Related papers: Make-It-Poseable: Feed-forward Latent Posing Model…
A photorealistic and immersive human avatar experience demands capturing fine, person-specific details such as cloth and hair dynamics, subtle facial expressions, and characteristic motion patterns. Achieving this requires large,…
Creating and editing the shape and color of 3D objects require tremendous human effort and expertise. Compared to direct manipulation in 3D interfaces, 2D interactions such as sketches and scribbles are usually much more natural and…
Millions of images of human faces are captured every single day; but these photographs portray the likeness of an individual with a fixed pose, expression, and appearance. Portrait image animation enables the post-capture adjustment of…
In this paper, we propose ARCH (Animatable Reconstruction of Clothed Humans), a novel end-to-end framework for accurate reconstruction of animation-ready 3D clothed humans from a monocular image. Existing approaches to digitize 3D humans…
A major breakthrough in 3D reconstruction is the feedforward paradigm to generate pixel-wise 3D points or Gaussian primitives from sparse, unposed images. To further incorporate semantics while avoiding the significant memory and storage…
Representing 3D shape is a fundamental problem in artificial intelligence, which has numerous applications within computer vision and graphics. One avenue that has recently begun to be explored is the use of latent representations of…
We present imGHUM, the first holistic generative model of 3D human shape and articulated pose, represented as a signed distance function. In contrast to prior work, we model the full human body implicitly as a function zero-level-set and…
We present a novel method for generating 3D garment deformations from given body poses, which is key to a wide range of applications, including virtual try-on and extended reality. To simplify the cloth dynamics, existing methods mostly…
Muscle-based systems have the potential to provide both anatomical accuracy and semantic interpretability as compared to blendshape models; however, a lack of expressivity and differentiability has limited their impact. Thus, we propose…
Establishing character shape correspondence is a critical and fundamental task in computer vision and graphics, with diverse applications including re-topology, attribute transfer, and shape interpolation. Current dominant functional map…
The objective of person re-identification (re-ID) is to retrieve a person's images from an image gallery, given a single instance of the person of interest. Despite several advancements, learning discriminative identity-sensitive and…
Editable 3D-aware generation, which supports user-interacted editing, has witnessed rapid development recently. However, existing editable 3D GANs either fail to achieve high-accuracy local editing or suffer from huge computational costs.…
The success of deep face recognition (FR) systems has raised serious privacy concerns due to their ability to enable unauthorized tracking of users in the digital world. Previous studies proposed introducing imperceptible adversarial noises…
We propose PFAvatar (Pose-Fusion Avatar), a new method that reconstructs high-quality 3D avatars from Outfit of the Day(OOTD) photos, which exhibit diverse poses, occlusions, and complex backgrounds. Our method consists of two stages: (1)…
The appearance of a human in clothing is driven not only by the pose but also by its temporal context, i.e., motion. However, such context has been largely neglected by existing monocular human modeling methods whose neural networks often…
Current text-to-avatar methods often rely on implicit representations (e.g., NeRF, SDF, and DMTet), leading to 3D content that artists cannot easily edit and animate in graphics software. This paper introduces a novel framework for…
A core problem of Embodied AI is to learn object manipulation from observation, as humans do. To achieve this, it is important to localize 3D object affordance areas through observation such as images (3D affordance grounding) and…
In this paper, we address unsupervised pose-guided person image generation, which is known challenging due to non-rigid deformation. Unlike previous methods learning a rock-hard direct mapping between human bodies, we propose a new pathway…
This paper is on face/head reenactment where the goal is to transfer the facial pose (3D head orientation and expression) of a target face to a source face. Previous methods focus on learning embedding networks for identity and pose…
Solving the camera-to-robot pose is a fundamental requirement for vision-based robot control, and is a process that takes considerable effort and cares to make accurate. Traditional approaches require modification of the robot via markers,…