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Rigging and skinning are essential steps to create realistic 3D animations, often requiring significant expertise and manual effort. Traditional attempts at automating these processes rely heavily on geometric heuristics and often struggle…
We propose 3Deformer, a general-purpose framework for interactive 3D shape editing. Given a source 3D mesh with semantic materials, and a user-specified semantic image, 3Deformer can accurately edit the source mesh following the shape…
Fish have endured millions of years of evolution, and their distinct rigid-flexible body structures offer inspiration for overcoming challenges in underwater robotics, such as limited mobility, high energy consumption, and adaptability.…
Recent advances in digital avatar technology have enabled the generation of compelling virtual characters, but deploying these avatars on compute-constrained devices poses significant challenges for achieving realistic garment deformations.…
Free-form bones, that conform closely to the surface, can effectively capture non-rigid deformations, but lack a kinematic structure necessary for intuitive control. Thus, we propose a Scaffold-Skin Rigging System, termed "Skelebones", with…
We propose a new framework for creating and easily manipulating 3D models of arbitrary objects using casually captured videos. Our core ingredient is a novel hierarchy deformation model, which captures motions of objects with a…
Physically-based simulation is a powerful approach for 3D facial animation as the resulting deformations are governed by physical constraints, allowing to easily resolve self-collisions, respond to external forces and perform realistic…
Egocentric human body estimation allows for the inference of user body pose and shape from a wearable camera's first-person perspective. Although research has used pose estimation techniques to overcome self-occlusions and image distortions…
The basic principles in designing convolutional neural network (CNN) structures for predicting objects on different levels, e.g., image-level, region-level, and pixel-level are diverging. Generally, network structures designed specifically…
In this work, we present a methodology to shape a fisheye-specific representation space that reflects the interaction between distortion and semantic context present in this data modality. Fisheye data has the wider field of view advantage…
Achieving real-time physics-based animation that generalizes across diverse 3D shapes and discretizations remains a fundamental challenge. We introduce PhysSkin, a physics-informed framework that addresses this challenge. In the spirit of…
Modeling spinal motion is fundamental to understanding human biomechanics, yet remains underexplored in computer vision due to the spine's complex multi-joint kinematics and the lack of large-scale 3D annotations. We present a…
3D shape editing is widely used in a range of applications such as movie production, computer games and computer aided design. It is also a popular research topic in computer graphics and computer vision. In past decades, researchers have…
We propose ClipFace, a novel self-supervised approach for text-guided editing of textured 3D morphable model of faces. Specifically, we employ user-friendly language prompts to enable control of the expressions as well as appearance of 3D…
In the realm of 3D computer vision, parametric models have emerged as a ground-breaking methodology for the creation of realistic and expressive 3D avatars. Traditionally, they rely on Principal Component Analysis (PCA), given its ability…
Animatable 3D assets, defined as geometry equipped with an articulated skeleton and skinning weights, are fundamental to interactive graphics, embodied agents, and animation production. While recent 3D generative models can synthesize…
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…
A machine learning based surrogate model for fishbone linear instability in tokamaks is constructed. Hybrid simulations with the kinetic-magnetohydrodynamic (MHD) code M3D-K is used to generate the database of fishbone linear instability,…
3D editing is a fundamental capability for scalable 3D content creation. While image editing has rapidly evolved toward large-scale feedforward generative paradigms, 3D AI generation remains dominated by training-free editing pipelines. A…
This paper presents a novel soft robotic system for a deformable mannequin that can be employed to physically realize the 3D geometry of different human bodies. The soft membrane on a mannequin is deformed by inflating several curved…