Related papers: Wan-Animate: Unified Character Animation and Repla…
Motion retargeting is the long-standing problem in character animation that consists in transferring and adapting the motion of a source character to another target character. A typical application is the creation of motion sequences from…
3D human avatar animation aims at transforming a human avatar from an arbitrary initial pose to a specified target pose using deformation algorithms. Existing approaches typically divide this task into two stages: canonical template…
We propose PAniC-3D, a system to reconstruct stylized 3D character heads directly from illustrated (p)ortraits of (ani)me (c)haracters. Our anime-style domain poses unique challenges to single-view reconstruction; compared to natural images…
Scaling humanoid foundation models is bottlenecked by the scarcity of robotic data. While massive egocentric human data offers a scalable alternative, bridging the cross-embodiment chasm remains a fundamental challenge due to kinematic…
End-to-end human animation, such as audio-driven talking human generation, has undergone notable advancements in the recent few years. However, existing methods still struggle to scale up as large general video generation models, limiting…
Reconstructing human dynamic vision from brain activity is a challenging task with great scientific significance. Although prior video reconstruction methods have made substantial progress, they still suffer from several limitations,…
World Action Models (WAMs) enhance Vision-Language-Action policies by jointly predicting scene evolution and robot actions, but existing methods usually represent the predicted world as holistic images, video tokens, or global latents.…
Latent action representations learned from unlabeled videos have recently emerged as a promising paradigm for pretraining vision-language-action (VLA) models without explicit robot action supervision. However, latent actions derived solely…
Generating videos for visual storytelling can be a tedious and complex process that typically requires either live-action filming or graphics animation rendering. To bypass these challenges, our key idea is to utilize the abundance of…
3D characters are essential to modern creative industries, but making them animatable often demands extensive manual work in tasks like rigging and skinning. Existing automatic rigging tools face several limitations, including the necessity…
Recent advances in Video Foundation Models (VFMs) have revolutionized human-centric video synthesis, yet fine-grained and independent editing of subjects and scenes remains a critical challenge. Recent attempts to incorporate richer…
Recent progress in video diffusion models has markedly advanced character animation, which synthesizes motioned videos by animating a static identity image according to a driving video. Explicit methods represent motion using skeleton,…
Head avatar reenactment focuses on creating animatable personal avatars from monocular videos, serving as a foundational element for applications like social signal understanding, gaming, human-machine interaction, and computer vision.…
Generating animatable human avatars from a single image is essential for various digital human modeling applications. Existing 3D reconstruction methods often struggle to capture fine details in animatable models, while generative…
Animating realistic character interactions with the surrounding environment is important for autonomous agents in gaming, AR/VR, and robotics. However, current methods for human motion reconstruction struggle with accurately placing humans…
We present a new pose transfer method for synthesizing a human animation from a single image of a person controlled by a sequence of body poses. Existing pose transfer methods exhibit significant visual artifacts when applying to a novel…
In this study, we propose AniPortrait, a novel framework for generating high-quality animation driven by audio and a reference portrait image. Our methodology is divided into two stages. Initially, we extract 3D intermediate representations…
Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control…
This paper presents a novel approach for text/speech-driven animation of a photo-realistic head model based on blend-shape geometry, dynamic textures, and neural rendering. Training a VAE for geometry and texture yields a parametric model…
We present a novel approach that enables photo-realistic re-animation of portrait videos using only an input video. In contrast to existing approaches that are restricted to manipulations of facial expressions only, we are the first to…