Zobrazeno 1 - 10
of 47
pro vyhledávání: '"Taheri, Omid"'
Synthesizing accurate hands-object interactions (HOI) is critical for applications in Computer Vision, Augmented Reality (AR), and Mixed Reality (MR). Despite recent advances, the accuracy of reconstructed or generated HOI leaves room for refinement.
Externí odkaz:
http://arxiv.org/abs/2409.16855
Autor:
Tripathi, Shashank, Taheri, Omid, Lassner, Christoph, Black, Michael J., Holden, Daniel, Stoll, Carsten
Generating realistic human motion is essential for many computer vision and graphics applications. The wide variety of human body shapes and sizes greatly impacts how people move. However, most existing motion models ignore these differences, relying
Externí odkaz:
http://arxiv.org/abs/2409.03944
Synthesizing 3D whole-bodies that realistically grasp objects is useful for animation, mixed reality, and robotics. This is challenging, because the hands and body need to look natural w.r.t. each other, the grasped object, as well as the local scene
Externí odkaz:
http://arxiv.org/abs/2408.16770
Autor:
Diomataris, Markos, Athanasiou, Nikos, Taheri, Omid, Wang, Xi, Hilliges, Otmar, Black, Michael J.
Synthesizing natural human motions that enable a 3D human avatar to walk and reach for arbitrary goals in 3D space remains an unsolved problem with many applications. Existing methods (data-driven or using reinforcement learning) are limited in terms
Externí odkaz:
http://arxiv.org/abs/2404.15383
Autor:
Taheri, Omid, Zhou, Yi, Tzionas, Dimitrios, Zhou, Yang, Ceylan, Duygu, Pirk, Soren, Black, Michael J.
Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critica
Externí odkaz:
http://arxiv.org/abs/2308.11617
Autor:
Tripathi, Shashank, Müller, Lea, Huang, Chun-Hao P., Taheri, Omid, Black, Michael J., Tzionas, Dimitrios
Estimating 3D humans from images often produces implausible bodies that lean, float, or penetrate the floor. Such methods ignore the fact that bodies are typically supported by the scene. A physics engine can be used to enforce physical plausibility,
Externí odkaz:
http://arxiv.org/abs/2303.18246
Autor:
Fan, Zicong, Taheri, Omid, Tzionas, Dimitrios, Kocabas, Muhammed, Kaufmann, Manuel, Black, Michael J., Hilliges, Otmar
Humans intuitively understand that inanimate objects do not move by themselves, but that state changes are typically caused by human manipulation (e.g., the opening of a book). This is not yet the case for machines. In part this is because there exis
Externí odkaz:
http://arxiv.org/abs/2204.13662
Generating digital humans that move realistically has many applications and is widely studied, but existing methods focus on the major limbs of the body, ignoring the hands and head. Hands have been separately studied, but the focus has been on gener
Externí odkaz:
http://arxiv.org/abs/2112.11454
Human motion capture is frequently used to study rehabilitation and clinical problems, as well as to provide realistic animation for the entertainment industry. IMU-based systems, as well as Marker-based motion tracking systems, are the most popular
Externí odkaz:
http://arxiv.org/abs/2011.00574
Training computers to understand, model, and synthesize human grasping requires a rich dataset containing complex 3D object shapes, detailed contact information, hand pose and shape, and the 3D body motion over time. While "grasping" is commonly thou
Externí odkaz:
http://arxiv.org/abs/2008.11200