Related papers: MAGE:A Multi-stage Avatar Generator with Sparse Ob…
Estimating accurate, view-consistent geometry and camera poses from uncalibrated multi-view/video inputs remains challenging - especially at high spatial resolutions and over long sequences. We present DAGE, a dual-stream transformer whose…
6D object pose estimation, which predicts the transformation of an object relative to the camera, remains challenging for unseen objects. Existing approaches typically rely on explicitly constructing feature correspondences between the…
Masked autoencoders (MAEs) have emerged recently as art self-supervised spatiotemporal representation learners. Inheriting from the image counterparts, however, existing video MAEs still focus largely on static appearance learning whilst…
Human motion generation is a challenging task that aims to create realistic motion imitating natural human behaviour. We focus on the well-studied behaviour of priming an object/location for pick up or put down - that is, the spotting of an…
We present MoRig, a method that automatically rigs character meshes driven by single-view point cloud streams capturing the motion of performing characters. Our method is also able to animate the 3D meshes according to the captured point…
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…
Recent advances in text-driven human motion generation enable models to synthesize realistic motion sequences from natural language descriptions. However, most existing approaches assume identity-neutral motion and generate movements using…
Taking a photo outside, can we predict the immediate future, e.g., how would the cloud move in the sky? We address this problem by presenting a generative adversarial network (GAN) based two-stage approach to generating realistic time-lapse…
We present PERSE, a method for building a personalized 3D generative avatar from a reference portrait. Our avatar enables facial attribute editing in a continuous and disentangled latent space to control each facial attribute, while…
Existing marker-less motion capture methods often assume known backgrounds, static cameras, and sequence specific motion priors, which narrows its application scenarios. Here we propose a fully automatic method that given multi-view video,…
Human pose and shape estimation from RGB images is a highly sought after alternative to marker-based motion capture, which is laborious, requires expensive equipment, and constrains capture to laboratory environments. Monocular vision-based…
Generating both plausible and accurate full body avatar motion is the key to the quality of immersive experiences in mixed reality scenarios. Head-Mounted Devices (HMDs) typically only provide a few input signals, such as head and hands…
Applications in the field of augmented reality or robotics often require joint localisation and 6D pose estimation of multiple objects. However, most algorithms need one network per object class to be trained in order to provide the best…
To detect bias in face recognition networks, it can be useful to probe a network under test using samples in which only specific attributes vary in some controlled way. However, capturing a sufficiently large dataset with specific control…
We present FLARE, a feed-forward model designed to infer high-quality camera poses and 3D geometry from uncalibrated sparse-view images (i.e., as few as 2-8 inputs), which is a challenging yet practical setting in real-world applications.…
Adapting to diverse user needs at test time is a key challenge in controllable multi-objective generation. Existing methods are insufficient: merging-based approaches provide indirect, suboptimal control at the parameter level, often…
Co-Speech Gesture Video Generation aims to generate vivid speech videos from audio-driven still images, which is challenging due to the diversity of body parts in terms of motion amplitude, audio relevance, and detailed features. Relying…
Recovering 3D human pose from 2D joints is still a challenging problem, especially without any 3D annotation, video information, or multi-view information. In this paper, we present an unsupervised GAN-based model consisting of multiple…
This work focuses on full-body co-speech gesture generation. Existing methods typically employ an autoregressive model accompanied by vector-quantized tokens for gesture generation, which results in information loss and compromises the…
We present 3DHumanGAN, a 3D-aware generative adversarial network that synthesizes photorealistic images of full-body humans with consistent appearances under different view-angles and body-poses. To tackle the representational and…