Browsing 41-Issue 8 by Subject "Animation"
Now showing items 1-5 of 5
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Generating Upper-Body Motion for Real-Time Characters Making their Way through Dynamic Environments
(The Eurographics Association and John Wiley & Sons Ltd., 2022)Real-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a ... -
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 ... -
Monocular Facial Performance Capture Via Deep Expression Matching
(The Eurographics Association and John Wiley & Sons Ltd., 2022)Facial performance capture is the process of automatically animating a digital face according to a captured performance of an actor. Recent developments in this area have focused on high-quality results using expensive ... -
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 ... -
Voice2Face: Audio-driven Facial and Tongue Rig Animations with cVAEs
(The Eurographics Association and John Wiley & Sons Ltd., 2022)We present Voice2Face: a Deep Learning model that generates face and tongue animations directly from recorded speech. Our approach consists of two steps: a conditional Variational Autoencoder generates mesh animations from ...