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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 ...
Wassersplines for Neural Vector Field-Controlled Animation
(The Eurographics Association and John Wiley & Sons Ltd., 2022)
Much of computer-generated animation is created by manipulating meshes with rigs. While this approach works well for animating articulated objects like animals, it has limited flexibility for animating less structured ...
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 ...
Facial Animation with Disentangled Identity and Motion using Transformers
(The Eurographics Association and John Wiley & Sons Ltd., 2022)
We propose a 3D+time framework for modeling dynamic sequences of 3D facial shapes, representing realistic non-rigid motion during a performance. Our work extends neural 3D morphable models by learning a motion manifold ...
Context-based Style Transfer of Tokenized Gestures
(The Eurographics Association and John Wiley & Sons Ltd., 2022)
Gestural animations in the amusement or entertainment field often require rich expressions; however, it is still challenging to synthesize characteristic gestures automatically. Although style transfer based on a neural ...
UnderPressure: Deep Learning for Foot Contact Detection, Ground Reaction Force Estimation and Footskate Cleanup
(The Eurographics Association and John Wiley & Sons Ltd., 2022)
Human motion synthesis and editing are essential to many applications like video games, virtual reality, and film postproduction. However, they often introduce artefacts in motion capture data, which can be detrimental to ...