Related papers: Make-It-Animatable: An Efficient Framework for Aut…
In recent years, facial video generation models have gained popularity. However, these models often lack expressive power when dealing with exaggerated anime-style faces due to the absence of high-quality anime-style face training sets. We…
We present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of…
Authoring an appealing animation for a virtual character is a challenging task. In computer-aided keyframe animation artists define the key poses of a character by manipulating its underlying skeletons. To look plausible, a character pose…
Creating digital avatars from textual prompts has long been a desirable yet challenging task. Despite the promising results achieved with 2D diffusion priors, current methods struggle to create high-quality and consistent animated avatars…
Many deep learning based 3D face reconstruction methods have been proposed recently, however, few of them have applications in games. Current game character customization systems either require players to manually adjust considerable face…
We present AnimaX, a feed-forward 3D animation framework that bridges the motion priors of video diffusion models with the controllable structure of skeleton-based animation. Traditional motion synthesis methods are either restricted to…
To be widely adopted, 3D facial avatars must be animated easily, realistically, and directly from speech signals. While the best recent methods generate 3D animations that are synchronized with the input audio, they largely ignore the…
In this paper we present a new deep learning-driven approach to image-based synthesis of animations involving humanoid characters. Unlike previous deep approaches to image-based animation our method makes no assumptions on the type of…
The efficient reconstruction of high-quality and intuitively editable human avatars presents a pressing challenge in the field of computer vision. Recent advancements, such as 3DGS, have demonstrated impressive reconstruction efficiency and…
Generating and editing dynamic 3D head avatars are crucial tasks in virtual reality and film production. However, existing methods often suffer from facial distortions, inaccurate head movements, and limited fine-grained editing…
Despite the remarkable process of talking-head-based avatar-creating solutions, directly generating anchor-style videos with full-body motions remains challenging. In this study, we propose Make-Your-Anchor, a novel system necessitating…
Existing neural rendering methods for creating human avatars typically either require dense input signals such as video or multi-view images, or leverage a learned prior from large-scale specific 3D human datasets such that reconstruction…
Real-time rendering of human head avatars is a cornerstone of many computer graphics applications, such as augmented reality, video games, and films, to name a few. Recent approaches address this challenge with computationally efficient…
Interactive 3D simulated objects are crucial in AR/VR, animations, and robotics, driving immersive experiences and advanced automation. However, creating these articulated objects requires extensive human effort and expertise, limiting…
Creating realistic animations of human faces with computer graphic models is still a challenging task. It is often solved either with tedious manual work or motion capture based techniques that require specialised and costly hardware.…
We introduce MeshLAM, a feed-forward framework for one-shot animatable mesh head reconstruction that generates high-fidelity, animatable 3D head avatars from a single image. Unlike previous work that relies on time-consuming test-time…
Modern 3D-GANs synthesize geometry and texture by training on large-scale datasets with a consistent structure. Training such models on stylized, artistic data, with often unknown, highly variable geometry, and camera information has not…
We introduce GaussianAvatars, a new method to create photorealistic head avatars that are fully controllable in terms of expression, pose, and viewpoint. The core idea is a dynamic 3D representation based on 3D Gaussian splats that are…
The development of increasingly realistic experimental stimuli and task environments is important for understanding behavior outside the laboratory. We report a process for generating 3D human model stimuli that combines commonly used…
Hand-drawn character animation is a vibrant field in computer graphics, presenting challenges in achieving geometric consistency while conveying expressive motion. Traditional skeletal animation methods maintain geometric consistency but…