Video wird geladen...

Video konnte nicht geladen werden

Zur Startseite

🔥 Introducing MVLift: Generate realistic 3D motion without any 3D training data - just using 2D poses from monocular videos! Applicable to human motion, human-object interaction & animal motion. Joint work w/ Jiajun Wu & Karen 💡 How? We reformulate 3D motion estimation as generating consistent multi-view 2D pose...

15,886 Aufrufe • vor 1 Jahr •via X (Twitter)

3 Kommentare

Profilbild von Shashwat
Shashwatvor 1 Jahr

@jiajunwu_cs how would it differentiate between a baby crawling and a dog crawling ? very creative though 👍

Profilbild von Jiaman Li
Jiaman Livor 1 Jahr

@jiajunwu_cs It requires training on specific types of 2D keypoints.

Profilbild von Digital Currency
Digital Currencyvor 2 Jahren

From 3D modeling to VR/AR development, our MSc in Metaverse program equips you with the technical skills to excel in the rapidly evolving digital world. Don't miss out—enroll today! #UNIC #MScMetaverse

Ähnliche Videos

Alibaba presents MIMO Controllable Character Video Synthesis with Spatial Decomposed Modeling Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.

AK

148,998 Aufrufe • vor 1 Jahr

Want to create an avatar from a single image? FlexAvatar is a transformer model that creates full 360°, high-quality, and expressive 3D head avatar from just a single portrait image in minutes. Real-time Demo: FlexAvatar's lightweight architecture allows both animation and rendering in real-time, enabling interactive user experiences. To create a new 3D head avatar, only one image is required, e.g., from a webcam. The final avatar is ready after 2 minutes. Architecture: Under the hood, FlexAvatar adopts a transformer-based encoder-decoder design. The encoder maps the input image onto a latent avatar space, while the decoder produces 3D Gaussian attribute maps by incorporating the animation signal via cross-attention. The model learns all facial animations directly from the data without relying on pre-built 3D face models. This equips the avatars with realistic facial expressions. The internal avatar latent space can be conveniently used to integrate additional observations of a person via fitting. This enables use-cases where more than one image of a person is available, e.g., from a phone scan of the person. We train jointly on 2D monocular videos and multi-view data. However, in monocular videos, the animation signal leaks the target viewpoint, causing the model to produce incomplete 3D heads. We call this phenomenon entanglement of driving signal and target viewpoint. To prevent entanglement, we introduce bias sinks. These are learnable tokens that indicate whether a training sample stems from a monocular or a multi-view dataset. During training, the model learns to produce incomplete 3D heads only when the monocular token is present. During inference, FlexAvatar then always uses the multi-view token for which the model has learned to produce complete 3D heads. This simple design allows to combine the generalizability from monocular data with the quality of multi-view data. FlexAvatar summary: - Input: Single-image, phone scan, or monocular video - Output: Full 360° head avatar - Expressive animations - Real-time rendering and animation - Generalization to any portrait - Create a new avatar in 2 minutes - Use bias sinks to combine 2D and 3D data 🏠 🌍 🎥 Great work by Tobias Kirschstein and Simon Giebenhain!

Matthias Niessner

95,991 Aufrufe • vor 7 Monaten

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 Aufrufe • vor 2 Jahren

Physics-based Motion Retargeting from Sparse Inputs paper page: Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

AK

106,527 Aufrufe • vor 3 Jahren