Related papers: SesaHand: Enhancing 3D Hand Reconstruction via Con…
3D hand pose estimation based on RGB images has been studied for a long time. Most of the studies, however, have performed frame-by-frame estimation based on independent static images. In this paper, we attempt to not only consider the…
Recently, there has been a significant amount of research conducted on 3D hand reconstruction to use various forms of human-computer interaction. However, 3D hand reconstruction in the wild is challenging due to extreme lack of in-the-wild…
In general, hand pose estimation aims to improve the robustness of model performance in the real-world scenes. However, it is difficult to enhance the robustness since existing datasets are obtained in restricted environments to annotate 3D…
Data scarcity remains a fundamental bottleneck for embodied intelligence. Existing approaches use large language models (LLMs) to automate gripper-based simulation generation, but they transfer poorly to dexterous manipulation, which…
We present a generative model to synthesize 3D shapes as sets of handles -- lightweight proxies that approximate the original 3D shape -- for applications in interactive editing, shape parsing, and building compact 3D representations. Our…
Generative models such as GANs and diffusion models have demonstrated impressive image generation capabilities. Despite these successes, these systems are surprisingly poor at creating images with hands. We propose a novel training…
Reconstructing a 3D hand from a single-view RGB image is challenging due to various hand configurations and depth ambiguity. To reliably reconstruct a 3D hand from a monocular image, most state-of-the-art methods heavily rely on 3D…
With the development of neural radiance fields and generative models, numerous methods have been proposed for learning 3D human generation from 2D images. These methods allow control over the pose of the generated 3D human and enable…
Despite the remarkable progress of 3D generation, achieving controllability, i.e., ensuring consistency between generated 3D content and input conditions like edge and depth, remains a significant challenge. Existing methods often struggle…
The field of image-to-video generation has made remarkable progress. However, challenges such as human limb twisting and facial distortion persist, especially when generating long videos or modeling intensive motions. Existing human image…
In recent years, Generative Adversarial Networks have achieved impressive results in photorealistic image synthesis. This progress nurtures hopes that one day the classical rendering pipeline can be replaced by efficient models that are…
Large-scale video generative models can synthesize diverse and realistic visual content for dynamic world creation, but they often lack element-wise controllability, hindering their use in editing scenes and training embodied AI agents. We…
Grasping is an important human activity that has long been studied in robotics, computer vision, and cognitive science. Most existing works study grasping from the perspective of synthesizing hand poses conditioned on 3D or 2D object…
The automated generation of interactive 3D cities is a critical challenge with broad applications in autonomous driving, virtual reality, and embodied intelligence. While recent advances in generative models and procedural techniques have…
While increasing attention has been paid to co-speech gesture synthesis, most previous works neglect to investigate hand gestures with explicit and essential semantics. In this paper, we study co-speech gesture generation with an emphasis…
Hand pose estimation from 3D depth images, has been explored widely using various kinds of techniques in the field of computer vision. Though, deep learning based method improve the performance greatly recently, however, this problem still…
Hand pose estimation from a monocular RGB image is an important but challenging task. The main factor affecting its performance is the lack of a sufficiently large training dataset with accurate hand-keypoint annotations. In this work, we…
Pedestrian motion, due to its causal nature, is strongly influenced by domain gaps arising from discrepancies between training and testing data distributions. Focusing on 3D human pose estimation, this work presents a controllable human…
Despite remarkable progress in image generation models, generating realistic hands remains a persistent challenge due to their complex articulation, varying viewpoints, and frequent occlusions. We present FoundHand, a large-scale…
Training methods to perform robust 3D human pose and shape (HPS) estimation requires diverse training images with accurate ground truth. While BEDLAM demonstrates the potential of traditional procedural graphics to generate such data, the…