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We present UniSH, a unified, feed-forward framework for joint metric-scale 3D scene and human reconstruction. A key challenge in this domain is the scarcity of large-scale, annotated real-world data, forcing a reliance on synthetic…
We present a novel approach to shape editing, building on recent progress in 3D reconstruction from multi-view images. We formulate shape editing as a conditional reconstruction problem, where the model must reconstruct the input shape with…
Recent advances in video insertion based on diffusion models are impressive. However, existing methods rely on complex control signals but struggle with subject consistency, limiting their practical applicability. In this paper, we focus on…
We propose OMGTex, an end-to-end diffusion-based framework for reconstructing high-quality and editable facial UV textures from multi-style facial images. Existing texture reconstruction methods face two major limitations: (1) Fragility due…
Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape…
High-fidelity face digitization solutions often combine multi-view stereo (MVS) techniques for 3D reconstruction and a non-rigid registration step to establish dense correspondence across identities and expressions. A common problem is the…
Reconstructing complete and animatable 3D human avatars from monocular videos remains challenging, particularly under severe occlusions. While 3D Gaussian Splatting has enabled photorealistic human rendering, existing methods struggle with…
Despite the recent developments in 3D Face Reconstruction from occluded and noisy face images, the performance is still unsatisfactory. Moreover, most existing methods rely on additional dependencies, posing numerous constraints over the…
The transformer architecture has become a cornerstone of modern AI, fueling remarkable progress across applications in natural language processing, computer vision, and multimodal learning. As these models continue to scale explosively for…
Existing controllable video generation methods are typically designed for rigid, task-specific settings, such as first-frame image-to-video, inpainting, or interpolation, treating spatio-temporal control as a set of isolated problems. We…
Video generation has recently made striking visual progress, but maintaining coherent object motion and interactions remains difficult. We trace two practical bottlenecks: (i) human-provided motion hints (e.g., small 2D maps) often collapse…
Reliable markerless motion tracking of people participating in a complex group activity from multiple moving cameras is challenging due to frequent occlusions, strong viewpoint and appearance variations, and asynchronous video streams. To…
The ever-growing popularity of Kinect and inertial sensors has prompted intensive research efforts on human action recognition. Since human actions can be characterized by multiple feature representations extracted from Kinect and inertial…
Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability…
Appearance based person re-identification in a real-world video surveillance system with non-overlapping camera views is a challenging problem for many reasons. Current state-of-the-art methods often address the problem by relying on…
Rigging and skinning clothed human avatars is a challenging task and traditionally requires a lot of manual work and expertise. Recent methods addressing it either generalize across different characters or focus on capturing the dynamics of…
We present the first approach to volumetric performance capture and novel-view rendering at real-time speed from monocular video, eliminating the need for expensive multi-view systems or cumbersome pre-acquisition of a personalized template…
Recent advancements in controllable human image generation have led to zero-shot generation using structural signals (e.g., pose, depth) or facial appearance. Yet, generating human images conditioned on multiple parts of human appearance…
To address the ill-posed problem caused by partial observations in monocular human volumetric capture, we present AvatarCap, a novel framework that introduces animatable avatars into the capture pipeline for high-fidelity reconstruction in…
Generating speech-driven 3D talking heads presents numerous challenges; among those is dealing with varying mesh topologies where no point-wise correspondence exists across the meshes the model can animate. While previous literature works…