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Probabilistic Character Motion Synthesis using a Hierarchical Deep Latent Variable Model
(The Eurographics Association and John Wiley & Sons Ltd., 2020)
We present a probabilistic framework to generate character animations based on weak control signals, such that the synthesized motions are realistic while retaining the stochastic nature of human movement. The proposed ...
Deep Learning-Based Unsupervised Human Facial Retargeting
(The Eurographics Association and John Wiley & Sons Ltd., 2021)
Traditional approaches to retarget existing facial blendshape animations to other characters rely heavily on manually paired data including corresponding anchors, expressions, or semantic parametrizations to preserve the ...
Blending of Hyperbolic Closed Curves
(The Eurographics Association and John Wiley & Sons Ltd., 2021)
In recent years, game developers are interested in developing games in the hyperbolic space. Shape blending is one of the fundamental techniques to produce animation and videos games. This paper presents two algorithms for ...
MultiResGNet: Approximating Nonlinear Deformation via Multi-Resolution Graphs
(The Eurographics Association and John Wiley & Sons Ltd., 2021)
This paper presents a graph-learning-based, powerfully generalized method for automatically generating nonlinear deformation for characters with an arbitrary number of vertices. Large-scale character datasets with a ...
Voice2Face: Audio-driven Facial and Tongue Rig Animations with cVAEs
(The Eurographics Association and John Wiley & Sons Ltd., 2022)
We present Voice2Face: a Deep Learning model that generates face and tongue animations directly from recorded speech. Our approach consists of two steps: a conditional Variational Autoencoder generates mesh animations from ...
Interaction Mix and Match: Synthesizing Close Interaction using Conditional Hierarchical GAN with Multi-Hot Class Embedding
(The Eurographics Association and John Wiley & Sons Ltd., 2022)
Synthesizing multi-character interactions is a challenging task due to the complex and varied interactions between the characters. In particular, precise spatiotemporal alignment between characters is required in generating ...
Efficient and Stable Simulation of Inextensible Cosserat Rods by a Compact Representation
(The Eurographics Association and John Wiley & Sons Ltd., 2022)
Piecewise linear inextensible Cosserat rods are usually represented by Cartesian coordinates of vertices and quaternions on the segments. Such representations use excessive degrees of freedom (DOFs), and need many additional ...
Monocular Facial Performance Capture Via Deep Expression Matching
(The Eurographics Association and John Wiley & Sons Ltd., 2022)
Facial performance capture is the process of automatically animating a digital face according to a captured performance of an actor. Recent developments in this area have focused on high-quality results using expensive ...
Pose Representations for Deep Skeletal Animation
(The Eurographics Association and John Wiley & Sons Ltd., 2022)
Data-driven skeletal animation relies on the existence of a suitable learning scheme, which can capture the rich context of motion. However, commonly used motion representations often fail to accurately encode the full ...
Generating Upper-Body Motion for Real-Time Characters Making their Way through Dynamic Environments
(The Eurographics Association and John Wiley & Sons Ltd., 2022)
Real-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a ...