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The success of various applications including robotics, digital content creation, and visualization demand a structured and abstract representation of the 3D world from limited sensor data. Inspired by the nature of human perception of 3D…
We present READ Avatars, a 3D-based approach for generating 2D avatars that are driven by audio input with direct and granular control over the emotion. Previous methods are unable to achieve realistic animation due to the many-to-many…
Realistic audio synthesis that captures accurate acoustic phenomena is essential for creating immersive experiences in virtual and augmented reality. Synthesizing the sound received at any position relies on the estimation of impulse…
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…
Retrieving the 3D kinematics of articulated objects from monocular video is a fundamental challenge in computer vision. Existing methods rely on complex video setups or cues such as long-term point tracking or wide-baseline matching, but…
Purpose: Surgical scene understanding is key to advancing computer-aided and intelligent surgical systems. Current approaches predominantly rely on visual data or end-to-end learning, which limits fine-grained contextual modeling. This work…
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin…
In this study, we propose AniPortrait, a novel framework for generating high-quality animation driven by audio and a reference portrait image. Our methodology is divided into two stages. Initially, we extract 3D intermediate representations…
Human auditory perception is shaped by moving sound sources in 3D space, yet prior work in generative sound modelling has largely been restricted to mono signals or static spatial audio. In this work, we introduce a framework for generating…
We study the problem of making 3D scene reconstructions interactive by asking the following question: can we predict the sounds of human hands physically interacting with a scene? First, we record a video of a human manipulating objects…
Codec Avatars are a recent class of learned, photorealistic face models that accurately represent the geometry and texture of a person in 3D (i.e., for virtual reality), and are almost indistinguishable from video. In this paper we describe…
Simulations of three dimensional ultrasound propagation in heterogeneous media are computationally intensive due to the constraints arising from the large size of the domain, which is on the order of hundreds of wavelengths, and the small…
This paper presents a novel approach for generating 3D talking heads from raw audio inputs. Our method grounds on the idea that speech related movements can be comprehensively and efficiently described by the motion of a few control points…
Audio-driven talking head generation has drawn much attention in recent years, and many efforts have been made in lip-sync, expressive facial expressions, natural head pose generation, and high video quality. However, no model has yet led…
We present an audio-driven real-time system for animating photorealistic 3D facial avatars with minimal latency, designed for social interactions in virtual reality for anyone. Central to our approach is an encoder model that transforms…
We present a framework for generating full-bodied photorealistic avatars that gesture according to the conversational dynamics of a dyadic interaction. Given speech audio, we output multiple possibilities of gestural motion for an…
Recent methods for audio-driven talking head synthesis often optimize neural radiance fields (NeRF) on a monocular talking portrait video, leveraging its capability to render high-fidelity and 3D-consistent novel-view frames. However, they…
Our environment is filled with rich and dynamic acoustic information. When we walk into a cathedral, the reverberations as much as appearance inform us of the sanctuary's wide open space. Similarly, as an object moves around us, we expect…
All previous methods for audio-driven talking head generation assume the input audio to be clean with a neutral tone. As we show empirically, one can easily break these systems by simply adding certain background noise to the utterance or…
Spatial audio has become central to immersive applications such as VR/AR, cinema, and music. Existing generative audio models are largely limited to mono or stereo formats and cannot capture the full 3D localization cues available in…