Related papers: Adaptive Interpolation-Synthesis for Motion In-Bet…
Human motion generation is an important area of research in many fields. In this work, we tackle the problem of motion stitching and in-betweening. Current methods either require manual efforts, or are incapable of handling longer…
Can we make virtual characters in a scene interact with their surrounding objects through simple instructions? Is it possible to synthesize such motion plausibly with a diverse set of objects and instructions? Inspired by these questions,…
We propose the first deep learning solution to video frame inpainting, a challenging instance of the general video inpainting problem with applications in video editing, manipulation, and forensics. Our task is less ambiguous than frame…
We aim to address a significant but understudied problem in the anime industry, namely the inbetweening of cartoon line drawings. Inbetweening involves generating intermediate frames between two black-and-white line drawings and is a…
Frame interpolation attempts to synthesise frames given one or more consecutive video frames. In recent years, deep learning approaches, and notably convolutional neural networks, have succeeded at tackling low- and high-level computer…
Video-guided 3D animation holds immense potential for content creation, offering intuitive and precise control over dynamic assets. However, practical deployment faces a critical yet frequently overlooked hurdle: the pose misalignment…
Video-to-video synthesis poses significant challenges in maintaining character consistency, smooth temporal transitions, and preserving visual quality during fast motion. While recent fully cross-frame self-attention mechanisms have…
Recently, video frame interpolation using a combination of frame- and event-based cameras has surpassed traditional image-based methods both in terms of performance and memory efficiency. However, current methods still suffer from (i)…
Motion in-betweening (MIB) is a process of generating intermediate skeletal movement between the given start and target poses while preserving the naturalness of the motion, such as periodic footstep motion while walking. Although…
Animating human-scene interactions such as pick-and-place tasks in cluttered, complex layouts is a challenging task, with objects of a wide variation of geometries and articulation under scenarios with various obstacles. The main difficulty…
We present DanceAnyWay, a generative learning method to synthesize beat-guided dances of 3D human characters synchronized with music. Our method learns to disentangle the dance movements at the beat frames from the dance movements at all…
We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human…
This work presents a supervised learning based approach to the computer vision problem of frame interpolation. The presented technique could also be used in the cartoon animations since drawing each individual frame consumes a noticeable…
Mainstream high dynamic range imaging techniques typically rely on fusing multiple images captured with different exposure setups (shutter speed and ISO). A good balance between shutter speed and ISO is crucial for achieving high-quality…
Investigating children's embodied learning in mixed-reality environments, where they collaboratively simulate scientific processes, requires analyzing complex multimodal data to interpret their learning and coordination behaviors. Learning…
Human motion generation has shown great advances thanks to the recent diffusion models trained on large-scale motion capture data. Most of existing works, however, currently target animation of isolated people in empty scenes. Meanwhile,…
LiDAR point cloud frame interpolation, which synthesizes the intermediate frame between the captured frames, has emerged as an important issue for many applications. Especially for reducing the amounts of point cloud transmission, it is by…
Synthesizing realistic human-object interaction motions is a critical problem in VR/AR and human animation. Unlike the commonly studied scenarios involving a single human or hand interacting with one object, we address a more generic…
We present a novel method for placing a 3D human animation into a 3D scene while maintaining any human-scene interactions in the animation. We use the notion of computing the most important meshes in the animation for the interaction with…
The production of 2D animation follows an industry-standard workflow, encompassing four essential stages: character design, keyframe animation, in-betweening, and coloring. Our research focuses on reducing the labor costs in the above…