Related papers: Self-Intersection-Aware 3D Human Motion Generation…
People touch their face 23 times an hour, they cross their arms and legs, put their hands on their hips, etc. While many images of people contain some form of self-contact, current 3D human pose and shape (HPS) regression methods typically…
We present a novel method to generate human motion to populate 3D indoor scenes. It can be controlled with various combinations of conditioning signals such as a path in a scene, target poses, past motions, and scenes represented as 3D…
This letter presents a novel approach to extract reliable dense and long-range motion trajectories of articulated human in a video sequence. Compared with existing approaches that emphasize temporal consistency of each tracked point, we…
Monocular vertex-level human-scene contact prediction is a fundamental capability for interactive systems such as assistive monitoring, embodied AI, and rehabilitation analysis. In this work, we study this task jointly with single-image 3D…
When hearing music, it is natural for people to dance to its rhythm. Automatic dance generation, however, is a challenging task due to the physical constraints of human motion and rhythmic alignment with target music. Conventional…
We propose DiffSHEG, a Diffusion-based approach for Speech-driven Holistic 3D Expression and Gesture generation with arbitrary length. While previous works focused on co-speech gesture or expression generation individually, the joint…
Real-time synthesis of physically plausible human interactions remains a critical challenge for immersive VR/AR systems and humanoid robotics. While existing methods demonstrate progress in kinematic motion generation, they often fail to…
3D scene generation has quickly become a challenging new research direction, fueled by consistent improvements of 2D generative diffusion models. Most prior work in this area generates scenes by iteratively stitching newly generated frames…
Long-range human movement generation remains a central challenge in computer vision and graphics. Generating coherent transitions across semantically distinct motion domains remains largely unexplored. This capability is particularly…
We review human evaluation practices in automatic, speech-driven 3D gesture generation and find a lack of standardisation and frequent use of flawed experimental setups. This leads to a situation where it is impossible to know how different…
Generating high-quality human interactions holds significant value for applications like virtual reality and robotics. However, existing methods often fail to preserve unique individual characteristics or fully adhere to textual…
Human mesh recovery can be approached using either regression-based or optimization-based methods. Regression models achieve high pose accuracy but struggle with model-to-image alignment due to the lack of explicit 2D-3D correspondences. In…
3D Human motion generation is pivotal across film, animation, gaming, and embodied intelligence. Traditional 3D motion synthesis relies on costly motion capture, while recent work shows that 2D videos provide rich, temporally coherent…
A current limitation of video generative video models is that they generate plausible looking frames, but poor motion -- an issue that is not well captured by FVD and other popular methods for evaluating generated videos. Here we go beyond…
Object geometry is key information for robot manipulation. Yet, object reconstruction is a challenging task because cameras only capture partial observations of objects, especially when occlusion occurs. In this paper, we leverage two extra…
We present TeSMo, a method for text-controlled scene-aware motion generation based on denoising diffusion models. Previous text-to-motion methods focus on characters in isolation without considering scenes due to the limited availability of…
Reconstructing 3D human-object interaction (HOI) from single-view RGB images is challenging due to the absence of depth information and potential occlusions. Existing methods simply predict the body poses merely rely on network training on…
This work focuses on the problem of reconstructing a 3D human body mesh from a given 2D image. Despite the inherent ambiguity of the task of human mesh recovery, most existing works have adopted a method of regressing a single output. In…
Our goal is to populate digital environments, in which digital humans have diverse body shapes, move perpetually, and have plausible body-scene contact. The core challenge is to generate realistic, controllable, and infinitely long motions…
The ultimate goal of video generation is to satisfy a fundamental trilemma: achieving high visual quality, maintaining rigorous physical consistency, and enabling precise controllability. While recent models can maintain this balance in…