Related papers: MimicParts: Part-aware Style Injection for Speech-…
Speech-driven 3D facial animation aims to synthesize vivid facial animations that accurately synchronize with speech and match the unique speaking style. However, existing works primarily focus on achieving precise lip synchronization while…
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…
The field has made significant progress in synthesizing realistic human motion driven by various modalities. Yet, the need for different methods to animate various body parts according to different control signals limits the scalability of…
Transferring the motion style from one animation clip to another, while preserving the motion content of the latter, has been a long-standing problem in character animation. Most existing data-driven approaches are supervised and rely on…
Generative 3D modeling has advanced rapidly, driven by applications in VR/AR, metaverse, and robotics. However, most methods represent the target object as a closed mesh devoid of any structural information, limiting editing, animation, and…
Animating stylized characters to match a reference motion sequence is a highly demanded task in film and gaming industries. Existing methods mostly focus on rigid deformations of characters' body, neglecting local deformations on the…
The creation of 3D assets with explicit, editable part structures is crucial for advancing interactive applications, yet most generative methods produce only monolithic shapes, limiting their utility. We introduce OmniPart, a novel…
Existing text-driven 3D human motion editing methods have demonstrated significant progress, but are still difficult to precisely control over detailed, part-specific motions due to their global modeling nature. In this paper, we propose…
Human motion stylization aims to revise the style of an input motion while keeping its content unaltered. Unlike existing works that operate directly in pose space, we leverage the latent space of pretrained autoencoders as a more…
3D models of manufactured objects are important for populating virtual worlds and for synthetic data generation for vision and robotics. To be most useful, such objects should be articulated: their parts should move when interacted with.…
This paper presents a novel approach for generating 3D talking heads from raw audio inputs. Our method grounds on the idea that speech related movements can be comprehensively and efficiently described by the motion of a few control points…
3D stylization, the application of specific styles to three-dimensional objects, offers substantial commercial potential by enabling the creation of uniquely styled 3D objects tailored to diverse scenes. Recent advancements in artificial…
Recent work on human animation usually involves audio, pose, or movement maps conditions, thereby achieves vivid animation quality. However, these methods often face practical challenges due to extra control conditions, cumbersome condition…
In this work, we propose TextIM, a novel framework for synthesizing TEXT-driven human Interactive Motions, with a focus on the precise alignment of part-level semantics. Existing methods often overlook the critical roles of interactive body…
Audio-driven 3D facial animation has several virtual humans applications for content creation and editing. While several existing methods provide solutions for speech-driven animation, precise control over content (what) and style (how) of…
Audio-driven talking head animation is a challenging research topic with many real-world applications. Recent works have focused on creating photo-realistic 2D animation, while learning different talking or singing styles remains an open…
Video data is more cost-effective than motion capture data for learning 3D character motion controllers, yet synthesizing realistic and diverse behaviors directly from videos remains challenging. Previous approaches typically rely on…
Speech-driven 3D facial animation aims to synthesize realistic facial motion sequences from given audio, matching the speaker's speaking style. However, previous works often require priors such as class labels of a speaker or additional 3D…
Methods that use neural networks for synthesizing 3D shapes in the form of a part-based representation have been introduced over the last few years. These methods represent shapes as a graph or hierarchy of parts and enable a variety of…
Speech-driven 3D facial animation has improved a lot recently while most related works only utilize acoustic modality and neglect the influence of visual and textual cues, leading to unsatisfactory results in terms of precision and…