activity
20192022
most citedH-NeRF: Neural Radiance Fields for Rendering and Temporal Reconstruction of Humans in Motion

75 citations · 76 across the 5 of their papers we have counts for

collaborators

6 papers

cs.CV2022

AvatarGen: A 3D Generative Model for Animatable Human Avatars

Jianfeng Zhang, Zihang Jiang, Dingdong Yang +6

Unsupervised generation of 3D-aware clothed humans with various appearances and controllable geometries is important for creating virtual human avatars and other AR/VR applications…

cs.CV20221 cited

Trajectory Optimization for Physics-Based Reconstruction of 3d Human Pose from Monocular Video

Erik Gärtner, Mykhaylo Andriluka, Hongyi Xu +1

We focus on the task of estimating a physically plausible articulated human motion from monocular video. Existing approaches that do not consider physics often produce temporally i…

cs.CV202175 cited

H-NeRF: Neural Radiance Fields for Rendering and Temporal Reconstruction of Humans in Motion

Hongyi Xu, Thiemo Alldieck, Cristian Sminchisescu

We present neural radiance fields for rendering and temporal (4D) reconstruction of humans in motion (H-NeRF), as captured by a sparse set of cameras or even from a monocular video…

cs.CV2021

imGHUM: Implicit Generative Models of 3D Human Shape and Articulated Pose

Thiemo Alldieck, Hongyi Xu, Cristian Sminchisescu

We present imGHUM, the first holistic generative model of 3D human shape and articulated pose, represented as a signed distance function. In contrast to prior work, we model the fu…

cs.CV2020

Weakly Supervised 3D Human Pose and Shape Reconstruction with Normalizing Flows

Andrei Zanfir, Eduard Gabriel Bazavan, Hongyi Xu +3

Monocular 3D human pose and shape estimation is challenging due to the many degrees of freedom of the human body and thedifficulty to acquire training data for large-scale supervis…

cs.GR2019

Data-Driven Physical Face Inversion

Yeara Kozlov, Hongyi Xu, Moritz Bächer +3

Facial animation is one of the most challenging problems in computer graphics, and it is often solved using linear heuristics like blend-shape rigging. More expressive approaches l…