Related papers: CharacterShot: Controllable and Consistent 4D Char…
Existing text-to-video methods struggle to transfer motion smoothly from a reference object to a target object with significant differences in appearance or structure between them. To address this challenge, we introduce MotionShot, a…
Ensuring character identity consistency across varying prompts remains a fundamental limitation in diffusion-based text-to-image generation. We propose CharCom, a modular and parameter-efficient framework that achieves character-consistent…
Individuals have unique facial expression and head pose styles that reflect their personalized speaking styles. Existing one-shot talking head methods cannot capture such personalized characteristics and therefore fail to produce diverse…
Creating believable motions for various characters has long been a goal in computer graphics. Current learning-based motion synthesis methods depend on extensive motion datasets, which are often challenging, if not impossible, to obtain. On…
Recent advances in deep learning have significantly pushed the state-of-the-art in photorealistic video animation given a single image. In this paper, we extrapolate those advances to the 3D domain, by studying 3D image-to-video translation…
3D meshes are widely used in computer vision and graphics for their efficiency in animation and minimal memory use, playing a crucial role in movies, games, AR, and VR. However, creating temporally consistent and realistic textures for mesh…
We propose a method for generating video-realistic animations of real humans under user control. In contrast to conventional human character rendering, we do not require the availability of a production-quality photo-realistic 3D model of…
Storyboarding is a core skill in visual storytelling for film, animation, and games. However, automating this process requires a system to achieve two properties that current approaches rarely satisfy simultaneously: inter-shot consistency…
Generating stable and controllable character motion in real-time is a key challenge in computer animation. Existing methods often fail to provide fine-grained control or suffer from motion degradation over long sequences, limiting their use…
Portrait Animation aims to synthesize a lifelike video from a single source image, using it as an appearance reference, with motion (i.e., facial expressions and head pose) derived from a driving video, audio, text, or generation. Instead…
An effective approach to automated movie content analysis involves building a network (graph) of its characters. Existing work usually builds a static character graph to summarize the content using metadata, scripts or manual annotations.…
Recent advancements in generative models have enabled the creation of dynamic 4D content - 3D objects in motion - based on text prompts, which holds potential for applications in virtual worlds, media, and gaming. Existing methods provide…
3D animation of humans in action is quite challenging as it involves using a huge setup with several motion trackers all over the person's body to track the movements of every limb. This is time-consuming and may cause the person discomfort…
A pictorial chart is an effective medium for visual storytelling, seamlessly integrating visual elements with data charts. However, creating such images is challenging because the flexibility of visual elements often conflicts with the…
Recent advances in video diffusion models have significantly improved character animation techniques. However, current approaches rely on basic structural conditions such as DWPose or SMPL-X to animate character images, limiting their…
With the booming of virtual reality (VR) technology, there is a growing need for customized 3D avatars. However, traditional methods for 3D avatar modeling are either time-consuming or fail to retain similarity to the person being modeled.…
Recent advances in world models have greatly enhanced interactive environment simulation. Existing methods mainly fall into two categories: (1) static world generation models, which construct 3D environments without active agents, and (2)…
Current datasets for action recognition tasks face limitations stemming from traditional collection and generation methods, including the constrained range of action classes, absence of multi-viewpoint recordings, limited diversity, poor…
Recent popular Role-Playing Games (RPGs) saw the great success of character auto-creation systems. The bone-driven face model controlled by continuous parameters (like the position of bones) and discrete parameters (like the hairstyles)…
We study the problem of creating high-fidelity and animatable 3D avatars from only textual descriptions. Existing text-to-avatar methods are either limited to static avatars which cannot be animated or struggle to generate animatable…