Related papers: ASMR: Adaptive Skeleton-Mesh Rigging and Skinning …
In this paper, we introduce a method for reconstructing 3D humans from a single image using a biomechanically accurate skeleton model. To achieve this, we train a transformer that takes an image as input and estimates the parameters of the…
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…
Human character animation is often critical in entertainment content production, including video games, virtual reality or fiction films. To this end, deep neural networks drive most recent advances through deep learning and deep…
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers,…
Synthesizing graceful and life-like behaviors for physically simulated characters has been a fundamental challenge in computer animation. Data-driven methods that leverage motion tracking are a prominent class of techniques for producing…
Statistical shape modeling is the computational process of discovering significant shape parameters from segmented anatomies captured by medical images (such as MRI and CT scans), which can fully describe subject-specific anatomy in the…
Compared to joint position, the accuracy of joint rotation and shape estimation has received relatively little attention in the skinned multi-person linear model (SMPL)-based human mesh reconstruction from multi-view images. The work in…
The general ability to analyze and classify the 3D kinematics of the human form is an essential step in the development of socially adept humanoid robots. A variety of different types of signals can be used by machines to represent and…
We propose a new approach for controlling the characteristics of certain mesh faces during optimization of high-order curved meshes. The practical goals are tangential relaxation along initially aligned curved boundaries and internal…
We present SCULPT, a novel 3D generative model for clothed and textured 3D meshes of humans. Specifically, we devise a deep neural network that learns to represent the geometry and appearance distribution of clothed human bodies. Training…
Geometry- and appearance-controlled full-body human image generation is an interesting but challenging task. Existing solutions are either unconditional or dependent on coarse conditions (e.g., pose, text), thus lacking explicit geometry…
We present a new method to bake classical facial animation blendshapes into a fast linear blend skinning representation. Previous work explored skinning decomposition methods that approximate general animated meshes using a dense set of…
Human motion prediction from historical pose sequence is at the core of many applications in machine intelligence. However, in current state-of-the-art methods, the predicted future motion is confined within the same activity. One can…
We propose the Medial Skeletal Diagram, a novel skeletal representation that tackles the prevailing issues around skeleton sparsity and reconstruction accuracy in existing skeletal representations. Our approach augments the continuous…
In this work we propose a novel solution for 3D skeleton-based human motion prediction. The objective of this task consists in forecasting future human poses based on a prior skeleton pose sequence. This involves solving two main challenges…
We propose a learning based method for generating new animations of a cartoon character given a few example images. Our method is designed to learn from a traditionally animated sequence, where each frame is drawn by an artist, and thus the…
Recognizing human actions in untrimmed videos is an important challenging task. An effective 3D motion representation and a powerful learning model are two key factors influencing recognition performance. In this paper we introduce a new…
We present CharacterMixer, a system for blending two rigged 3D characters with different mesh and skeleton topologies while maintaining a rig throughout interpolation. CharacterMixer also enables interpolation during motion for such…
This paper presents a Surface-Aligned Gaussian representation for creating animatable human avatars from monocular videos,aiming at improving the novel view and pose synthesis performance while ensuring fast training and real-time…
In recent years, more and more attention has been paid to the learning of 3D human representation. However, the complexity of lots of hand-defined human body constraints and the absence of supervision data limit that the existing works…