Results 201 to 210 of about 33,912 (267)
Robo‐Saber: Generating and Simulating Virtual Reality Players
Abstract We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in‐game object arrangements, guided by style reference gameplay examples. We train on the large BOXRR‐23 dataset and apply our framework on the popular VR game Beat Saber.
N. H. Kim +5 more
wiley +1 more source
Skeletal‐Driven Animation of Anatomical Humans via Neural Deformation Gradients
Abstract Most real‐time animation techniques for digital humans are limited to deforming the outer skin surface. Geometric skinning methods are highly efficient but struggle with artifacts such as collapsing joints or self‐intersections when animating inner anatomy along with the outer skin.
G. Nolte +3 more
wiley +1 more source
SiGnature: Explicit Motion Diffusion for Stylized Semantic Gesture Generation
Abstract While recent advances in co‐speech gesture generation have achieved impressive rhythmic synchronization, synthesizing gestures that are both semantically meaningful and faithful to a speaker's unique non‐verbal style remains an open challenge.
Adi Rosenthal +4 more
wiley +1 more source
GNOCHI: Generative Neural mOdel for Close Human‐Human Interactions
Abstract Creating realistic 3D human‐human interactions in virtual environments is challenging due to the high degrees of freedom in human body and the need for physically accurate poses that do not collide with each other. Traditional methods for humanhuman interaction are based on motion tracking or 3D body reconstruction, but lack generative ...
Gonzalo Gómez‐Nogales +3 more
wiley +1 more source
Advances in 4D Representation: Geometry, Motion, and Interaction
We survey 4D representation through three key pillars — geometry, motion, and interaction — offering a selective, representation‐centric perspective to guide researchers in choosing and customizing the right 4D representation for their tasks. Abstract We present a survey on 4D generation and reconstruction, a fast‐evolving subfield of computer graphics
M. Zhao +7 more
wiley +1 more source
Dancing Points: Synthesizing Ballroom Dancing With Three‐Point Inputs
From a dancer's head and hands motion captured by VR devices, we synthesize full‐body ballroom dancing for both leader and follower dancers. We decompose this dual‐character synthesis into jointly predicting both dancers' three‐point trajectories, then recovering each full body independently, resulting in a stable, responsive model trained with limited
Peizhuo Li +3 more
wiley +1 more source
Survey on Compositional 3D Indoor Scene Generation
This survey provides a comprehensive overview of compositional 3D indoor scene generation, introducing a unified framework for categorizing existing methods, comparing their strengths and limitations and identifying key challenges and future research directions.
H. I. I. Tam +7 more
wiley +1 more source
Similar or Different? Configurations of Authenticity Across Museum Types
ABSTRACT Authenticity is traditionally regarded as playing a crucial role in museums, science centers, and memorials. However, despite this fact, authenticity has very different meanings in different (institutional) settings. This complicates shared communications across museum practices.
S. Schwan +18 more
wiley +1 more source

