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Virtual Reality (VR) has become increasingly popular for remote collaboration, but video conferencing poses challenges when the user's face is covered by the headset. Existing solutions have limitations in terms of accessibility. In this…
We have recently seen great progress in building photorealistic animatable full-body codec avatars, but generating high-fidelity animation of clothing is still difficult. To address these difficulties, we propose a method to build an…
Modeling animatable human avatars from RGB videos is a long-standing and challenging problem. Recent works usually adopt MLP-based neural radiance fields (NeRF) to represent 3D humans, but it remains difficult for pure MLPs to regress…
We present HandAvatar, a novel representation for hand animation and rendering, which can generate smoothly compositional geometry and self-occlusion-aware texture. Specifically, we first develop a MANO-HD model as a high-resolution mesh…
What's the most accurate 3D model of your face you can obtain while sitting at your desk? We attempt to answer this question in our work. High fidelity face reconstructions have so far been limited to either studio settings or through…
We present a fully automatic system that can produce high-fidelity, photo-realistic 3D digital human heads with a consumer RGB-D selfie camera. The system only needs the user to take a short selfie RGB-D video while rotating his/her head,…
In this work, we introduce a novel high-fidelity 3D head reconstruction method from a single portrait image, regardless of perspective, expression, or accessories. Despite significant efforts in adapting 2D generative models for novel view…
Recent advances in camera designs and imaging pipelines allow us to capture high-quality images using smartphones. However, due to the small size and lens limitations of the smartphone cameras, we commonly find artifacts or degradation in…
Sparse volumetric reconstruction and rendering via 3D Gaussian splatting have recently enabled animatable 3D head avatars that are rendered under arbitrary viewpoints with impressive photorealism. Today, such photoreal avatars are seen as a…
Collecting and labeling training data is one important step for learning-based methods because the process is time-consuming and biased. For face analysis tasks, although some generative models can be used to generate face data, they can…
Diffusion-based video generation techniques have significantly improved zero-shot talking-head avatar generation, enhancing the naturalness of both head motion and facial expressions. However, existing methods suffer from poor…
While 2D pose estimation has advanced our ability to interpret body movements in animals and primates, it is limited by the lack of depth information, constraining its application range. 3D pose estimation provides a more comprehensive…
The Metaverse through VR headsets is a rapidly growing concept, but the high cost of entry currently limits access for many users. This project aims to provide an accessible entry point to the immersive Metaverse experience by leveraging…
Powered by large-scale text-to-image generation models, text-to-3D avatar generation has made promising progress. However, most methods fail to produce photorealistic results, limited by imprecise geometry and low-quality appearance.…
Reconstructing high-fidelity 3D facial texture from a single image is a quite challenging task due to the lack of complete face information and the domain gap between the 3D face and 2D image. Further, obtaining re-renderable 3D faces has…
As for human avatar reconstruction, contemporary techniques commonly necessitate the acquisition of costly data and struggle to achieve satisfactory results from a small number of casual images. In this paper, we investigate this task from…
Recent research has demonstrated the ability to estimate gaze on mobile devices by performing inference on the image from the phone's front-facing camera, and without requiring specialized hardware. While this offers wide potential…
Realistic, high-fidelity 3D facial animations are crucial for expressive avatar systems in human-computer interaction and accessibility. Although prior methods show promising quality, their reliance on the mesh domain limits their ability…
Despite progress in human motion capture, existing multi-view methods often face challenges in estimating the 3D pose and shape of multiple closely interacting people. This difficulty arises from reliance on accurate 2D joint estimations,…
We address the problem of estimating the shape of a person's head, defined as the geometry of the complete head surface, from a video taken with a single moving camera, and determining the alignment of the fitted 3D head for all video…