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Recent video editing advancements rely on accurate pose sequences to animate subjects. However, these efforts are not suitable for cross-species animation due to pose misalignment between species (for example, the poses of a cat differs…
Human motion synthesis is an important problem with applications in graphics, gaming and simulation environments for robotics. Existing methods require accurate motion capture data for training, which is costly to obtain. Instead, we…
We present DreamWaltz, a novel framework for generating and animating complex 3D avatars given text guidance and parametric human body prior. While recent methods have shown encouraging results for text-to-3D generation of common objects,…
We propose novel motion representations for animating articulated objects consisting of distinct parts. In a completely unsupervised manner, our method identifies object parts, tracks them in a driving video, and infers their motions by…
In this paper, we address the challenge of generating realistic 3D human motions for action classes that were never seen during the training phase. Our approach involves decomposing complex actions into simpler movements, specifically those…
Markerless motion capture has become an active field of research in computer vision in recent years. Its extensive applications are known in a great variety of fields, including computer animation, human motion analysis, biomedical…
Although human reconstruction typically results in human-specific avatars, recent 3D scene reconstruction techniques utilizing pixel-aligned features show promise in generalizing to new scenes. Applying these techniques to human avatar…
We address the problem of multi-object 3D pose control in image diffusion models. Instead of conditioning on a sequence of text tokens, we propose to use a set of per-object representations, Neural Assets, to control the 3D pose of…
A key step towards understanding human behavior is the prediction of 3D human motion. Successful solutions have many applications in human tracking, HCI, and graphics. Most previous work focuses on predicting a time series of future 3D…
We present a novel task, i.e., animating a target 3D object through the motion of a raw driving sequence. In previous works, extra auxiliary correlations between source and target meshes or intermedia factors are inevitable to capture the…
We introduce X-Dyna, a novel zero-shot, diffusion-based pipeline for animating a single human image using facial expressions and body movements derived from a driving video, that generates realistic, context-aware dynamics for both the…
Learning an animatable and clothed human avatar model with vivid dynamics and photorealistic appearance from multi-view videos is an important foundational research problem in computer graphics and vision. Fueled by recent advances in…
Given an "in-the-wild" video of a person, we reconstruct an animatable model of the person in the video. The output model can be rendered in any body pose to any camera view, via the learned controls, without explicit 3D mesh…
Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These…
This paper proposes a novel application system for the generation of three-dimensional (3D) character animation driven by markerless human body motion capturing. The entire pipeline of the system consists of five stages: 1) the capturing of…
Recent advances in diffusion models have greatly improved pose-driven character animation. However, existing methods are limited to spatially aligned reference-pose pairs with matched skeletal structures. Handling reference-pose…
Generating realistic animated videos from static images is an important area of research in computer vision. Methods based on physical simulation and motion prediction have achieved notable advances, but they are often limited to specific…
Articulated 3D objects play a vital role in realistic simulation and embodied robotics, yet manually constructing such assets remains costly and difficult to scale. In this paper, we present UniArt, a diffusion-based framework that directly…
Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the…
Bimanual human activities inherently involve coordinated movements of both hands and body. However, the impact of this coordination in activity understanding has not been systematically evaluated due to the lack of suitable datasets. Such…