Related papers: Make-It-Poseable: Feed-forward Latent Posing Model…
We present a novel approach for the task of human pose transfer, which aims at synthesizing a new image of a person from an input image of that person and a target pose. We address the issues of limited correspondences identified between…
With the remarkable recent progress on learning deep generative models, it becomes increasingly interesting to develop models for controllable image synthesis from reconfigurable inputs. This paper focuses on a recent emerged task,…
Recent years have seen the development of mature solutions for reconstructing deformable surfaces from a single image, provided that they are relatively well-textured. By contrast, recovering the 3D shape of texture-less surfaces remains an…
Constructing and animating humans is an important component for building virtual worlds in a wide variety of applications such as virtual reality or robotics testing in simulation. As there are exponentially many variations of humans with…
In this paper we address the problem of generating person images conditioned on a given pose. Specifically, given an image of a person and a target pose, we synthesize a new image of that person in the novel pose. In order to deal with…
The manipulation of latent space has recently become an interesting topic in the field of generative models. Recent research shows that latent directions can be used to manipulate images towards certain attributes. However, controlling the…
Many deep learning based 3D face reconstruction methods have been proposed recently, however, few of them have applications in games. Current game character customization systems either require players to manually adjust considerable face…
Human bodies exhibit various shapes for different identities or poses, but the body shape has certain similarities in structure and thus can be embedded in a low-dimensional space. This paper presents an autoencoder-like network…
While progress in 2D generative models of human appearance has been rapid, many applications require 3D avatars that can be animated and rendered. Unfortunately, most existing methods for learning generative models of 3D humans with diverse…
Creating believable motions for various characters has long been a goal in computer graphics. Current learning-based motion synthesis methods depend on extensive motion datasets, which are often challenging, if not impossible, to obtain. On…
Most deep pose estimation methods need to be trained for specific object instances or categories. In this work we propose a completely generic deep pose estimation approach, which does not require the network to have been trained on…
One-shot face re-enactment is a challenging task due to the identity mismatch between source and driving faces. Specifically, the suboptimally disentangled identity information of driving subjects would inevitably interfere with the…
Generating realistic talking faces is an interesting and long-standing topic in the field of computer vision. Although significant progress has been made, it is still challenging to generate high-quality dynamic faces with personalized…
Registering point clouds of dressed humans to parametric human models is a challenging task in computer vision. Traditional approaches often rely on heavily engineered pipelines that require accurate manual initialization of human poses and…
Image-based generative methods, such as generative adversarial networks (GANs) have already been able to generate realistic images with much context control, specially when they are conditioned. However, most successful frameworks share a…
3D face modeling has been an active area of research in computer vision and computer graphics, fueling applications ranging from facial expression transfer in virtual avatars to synthetic data generation. Existing 3D deep learning…
Recently, multi-view diffusion-based 3D generation methods have gained significant attention. However, these methods often suffer from shape and texture misalignment across generated multi-view images, leading to low-quality 3D generation…
Automatic estimation of skinning transformations is a popular way to deform a single reference shape into a new pose by providing a small number of control parameters. We generalize this approach by efficiently enabling the use of multiple…
In this paper, we address the problem of generating person images conditioned on both pose and appearance information. Specifically, given an image xa of a person and a target pose P(xb), extracted from a different image xb, we synthesize a…
Retargeting motion across characters with varying body shapes while preserving interaction semantics, such as self-contact and near-body proximity, remains a challenging problem. While recent geometry-aware approaches address this by…