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Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse…
The way we perceive the world fundamentally shapes how we move, whether it is how we navigate in a room or how we interact with other humans. Current human motion generation methods, neglect this interdependency and use task-specific…
Existing diffusion-based video editing models have made gorgeous advances for editing attributes of a source video over time but struggle to manipulate the motion information while preserving the original protagonist's appearance and…
Real-time animation of virtual characters has traditionally been accomplished by playing short sequences of animations structured in the form of a graph. These methods are time-consuming to set up and scale poorly with the number of motions…
Text-to-motion generation, which translates textual descriptions into human motions, faces the challenge that users often struggle to precisely convey their intended motions through text alone. To address this issue, this paper introduces…
Humanoid robots are well suited for human habitats due to their morphological similarity, but developing controllers for them is a challenging task that involves multiple sub-problems, such as control, planning and perception. In this…
Motion-based controllable video generation offers the potential for creating captivating visual content. Existing methods typically necessitate model training to encode particular motion cues or incorporate fine-tuning to inject certain…
Animating images with interactive motion control has garnered popularity for image-to-video (I2V) generation. Modern approaches typically rely on large Gaussian kernels to extend motion trajectories as condition without explicitly defining…
In this paper, we propose \textbf{CharacterShot}, a controllable and consistent 4D character animation framework that enables any individual designer to create dynamic 3D characters (i.e., 4D character animation) from a single reference…
Performance, the externalization of intent, emotion, and personality through visual, vocal, and temporal behavior, is what makes a character alive. Learning such performance from video is a promising alternative to traditional 3D pipelines.…
Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control…
Recent advances in motion generation show remarkable progress. However, several limitations remain: (1) Existing pose-guided character motion transfer methods merely replicate motion without learning its style characteristics, resulting in…
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…
We introduce MotionScript, a novel framework for generating highly detailed, natural language descriptions of 3D human motions. Unlike existing motion datasets that rely on broad action labels or generic captions, MotionScript provides…
Controllable multimodal generation is commonly formulated as an inference-time conditioning problem using prompts, guidance, or auxiliary modules. While effective, such approaches do not explicitly structure how semantic attributes evolve,…
Two major approaches exist for creating animatable human avatars. The first, a 3D-based approach, optimizes a NeRF- or 3DGS-based avatar from videos of a single person, achieving personalization through a disentangled identity…
Motion tracking has been an important technique for imitating human-like movement from large-scale datasets in physics-based motion synthesis. However, existing approaches focus on tracking either single character or a particular type of…
Generating realistic human videos remains a challenging task, with the most effective methods currently relying on a human motion sequence as a control signal. Existing approaches often use existing motion extracted from other videos, which…
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…
Advancements in Multimodal Large Language Models (MLLMs) have improved human motion understanding. However, these models remain constrained by their "instruct-only" nature, lacking interactivity and adaptability for diverse analytical…