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We propose InstanceAnimator, a novel Diffusion Transformer framework for multi-instance sketch video colorization. Existing methods suffer from three core limitations: inflexible user control due to heavy reliance on single reference…
Traditional character animation specializes in characters with a rigidly articulated skeleton and a bipedal/quadripedal morphology. This assumption simplifies many aspects for designing physically based animations, like locomotion, but…
Recent work on human animation usually involves audio, pose, or movement maps conditions, thereby achieves vivid animation quality. However, these methods often face practical challenges due to extra control conditions, cumbersome condition…
Formulated as a conditional generation problem, face animation aims at synthesizing continuous face images from a single source image driven by a set of conditional face motion. Previous works mainly model the face motion as conditions with…
We introduce AvatarForge, a framework for generating animatable 3D human avatars from text or image inputs using AI-driven procedural generation. While diffusion-based methods have made strides in general 3D object generation, they struggle…
Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These…
Embodiment is an important characteristic for all intelligent agents (creatures and robots), while existing scene description tasks mainly focus on analyzing images passively and the semantic understanding of the scenario is separated from…
Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image-conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view…
We present a method to animate a character incorporating multiple part-wise motion priors (PMP). While previous works allow creating realistic articulated motions from reference data, the range of motion is largely limited by the available…
For a given scene, humans can easily reason for the locations and pose to place objects. Designing a computational model to reason about these affordances poses a significant challenge, mirroring the intuitive reasoning abilities of humans.…
Multi-person interactive motion generation, a critical yet under-explored domain in computer character animation, poses significant challenges such as intricate modeling of inter-human interactions beyond individual motions and generating…
In this paper, we present FaceShot, a novel training-free portrait animation framework designed to bring any character into life from any driven video without fine-tuning or retraining. We achieve this by offering precise and robust reposed…
Current state-of-the-art methods for video inpainting typically rely on optical flow or attention-based approaches to inpaint masked regions by propagating visual information across frames. While such approaches have led to significant…
Recent successes in image synthesis are powered by large-scale diffusion models. However, most methods are currently limited to either text- or image-conditioned generation for synthesizing an entire image, texture transfer or inserting…
We propose a two-stage framework for motion in-betweening that combines diffusion-based motion generation with physics-based character adaptation. In Stage 1, a character-agnostic diffusion model synthesizes transitions from sparse…
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…
Image animation consists of generating a video sequence so that an object in a source image is animated according to the motion of a driving video. Our framework addresses this problem without using any annotation or prior information about…
The task of realistically inserting a human from a reference image into a background scene is highly challenging, requiring the model to (1) determine the correct location and poses of the person and (2) perform high-quality personalization…
Creating hand-drawn animation sequences is labor-intensive and demands professional expertise. We introduce PhysAnimator, a novel approach for generating physically plausible meanwhile anime-stylized animation from static anime…
The current state-of-the-art Diffusion model has demonstrated excellent results in generating images. However, the images are monotonous and are mostly the result of the distribution of images of people in the training set, making it…