Related papers: Moving by Looking: Towards Vision-Driven Avatar Mo…
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers,…
We address the longstanding challenge of producing flexible, realistic humanoid character controllers that can perform diverse whole-body tasks involving object interactions. This challenge is central to a variety of fields, from graphics…
Over the last decade, Computer Vision, the branch of Artificial Intelligence aimed at understanding the visual world, has evolved from simply recognizing objects in images to describing pictures, answering questions about images, aiding…
Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they…
Existing talking avatar methods typically adopt an image-to-video pipeline conditioned on a static reference image within the same scene as the target generation. This restricted, single-view perspective lacks sufficient temporal and…
We present an integrated approach for perception and control for an autonomous vehicle and demonstrate this approach in a high-fidelity urban driving simulator. Our approach first builds a model for the environment, then trains a policy…
Egocentric perception enables humans to experience and understand the world directly from their own point of view. Translating exocentric (third-person) videos into egocentric (first-person) videos opens up new possibilities for immersive…
Non-verbal communication plays a particularly important role in a wide range of scenarios in Human-Robot Interaction (HRI). Accordingly, this work addresses the problem of human gesture recognition. In particular, we focus on head and eye…
Sufficiently perceiving the environment is a critical factor in robot motion generation. Although the introduction of deep visual processing models have contributed in extending this ability, existing methods lack in the ability to actively…
Image animation consists of generating a video sequence so that an object in a source image is animated according to the motion of a driving video. Our framework addresses this problem without using any annotation or prior information about…
Modelling realistic human behaviours in simulation is an ongoing challenge that resides between several fields like social sciences, philosophy, and artificial intelligence. Human movement is a special type of behaviour driven by intent…
Procedure learning involves identifying the key-steps and determining their logical order to perform a task. Existing approaches commonly use third-person videos for learning the procedure, making the manipulated object small in appearance…
The ability to predict collision-free future trajectories from egocentric observations is crucial in applications such as humanoid robotics, VR / AR, and assistive navigation. In this work, we introduce the challenging problem of predicting…
Faithfully modeling human behavior in dynamic environments is a foundational challenge for embodied intelligence. While conditional motion synthesis has achieved significant advances, egocentric motion generation remains largely…
We propose a diffusion model-based approach, FloAtControlNet to generate cinemagraphs composed of animations of human clothing. We focus on human clothing like dresses, skirts and pants. The input to our model is a text prompt depicting the…
In this thesis, we propose an alternative characterization of the notion of Configuration Space, which we call Visual Configuration Space (VCS). This new characterization allows an embodied agent (e.g., a robot) to discover its own body…
Neural implicit fields are powerful for representing 3D scenes and generating high-quality novel views, but it remains challenging to use such implicit representations for creating a 3D human avatar with a specific identity and artistic…
Our world is not static and humans naturally cause changes in their environments through interactions, e.g., opening doors or moving furniture. Modeling changes caused by humans is essential for building digital twins, e.g., in the context…
Wearable cameras allow to acquire images and videos from the user's perspective. These data can be processed to understand humans behavior. Despite human behavior analysis has been thoroughly investigated in third person vision, it is still…
First-person video highlights a camera-wearer's activities in the context of their persistent environment. However, current video understanding approaches reason over visual features from short video clips that are detached from the…