Related papers: Make-It-Animatable: An Efficient Framework for Aut…
Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape…
The ability to create realistic, animatable and relightable head avatars from casual video sequences would open up wide ranging applications in communication and entertainment. Current methods either build on explicit 3D morphable meshes…
Significant progress has been made in training large generative models for natural language and images. Yet, the advancement of 3D generative models is hindered by their substantial resource demands for training, along with inefficient,…
Currently, digital avatars can be created manually using human images as reference. Systems such as Bitmoji are excellent producers of detailed avatar designs, with hundreds of choices for customization. A supervised learning model could be…
Character animation aims to generate lifelike videos by transferring motion dynamics from a driving video to a reference image. Recent strides in generative models have paved the way for high-fidelity character animation. In this work, we…
We present AvatarPopUp, a method for fast, high quality 3D human avatar generation from different input modalities, such as images and text prompts and with control over the generated pose and shape. The common theme is the use of…
With the rapid advancement of 3D representation techniques and generative models, substantial progress has been made in reconstructing full-body 3D avatars from a single image. However, this task remains fundamentally ill-posedness due to…
Despite exhibiting impressive performance in synthesizing lifelike personalized 3D talking heads, prevailing methods based on radiance fields suffer from high demands for training data and time for each new identity. This paper introduces…
We introduce a highly robust GAN-based framework for digitizing a normalized 3D avatar of a person from a single unconstrained photo. While the input image can be of a smiling person or taken in extreme lighting conditions, our method can…
Character rigging is a process of endowing a character with a set of custom manipulators and controls making it easy to animate by the animators. These controls consist of simple joints, handles, or even separate character selection…
To address the ill-posed problem caused by partial observations in monocular human volumetric capture, we present AvatarCap, a novel framework that introduces animatable avatars into the capture pipeline for high-fidelity reconstruction in…
We present R3-Avatar, incorporating a temporal codebook, to overcome the inability of human avatars to be both animatable and of high-fidelity rendering quality. Existing video-based reconstruction of 3D human avatars either focuses solely…
Synthesizing 3D faces that give certain personality impressions is commonly needed in computer games, animations, and virtual world applications for producing realistic virtual characters. In this paper, we propose a novel approach to…
It is extremely challenging to create an animatable clothed human avatar from RGB videos, especially for loose clothes due to the difficulties in motion modeling. To address this problem, we introduce a novel representation on the basis of…
Rigging and skinning clothed human avatars is a challenging task and traditionally requires a lot of manual work and expertise. Recent methods addressing it either generalize across different characters or focus on capturing the dynamics of…
Constructing vivid 3D head avatars for given subjects and realizing a series of animations on them is valuable yet challenging. This paper presents GaussianHead, which models the actional human head with anisotropic 3D Gaussians. In our…
This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has…
It can be easy and even fun to sketch humans in different poses. In contrast, creating those same poses on a 3D graphics "mannequin" is comparatively tedious. Yet 3D body poses are necessary for various downstream applications. We seek to…
We present a novel animatable 3D Gaussian model for rendering high-fidelity free-view human motions in real time. Compared to existing NeRF-based methods, the model owns better capability in synthesizing high-frequency details without the…
We propose an interactive 3D character modeling approach from orthographic drawings (e.g., front and side views) based on 2D-space annotations. First, the system builds partial correspondences between the input drawings and generates a base…