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Inverse Kinematics (IK) systems are often rigid with respect to their input character, thus requiring user intervention to be adapted to new skeletons. In this paper we aim at creating a flexible, learned IK solver applicable to a wide…
Recent advancements in implicit 3D reconstruction methods, e.g., neural rendering fields and Gaussian splatting, have primarily focused on novel view synthesis of static or dynamic objects with continuous motion states. However, these…
Predicting 3D human pose from images has seen great recent improvements. Novel approaches that can even predict both pose and shape from a single input image have been introduced, often relying on a parametric model of the human body such…
Constructing and animating humans is an important component for building virtual worlds in a wide variety of applications such as virtual reality or robotics testing in simulation. As there are exponentially many variations of humans with…
We present a method to animate a character incorporating multiple part-wise motion priors (PMP). While previous works allow creating realistic articulated motions from reference data, the range of motion is largely limited by the available…
3D representation and reconstruction of human bodies have been studied for a long time in computer vision. Traditional methods rely mostly on parametric statistical linear models, limiting the space of possible bodies to linear…
Existing methods for human motion control in video generation typically rely on either 2D poses or explicit 3D parametric models (e.g., SMPL) as control signals. However, 2D poses rigidly bind motion to the driving viewpoint, precluding…
We introduce PLIKS (Pseudo-Linear Inverse Kinematic Solver) for reconstruction of a 3D mesh of the human body from a single 2D image. Current techniques directly regress the shape, pose, and translation of a parametric model from an input…
Recovering whole-body mesh by inferring the abstract pose and shape parameters from visual content can obtain 3D bodies with realistic structures. However, the inferring process is highly non-linear and suffers from image-mesh misalignment,…
Human motion prediction has traditionally been framed as a sequence regression problem where models extrapolate future joint coordinates from observed pose histories. While effective over short horizons this approach does not separate…
Visual impairments create barriers to learning physical activities, since conventional training methods rely on visual demonstrations or often inadequate verbal descriptions. This research explores 3D-printed human body models to enhance…
Recent generative models can synthesize high-quality images, but they often fail to generate humans interacting with objects using their hands. This arises mostly from the model's misunderstanding of such interactions and the hardships of…
We introduce a novel bottom-up approach for human body mesh reconstruction, specifically designed to address the challenges posed by partial visibility and occlusion in input images. Traditional top-down methods, relying on whole-body…
Achieving realistic simulations of humans interacting with a wide range of objects has long been a fundamental goal. Extending physics-based motion imitation to complex human-object interactions (HOIs) is challenging due to intricate…
Multimodal simulations augment the presentation of abstract concepts facilitating theoretical models understanding and learning. Most simulations only engage two of our five senses: sight and hearing. If we employ additional sensory…
Manipulating unseen articulated objects through visual feedback is a critical but challenging task for real robots. Existing learning-based solutions mainly focus on visual affordance learning or other pre-trained visual models to guide…
We present a new walking foot-placement controller based on 3LP, a 3D model of bipedal walking that is composed of three pendulums to simulate falling, swing and torso dynamics. Taking advantage of linear equations and closed-form solutions…
In this study, we introduce a methodology for human image animation by leveraging a 3D human parametric model within a latent diffusion framework to enhance shape alignment and motion guidance in curernt human generative techniques. The…
We present a fully automatic system that takes a 3D scene and generates plausible 3D human bodies that are posed naturally in that 3D scene. Given a 3D scene without people, humans can easily imagine how people could interact with the scene…
Monocular 3D human pose and shape estimation is challenging due to the many degrees of freedom of the human body and thedifficulty to acquire training data for large-scale supervised learning in complex visual scenes. In this paper we…