Related papers: ToMiE: Towards Explicit Exoskeleton for the Recons…
To facilitate the analysis of human actions, interactions and emotions, we compute a 3D model of human body pose, hand pose, and facial expression from a single monocular image. To achieve this, we use thousands of 3D scans to train a new,…
This paper investigates the research task of reconstructing the 3D clothed human body from a monocular image. Due to the inherent ambiguity of single-view input, existing approaches leverage pre-trained SMPL(-X) estimation models or…
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…
The Skinned Multi-Person Linear (SMPL) model can represent a human body by mapping pose and shape parameters to body meshes. This has been shown to facilitate inferring 3D human pose and shape from images via different learning models.…
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…
Skeleton sequence representation learning has shown great advantages for action recognition due to its promising ability to model human joints and topology. However, the current methods usually require sufficient labeled data for training…
Rendering articulated objects while controlling their poses is critical to applications such as virtual reality or animation for movies. Manipulating the pose of an object, however, requires the understanding of its underlying structure,…
The SMPL body model is widely used for the estimation, synthesis, and analysis of 3D human pose and shape. While popular, we show that SMPL has several limitations and introduce STAR, which is quantitatively and qualitatively superior to…
To understand how people look, interact, or perform tasks, we need to quickly and accurately capture their 3D body, face, and hands together from an RGB image. Most existing methods focus only on parts of the body. A few recent approaches…
Multi-person motion capture can be challenging due to ambiguities caused by severe occlusion, fast body movement, and complex interactions. Existing frameworks build on 2D pose estimations and triangulate to 3D coordinates via reasoning the…
Fully supervised skeleton-based action recognition has achieved great progress with the blooming of deep learning techniques. However, these methods require sufficient labeled data which is not easy to obtain. In contrast, self-supervised…
In various applications, such as virtual reality and gaming, simulating the deformation of soft tissues in the human body during interactions with external objects is essential. Traditionally, Finite Element Methods (FEM) have been employed…
We address the problem of fitting a parametric human body model (SMPL) to point cloud data. Optimization-based methods require careful initialization and are prone to becoming trapped in local optima. Learning-based methods address this but…
Reconstructing detailed 3D human meshes from a single in-the-wild image remains a fundamental challenge in computer vision. Existing SMPLX-based methods often suffer from slow inference, produce only coarse body poses, and exhibit…
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…
Parametric 3D human models such as SMPL have driven significant advances in human pose and shape estimation, yet their simplified kinematics limit biomechanical realism. The recently proposed SKEL model addresses this limitation by…
Occlusion poses a great threat to monocular multi-person 3D human pose estimation due to large variability in terms of the shape, appearance, and position of occluders. While existing methods try to handle occlusion with pose…
We present a generalizable feed-forward Gaussian splatting framework for human 3D reconstruction and real-time animation that operates directly on multi-view RGB images and their associated SMPL-X poses. Unlike prior methods that rely on…
Automatically estimating 3D skeleton, shape, camera viewpoints, and part articulation from sparse in-the-wild image ensembles is a severely under-constrained and challenging problem. Most prior methods rely on large-scale image datasets,…
This paper introduces a novel Pre-trained Spatial Temporal Many-to-One (P-STMO) model for 2D-to-3D human pose estimation task. To reduce the difficulty of capturing spatial and temporal information, we divide this task into two stages:…