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Accurately reconstructing full-body poses from sparse head and hand trajectories is a foundational challenge for immersive AR/VR telepresence. Current methods often struggle with error accumulation and unnatural joint coordination,…
Existing image-to-video generation methods often produce physically implausible motions and lack precise control over object dynamics. While prior approaches have incorporated physics simulators, they remain confined to 2D planar motions…
Part segmentations provide a rich and detailed part-level description of objects. However, their annotation requires an enormous amount of work, which makes it difficult to apply standard deep learning methods. In this paper, we propose the…
In this work, we present a novel approach for motion customization in video generation, addressing the widespread gap in the exploration of motion representation within video generative models. Recognizing the unique challenges posed by the…
Recent advances in generative modeling and tokenization have driven significant progress in text-to-motion generation, leading to enhanced quality and realism in generated motions. However, effectively leveraging textual information for…
Recent advances in text-driven 3D scene editing and stylization, which leverage the powerful capabilities of 2D generative models, have demonstrated promising outcomes. However, challenges remain in ensuring high-quality stylization and…
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…
Our research presents a novel motion generation framework designed to produce whole-body motion sequences conditioned on multiple modalities simultaneously, specifically text and audio inputs. Leveraging Vector Quantized Variational…
A good co-speech motion generation cannot be achieved without a careful integration of common rhythmic motion and rare yet essential semantic motion. In this work, we propose SemTalk for holistic co-speech motion generation with frame-level…
Automatic gesture synthesis from speech is a topic that has attracted researchers for applications in remote communication, video games and Metaverse. Learning the mapping between speech and 3D full-body gestures is difficult due to the…
We propose PartField, a feedforward approach for learning part-based 3D features, which captures the general concept of parts and their hierarchy without relying on predefined templates or text-based names, and can be applied to open-world…
Human motion capture data has been widely used in data-driven character animation. In order to generate realistic, natural-looking motions, most data-driven approaches require considerable efforts of pre-processing, including motion…
Human communication is inherently multimodal, involving a combination of verbal and non-verbal cues such as speech, facial expressions, and body gestures. Modeling these behaviors is essential for understanding human interaction and for…
We introduce a novel, data-driven approach for reconstructing temporally coherent 3D motion from unstructured and potentially partial observations of non-rigidly deforming shapes. Our goal is to achieve high-fidelity motion reconstructions…
Current co-speech motion generation approaches usually focus on upper body gestures following speech contents only, while lacking supporting the elaborate control of synergistic full-body motion based on text prompts, such as talking while…
Articulated objects (e.g., doors and drawers) exist everywhere in our life. Different from rigid objects, articulated objects have higher degrees of freedom and are rich in geometries, semantics, and part functions. Modeling different kinds…
Recent advances in text-driven human motion generation enable models to synthesize realistic motion sequences from natural language descriptions. However, most existing approaches assume identity-neutral motion and generate movements using…
Computer animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion animation. As 3D printing every frame of a computer animation is prohibitively slow and expensive, 3D printed stop-motion can…
Object functionality is often expressed through part articulation -- as when the two rigid parts of a scissor pivot against each other to perform the cutting function. Such articulations are often similar across objects within the same…
While current general-purpose 3D human models (e.g., SMPL-X) efficiently represent accurate human shape and pose, they lacks the ability to physically interact with the environment due to the kinematic nature. As a result, kinematic-based…