Related papers: Can Pose Transfer Models Generate Realistic Human …
Human actions are comprised of a sequence of poses. This makes videos of humans a rich and dense source of human poses. We propose an unsupervised method to learn pose features from videos that exploits a signal which is complementary to…
Humanoid Reaction Synthesis is pivotal for creating highly interactive and empathetic robots that can seamlessly integrate into human environments, enhancing the way we live, work, and communicate. However, it is difficult to learn the…
Videos convey richer information than images or text, capturing both spatial and temporal dynamics. However, most existing video customization methods rely on reference images or task-specific temporal priors, failing to fully exploit the…
We consider the problem of synthesizing multi-action human motion sequences of arbitrary lengths. Existing approaches have mastered motion sequence generation in single action scenarios, but fail to generalize to multi-action and…
Numerous well-annotated human key-point datasets are publicly available to date. However, annotating human poses for newly collected images is still a costly and time-consuming progress. Pose distributions from different datasets share…
Current diffusion-based portrait animation models predominantly focus on enhancing visual quality and expression realism, while overlooking generation latency and real-time performance, which restricts their application range in the live…
In this paper, we address the challenge of generating realistic 3D human motions for action classes that were never seen during the training phase. Our approach involves decomposing complex actions into simpler movements, specifically those…
We consider the task of estimating 3D human pose and shape from videos. While existing frame-based approaches have made significant progress, these methods are independently applied to each image, thereby often leading to inconsistent…
In this paper, we propose PixelHuman, a novel human rendering model that generates animatable human scenes from a few images of a person with unseen identity, views, and poses. Previous work have demonstrated reasonable performance in novel…
The inherent difficulty and limited scalability of collecting manipulation data using multi-fingered robot hand hardware platforms have resulted in severe data scarcity, impeding research on data-driven dexterous manipulation policy…
Audio-driven human animation has attracted wide attention thanks to its practical applications. However, critical challenges remain in generating high-resolution, long-duration videos with consistent appearance and natural hand motions.…
Transformer architectures have become the model of choice in natural language processing and are now being introduced into computer vision tasks such as image classification, object detection, and semantic segmentation. However, in the…
Action recognition is a relatively established task, where givenan input sequence of human motion, the goal is to predict its ac-tion category. This paper, on the other hand, considers a relativelynew problem, which could be thought of as…
Extended reality (XR) demands generative models that respond to users' tracked real-world motion, yet current video world models accept only coarse control signals such as text or keyboard input, limiting their utility for embodied…
Existing automatic approaches for 3D virtual character motion synthesis supporting scene interactions do not generalise well to new objects outside training distributions, even when trained on extensive motion capture datasets with diverse…
In this paper, we propose a novel audio-driven talking head method capable of simultaneously generating highly expressive facial expressions and hand gestures. Unlike existing methods that focus on generating full-body or half-body poses,…
The existing Motion Imitation models typically require expert data obtained through MoCap devices, but the vast amount of training data needed is difficult to acquire, necessitating substantial investments of financial resources, manpower,…
Motions of virtual characters in movies or video games are typically generated by recording actors using motion capturing methods. Animations generated this way often need postprocessing, such as improving the periodicity of cyclic…
Imitation can allow us to quickly gain an understanding of a new task. Through a demonstration, we can gain direct knowledge about which actions need to be performed and which goals they have. In this paper, we introduce a new approach to…
We address the task of generating temporally consistent and physically plausible images of actions and object state transformations. Given an input image and a text prompt describing the targeted transformation, our generated images…