Related papers: HumanRAM: Feed-forward Human Reconstruction and An…
We present a first step towards 4D (3D and time) human video stylization, which addresses style transfer, novel view synthesis and human animation within a unified framework. While numerous video stylization methods have been developed,…
We introduce UniCon3R, a unified feed-forward framework for online human-scene 4D reconstruction from monocular video. Current feed-forward human-scene reconstruction methods suffer from artifacts, where bodies float above the ground or…
Deep neural networks have achieved great progress in single-image 3D human reconstruction. However, existing methods still fall short in predicting rare poses. The reason is that most of the current models perform regression based on a…
Reconstructing physically plausible human motion from monocular videos remains a challenging problem in computer vision and graphics. Existing methods primarily focus on kinematics-based pose estimation, often leading to unrealistic results…
Fast 3D clothed human reconstruction from monocular video remains a significant challenge in computer vision, particularly in balancing computational efficiency with reconstruction quality. Current approaches are either focused on static…
The neural rendering of humans is a topic of great research significance. However, previous works mostly focus on achieving photorealistic details, neglecting the exploration of human parsing. Additionally, classical semantic work are all…
Recent advances in generative models have achieved high-fidelity in 3D human reconstruction, yet their utility for specific tasks (e.g., human 3D segmentation) remains constrained. We propose HumanCrafter, a unified framework that enables…
We introduce GRM, a large-scale reconstructor capable of recovering a 3D asset from sparse-view images in around 0.1s. GRM is a feed-forward transformer-based model that efficiently incorporates multi-view information to translate the input…
We present "Humans and Structure from Motion" (HSfM), a method for jointly reconstructing multiple human meshes, scene point clouds, and camera parameters in a metric world coordinate system from a sparse set of uncalibrated multi-view…
While previous years have seen great progress in the 3D reconstruction of humans from monocular videos, few of the state-of-the-art methods are able to handle loose garments that exhibit large non-rigid surface deformations during…
Human Mesh Recovery (HMR) from an image is a challenging problem because of the inherent ambiguity of the task. Existing HMR methods utilized either temporal information or kinematic relationships to achieve higher accuracy, but there is no…
3D understanding and rendering of moving humans from monocular videos is a challenging task. Despite recent progress, the task remains difficult in real-world scenarios, where obstacles may block the camera view and cause partial occlusions…
Despite recent advancements in high-fidelity human reconstruction techniques, the requirements for densely captured images or time-consuming per-instance optimization significantly hinder their applications in broader scenarios. To tackle…
We present a novel framework to reconstruct human avatars from monocular videos. Recent approaches have struggled either to capture the fine-grained dynamic details from the input or to generate plausible details at novel viewpoints, which…
While the keypoint-based maps created by sparse monocular simultaneous localisation and mapping (SLAM) systems are useful for camera tracking, dense 3D reconstructions may be desired for many robotic tasks. Solutions involving depth cameras…
We present animatable neural radiance fields (animatable NeRF) for detailed human avatar creation from monocular videos. Our approach extends neural radiance fields (NeRF) to the dynamic scenes with human movements via introducing explicit…
In multi-view 3D human pose estimation, models typically rely on images captured simultaneously from different camera views to predict a pose at a specific moment. While providing accurate spatial information, this traditional approach…
Monocular SLAM has received a lot of attention due to its simple RGB inputs and the lifting of complex sensor constraints. However, existing monocular SLAM systems are designed for bounded scenes, restricting the applicability of SLAM…
Human-motion video generation has been a challenging task, primarily due to the difficulty inherent in learning human body movements. While some approaches have attempted to drive human-centric video generation explicitly through pose…
Photorealistic and animatable human avatars are a key enabler for virtual/augmented reality, telepresence, and digital entertainment. While recent advances in 3D Gaussian Splatting (3DGS) have greatly improved rendering quality and…