ๆญฃๅœจๅŠ ่ฝฝ่ง†้ข‘...

่ง†้ข‘ๅŠ ่ฝฝๅคฑ่ดฅ

๐Ÿ“ขAnimating the Uncaptured ๐Ÿ“ข We animate 3D humanoid meshes using video diffusion priors given a text prompt. ๐ŸŽฅ ๐ŸŒ Realistic motion generation for 3D characters - without motion capture! ๐Ÿš€ Great work by Marc Benedรญ Angela Dai

11,705 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰ โ€ขvia X (Twitter)

3 ๆก่ฏ„่ฎบ

Chaoyue Song ็š„ๅคดๅƒ
Chaoyue Song1 ๅนดๅ‰

@marcbenedi @angelaqdai Really great work! Congratulations.

OPEN ็š„ๅคดๅƒ
OPEN1 ๅนดๅ‰

Cinematic pedigree of the highest order meets innovative AAA gameplay in OP3N. Dive into the action by wishlisting on Epic Games TODAY!

Derek Scherer | Dayruke ็š„ๅคดๅƒ
Derek Scherer | Dayruke1 ๅนดๅ‰

@marcbenedi @angelaqdai Awesome results! Looks like the big innovations involve GenAI video (+ silhouette, etc.) providing inputs to the generated mesh animation. Right? (All new to me ยญโ€” had to look up MDM)

็›ธๅ…ณ่ง†้ข‘

Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation paper page: Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts.

AK

126,585 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰

๐Ÿ“ข๐Ÿ“ข ๐๐ž๐ซ๐œ๐‡๐ž๐š๐: ๐๐ž๐ซ๐œ๐ž๐ฉ๐ญ๐ฎ๐š๐ฅ ๐‡๐ž๐š๐ ๐Œ๐จ๐๐ž๐ฅ ๐Ÿ๐จ๐ซ ๐’๐ข๐ง๐ ๐ฅ๐ž-๐ˆ๐ฆ๐š๐ ๐ž ๐Ÿ‘๐ƒ ๐‡๐ž๐š๐ ๐‘๐ž๐œ๐จ๐ง๐ฌ๐ญ๐ซ๐ฎ๐œ๐ญ๐ข๐จ๐ง & ๐„๐๐ข๐ญ๐ข๐ง๐ ๐Ÿ“ข๐Ÿ“ข PercHead reconstructs realistic 3D heads from a single image and enables disentangled 3D editing via geometric controls and style inputs from images or text. At its core is a generalized 3D head decoder trained with perceptual supervision from DINOv2 and SAM 2.1. We find that our new perceptual loss formulation improves reconstruction fidelity compared to commonly-used methods such as LPIPS. Our trained reconstruction model is able to generate 3D-consistent heads from a single input image. Even with challenging side-view inputs, the model robustly infers missing regions for a coherent, high-fidelity output. In addition, our architecture seamlessly adapts to downstream tasks: by swapping the encoder, we can transform the model into a disentangled 3D editing pipeline. In this scenario, we can control geometry through - potentially hand-drawn - segmentation maps, and condition style via image or text prompt. We also provide an interactive GUI to enable the exploration of our editing pipeline. ๐ŸŒ ๐Ÿ“ฝ๏ธ Great work by Antonio Oroz and Tobias Kirschstein

Matthias Niessner

18,855 ๆฌก่ง‚็œ‹ โ€ข 8 ไธชๆœˆๅ‰

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior paper page: present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation.

AK

161,530 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰