Related papers: NePHIM: A Neural Physics-Based Head-Hand Interacti…
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial…
Capturing and rendering life-like hair is particularly challenging due to its fine geometric structure, the complex physical interaction and its non-trivial visual appearance.Yet, hair is a critical component for believable avatars. In this…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
Computationally weak systems and demanding graphical applications are still mostly dependent on linear blendshapes for facial animations. The accompanying artifacts such as self-intersections, loss of volume, or missing soft tissue…
Recent advances in digital avatar technology have enabled the generation of compelling virtual characters, but deploying these avatars on compute-constrained devices poses significant challenges for achieving realistic garment deformations.…
We present NBAvatar - a method for realistic rendering of head avatars handling non-rigid deformations caused by hand-face interaction. We introduce a novel representation for animated avatars by combining the training of oriented planar…
Realistic digital avatars require expressive and dynamic hair motion; however, most existing head avatar methods assume rigid hair movement. These methods often fail to disentangle hair from the head, representing it as a simple outer shell…
Acquisition and rendering of photo-realistic human heads is a highly challenging research problem of particular importance for virtual telepresence. Currently, the highest quality is achieved by volumetric approaches trained in a person…
4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we…
The human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing…
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…
Head avatar reenactment focuses on creating animatable personal avatars from monocular videos, serving as a foundational element for applications like social signal understanding, gaming, human-machine interaction, and computer vision.…
Real-time hair simulation is a vital component in creating believable virtual avatars, as it provides a sense of immersion and authenticity. The dynamic behavior of hair, such as bouncing or swaying in response to character movements like…
Realistic hair motion is crucial for high-quality avatars, but it is often limited by the computational resources available for real-time applications. To address this challenge, we propose a novel neural approach to predict physically…
We have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper,…
We present a neural network-based simulation super-resolution framework that can efficiently and realistically enhance a facial performance produced by a low-cost, realtime physics-based simulation to a level of detail that closely…
A vital task of the wider digital human effort is the creation of realistic garments on digital avatars, both in the form of characteristic fold patterns and wrinkles in static frames as well as richness of garment dynamics under avatars'…
Facial animation is one of the most challenging problems in computer graphics, and it is often solved using linear heuristics like blend-shape rigging. More expressive approaches like physical simulation have emerged, but these methods are…
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,…
Achieving realistic simulations of humans interacting with a wide range of objects has long been a fundamental goal. Extending physics-based motion imitation to complex human-object interactions (HOIs) is challenging due to intricate…