cannot explain: the same pose can correspond to many…
Reconstructing models of the real world, including 3D geometry, appearance, and motion of real scenes, is essential for computer graphics and computer vision. It enables the synthesizing of photorealistic novel views, useful for the movie…
There has been significant progress in generating an animatable 3D human avatar from a single image. However, recovering texture for the 3D human avatar from a single image has been relatively less addressed. Because the generated 3D human…
Talking head generation creates lifelike avatars from static portraits for virtual communication and content creation. However, current models do not yet convey the feeling of truly interactive communication, often generating one-way…
We propose a video feature representation learning framework called STAR-GNN, which applies a pluggable graph neural network component on a multi-scale lattice feature graph. The essence of STAR-GNN is to exploit both the temporal dynamics…
Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the…
We present GenLCA, a diffusion-based generative model for generating and editing photorealistic full-body avatars from text and image inputs. The generated avatars are faithful to the inputs, while supporting high-fidelity facial and…
This work studies the challenge of transfer animations between characters whose skeletal topologies differ substantially. While many techniques have advanced retargeting techniques in decades, transfer motions across diverse topologies…