Related papers: SPRig: Self-Supervised Pose-Invariant Rigging from…
The rapid evolution of 3D content creation, encompassing both AI-powered methods and traditional workflows, is driving an unprecedented demand for automated rigging solutions that can keep pace with the increasing complexity and diversity…
The rapid proliferation of generative 3D models has created a critical bottleneck in animation pipelines: rigging. Existing automated methods are fundamentally limited by their approach to skinning, treating it as an ill-posed,…
Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and…
Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the…
Building animatable and editable models of clothed humans from raw 3D scans and poses is a challenging problem. Existing reposing methods suffer from the limited expressiveness of Linear Blend Skinning (LBS), require costly mesh extraction…
Temporally consistent surface reconstruction of dynamic 3D objects from unstructured point cloud data remains challenging, especially for very long sequences. Existing methods either optimize deformations incrementally, risking drift and…
Recent advancements in large-scale generative models have significantly improved the quality and diversity of 3D shape generation. However, most existing methods focus primarily on generating static 3D models, overlooking the potentially…
Recent 4D Gaussian Splatting (4DGS) methods achieve impressive dynamic scene reconstruction but often rely on piecewise linear velocity approximations and short temporal windows. This disjointed modeling leads to severe temporal…
Despite significant progress in 4D generation, rig and motion, the core structural and dynamic components of animation are typically modeled as separate problems. Existing pipelines rely on ground-truth skeletons and skinning weights for…
We address dynamic manipulation of deformable linear objects by presenting SPiD, a physics-informed self-supervised learning framework that couples an accurate deformable object model with an augmented self-supervised training strategy. On…
Kinematic rigs provide a structured interface for articulating 3D meshes but lack any associated pose space, i.e., an explicit representation of the plausible manifold of joint configurations for a given mesh. Without such a pose space,…
In this paper we propose a highly scalable convolutional neural network, end-to-end trainable, for real-time 3D human pose regression from still RGB images. We call this approach the Scalable Sequential Pyramid Networks (SSP-Net) as it is…
Online Surgical Phase Recognition (SPR) models can reach high frame-wise accuracy, yet their predictions often lack temporal stability, fragmenting workflow understanding and reducing the reliability of downstream assistance. We show that…
With the rapid evolution of 3D generation algorithms, the cost of producing 3D humanoid character models has plummeted, yet the field is impeded by the lack of a comprehensive dataset for automatic rigging, which is a pivotal step in…
Physics-Informed Neural Networks (PINNs) provide a mesh-free approach for solving differential equations by embedding physical constraints into neural network training. However, PINNs tend to overfit within the training domain, leading to…
Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need to stabilize them to remove unwanted head movement. Stabilization is…
3D human articulated pose recovery from monocular image sequences is very challenging due to the diverse appearances, viewpoints, occlusions, and also the human 3D pose is inherently ambiguous from the monocular imagery. It is thus critical…
In this paper, we present an advanced approach to solving the inverse rig problem in blendshape animation, using high-quality corrective blendshapes. Our algorithm introduces novel enhancements in three key areas: ensuring high data…
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…
Synthesizing images of a person in novel poses from a single image is a highly ambiguous task. Most existing approaches require paired training images; i.e. images of the same person with the same clothing in different poses. However,…