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Motions of virtual characters in movies or video games are typically generated by recording actors using motion capturing methods. Animations generated this way often need postprocessing, such as improving the periodicity of cyclic…
We present a novel framework for generating high-quality, animatable 4D avatar from a single image. While recent advances have shown promising results in 4D avatar creation, existing methods either require extensive multiview data or…
In this work, we propose a new head-tracking solution for human-machine real-time interaction with virtual 3D environments. This solution leverages RGBD data to compute virtual camera pose according to the movements of the user's head. The…
Efficiently estimating the full-body pose with minimal wearable devices presents a worthwhile research direction. Despite significant advancements in this field, most current research neglects to explore full-body avatar estimation under…
We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial geometry and appearance from a multiview…
Hand avatars play a pivotal role in a wide array of digital interfaces, enhancing user immersion and facilitating natural interaction within virtual environments. While previous studies have focused on photo-realistic hand rendering, little…
Statistical shape modeling is an important tool to characterize variation in anatomical morphology. Typical shapes of interest are measured using 3D imaging and a subsequent pipeline of registration, segmentation, and some extraction of…
The Active Shape Model (ASM) is one of the most popular local texture models for face alignment. It applies in many fields such as locating facial features in the image, face synthesis, etc. However, the experimental results show that the…
Photo-realistic human avatars have broad applications, yet high-fidelity avatar generation has traditionally required expensive professional camera rigs and extensive artistic labor. Recent research has enabled constructing them…
We present SimXR, a method for controlling a simulated avatar from information (headset pose and cameras) obtained from AR / VR headsets. Due to the challenging viewpoint of head-mounted cameras, the human body is often clipped out of view,…
This paper addresses the challenge of geometric quality assurance in manufacturing, particularly when human assessment is required. It proposes using Blender, an open-source simulation tool, to create synthetic datasets for machine learning…
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,…
Secondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton…
We present X-Avatar, a novel avatar model that captures the full expressiveness of digital humans to bring about life-like experiences in telepresence, AR/VR and beyond. Our method models bodies, hands, facial expressions and appearance in…
We propose OFERA, a novel framework for real-time expression control of photorealistic Gaussian head avatars for VR headset users. Existing approaches attempt to recover occluded facial expressions using additional sensors or internal…
Real-time animation of virtual characters has traditionally been accomplished by playing short sequences of animations structured in the form of a graph. These methods are time-consuming to set up and scale poorly with the number of motions…
Modeling and rendering photorealistic avatars is of crucial importance in many applications. Existing methods that build a 3D avatar from visual observations, however, struggle to reconstruct clothed humans. We introduce PhysAvatar, a novel…
Real-time, streaming interactive avatars represent a critical yet challenging goal in digital human research. Although diffusion-based human avatar generation methods achieve remarkable success, their non-causal architecture and high…
Augmented reality (AR) overlays digital content onto the reality. In AR system, correct and precise estimations of user's visual fixations and head movements can enhance the quality of experience by allocating more computation resources on…
The creation of a parameterized stylized character involves careful selection of numerous parameters, also known as the "avatar vectors" that can be interpreted by the avatar engine. Existing unsupervised avatar vector estimation methods…