Related papers: Skinned Motion Retargeting with Dense Geometric In…
This paper introduces a motion retargeting method that preserves self-contacts and prevents interpenetration. Self-contacts, such as when hands touch each other or the torso or the head, are important attributes of human body language and…
A good motion retargeting cannot be reached without reasonable consideration of source-target differences on both the skeleton and shape geometry levels. In this work, we propose a novel Residual RETargeting network (R2ET) structure, which…
Retargeting motion across characters with varying body shapes while preserving interaction semantics, such as self-contact and near-body proximity, remains a challenging problem. While recent geometry-aware approaches address this by…
Humans constantly interact with their surroundings. Existing end-to-end multi-person human mesh recovery methods, typically based on the DETR framework, capture inter-human relationships through self-attention across all human queries.…
Preserving semantics, in particular in terms of contacts, is a key challenge when retargeting motion between characters of different morphologies. Our solution relies on a low-dimensional embedding of the character's mesh, based on rigged…
We present a simple yet effective method for skeleton-free motion retargeting. Previous methods transfer motion between high-resolution meshes, failing to preserve the inherent local-part motions in the mesh. Addressing this issue, our…
Recent works in implicit representations, such as Neural Radiance Fields (NeRF), have advanced the generation of realistic and animatable head avatars from video sequences. These implicit methods are still confronted by visual artifacts and…
Gait recognition, a fundamental biometric technology, leverages unique walking patterns for individual identification, typically using 2D representations such as silhouettes or skeletons. However, these methods often struggle with viewpoint…
We present a data-driven framework for unsupervised human motion retargeting that animates a target subject with the motion of a source subject. Our method is correspondence-free, requiring neither spatial correspondences between the source…
We study the problem of learning physical object representations for robot manipulation. Understanding object physics is critical for successful object manipulation, but also challenging because physical object properties can rarely be…
Unregistered surface meshes, especially raw 3D scans, present significant challenges for automatic computation of plausible deformations due to the lack of established point-wise correspondences and the presence of noise in the data. In…
Robotic dexterous grasping is a challenging problem due to the high degree of freedom (DoF) and complex contacts of multi-fingered robotic hands. Existing deep reinforcement learning (DRL) based methods leverage human demonstrations to…
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…
Character rigging is universally needed in computer graphics but notoriously laborious. We present a new method, HeterSkinNet, aiming to fully automate such processes and significantly boost productivity. Given a character mesh and skeleton…
In this work, we focus on the task of learning and representing dense correspondences in deformable object categories. While this problem has been considered before, solutions so far have been rather ad-hoc for specific object types (i.e.,…
We introduce Geometric Retargeting (GeoRT), an ultrafast, and principled neural hand retargeting algorithm for teleoperation, developed as part of our recent Dexterity Gen (DexGen) system. GeoRT converts human finger keypoints to robot hand…
Dense geometric matching determines the dense pixel-wise correspondence between a source and support image corresponding to the same 3D structure. Prior works employ an encoder of transformer blocks to correlate the two-frame features.…
3D Human Body Reconstruction from a monocular image is an important problem in computer vision with applications in virtual and augmented reality platforms, animation industry, en-commerce domain, etc. While several of the existing works…
Despite substantial progress in text-driven 3D human motion synthesis, generating realistic multi-person interaction sequences remains challenging. Notably, body inter-penetration is a pervasive issue from both data acquisition to the…
We propose a deep learning approach for finding dense correspondences between 3D scans of people. Our method requires only partial geometric information in the form of two depth maps or partial reconstructed surfaces, works for humans in…