108 citations · 403 across the 25 of their papers we have counts for
6 papers · 1 filter
Motion In-Betweening with Phase Manifolds
Paul Starke, Sebastian Starke, Taku Komura +1
This paper introduces a novel data-driven motion in-betweening system to reach target poses of characters by making use of phases variables learned by a Periodic Autoencoder. Our a…
Patch-Grid: An Efficient and Feature-Preserving Neural Implicit Surface Representation
Guying Lin, Lei Yang, Congyi Zhang +6
Neural implicit representations are widely used for 3D shape modeling due to their smoothness and compactness, but traditional MLP-based methods struggle with sharp features, such…
Neural Face Rigging for Animating and Retargeting Facial Meshes in the Wild
Dafei Qin, Jun Saito, Noam Aigerman +2
We propose an end-to-end deep-learning approach for automatic rigging and retargeting of 3D models of human faces in the wild. Our approach, called Neural Face Rigging (NFR), holds…
Real-Time Style Modelling of Human Locomotion via Feature-Wise Transformations and Local Motion Phases
Ian Mason, Sebastian Starke, Taku Komura
Controlling the manner in which a character moves in a real-time animation system is a challenging task with useful applications. Existing style transfer systems require access to…
Coverage Axis: Inner Point Selection for 3D Shape Skeletonization
Zhiyang Dou, Cheng Lin, Rui Xu +4
In this paper, we present a simple yet effective formulation called Coverage Axis for 3D shape skeletonization. Inspired by the set cover problem, our key idea is to cover all the…
Technical Note: Generating Realistic Fighting Scenes by Game Tree
Hubert P. H. Shum, Taku Komura
Recently, there have been a lot of researches to synthesize / edit the motion of a single avatar in the virtual environment. However, there has not been so much work of simulating…