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Speech-driven 3D facial animation aims at generating facial movements that are synchronized with the driving speech, which has been widely explored recently. Existing works mostly neglect the person-specific talking style in generation,…
We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and…
The generalization of vision-language-action (VLA) models heavily relies on diverse training data. However, acquiring large-scale data for robot manipulation across varied object appearances is costly and labor-intensive. To address this…
Styled motion in-betweening is crucial for computer animation and gaming. However, existing methods typically encode motion styles by modeling whole-body motions, often overlooking the representation of individual body parts. This…
This report reviews recent advancements in human motion prediction, reconstruction, and generation. Human motion prediction focuses on forecasting future poses and movements from historical data, addressing challenges like nonlinear…
Generating realistic 3D worlds occupied by moving humans has many applications in games, architecture, and synthetic data creation. But generating such scenes is expensive and labor intensive. Recent work generates human poses and motions…
In this paper, we propose PixelHuman, a novel human rendering model that generates animatable human scenes from a few images of a person with unseen identity, views, and poses. Previous work have demonstrated reasonable performance in novel…
Recovering high-quality 3D human motion in complex scenes from monocular videos is important for many applications, ranging from AR/VR to robotics. However, capturing realistic human-scene interactions, while dealing with occlusions and…
Motion prediction is a classic problem in computer vision, which aims at forecasting future motion given the observed pose sequence. Various deep learning models have been proposed, achieving state-of-the-art performance on motion…
Motion in-betweening is one of the most artistically demanding and time consuming stages of 3D animation, where the expressivity and rhythm of motion are defined. The level of creative control it requires makes it a major production…
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…
"How can we animate 3D-characters from a movie script or move robots by simply telling them what we would like them to do?" "How unstructured and complex can we make a sentence and still generate plausible movements from it?" These are…
Estimation of 3D human pose from monocular image has gained considerable attention, as a key step to several human-centric applications. However, generalizability of human pose estimation models developed using supervision on large-scale…
Research on diffusion model-based video generation has advanced rapidly. However, limitations in object fidelity and generation length hinder its practical applications. Additionally, specific domains like animated wallpapers require…
Advances in Deep Learning have recently made it possible to recover full 3D meshes of human poses from individual images. However, extension of this notion to videos for recovering temporally coherent poses still remains unexplored. A major…
Synthesizing interaction-involved human motions has been challenging due to the high complexity of 3D environments and the diversity of possible human behaviors within. We present LAMA, Locomotion-Action-MAnipulation, to synthesize natural…
We present 3DiFACE, a novel method for personalized speech-driven 3D facial animation and editing. While existing methods deterministically predict facial animations from speech, they overlook the inherent one-to-many relationship between…
3D Human motion generation is pivotal across film, animation, gaming, and embodied intelligence. Traditional 3D motion synthesis relies on costly motion capture, while recent work shows that 2D videos provide rich, temporally coherent…
This paper presents a novel method for generating diverse 3D human poses in scenes with semantic control. Existing methods heavily rely on the human-scene interaction dataset, resulting in a limited diversity of the generated human poses.…
We present a novel approach for image-animation of a source image by a driving video, both depicting the same type of object. We do not assume the existence of pose models and our method is able to animate arbitrary objects without the…