1,581+ open-access research outputs.
Computer architecture simulation is essential for evaluating new designs without the need for costly tapeout. The community has developed dozens of valuable simulators that have enabled significant ar…
Traditional Shot Boundary Detection (SBD) inherently struggles with complex transitions by formulating the task around isolated cut points, frequently yielding corrupted video shots. We address this f…
Existing talking avatar methods typically adopt an image-to-video pipeline conditioned on a static reference image within the same scene as the target generation. This restricted, single-view perspect…
We present D-Rex, a person-specific framework for photorealistic, relightable, expressive, and animatable full-body human avatars with free-viewpoint rendering. Existing methods for relightable full-b…
A model for mildly relativistic Runaway Electrons (REs) is developed in a reduced-kinetic form and qualitatively compared with radiation characteristics observed in KSTAR ohmic startup. The mildly rel…
In this paper, we prove a big monodromy theorem for the monodromy of cyclic coverings of projective line for cohomology with Fp-coefficients. This is a direct generalization of the results of Achter a…
As with every emerging technology, new tools in the hands of artists reshape the nature of artwork creation. Current frameworks for robotics in arts deploy the robot as an autonomous creator or a coll…
We present the first direct measurement of the Z=6 shell gap in the neutron-rich 20O nucleus. The one-proton removal transfer reaction 2H(20O,3He)19N has been studied using the ACTAR TPC setup at GANI…
Real-time text-driven joint audio-video avatar generation requires jointly synthesizing portrait video and speech with high fidelity and precise synchronization, yet existing audio-visual diffusion mo…
Avatar fingerprinting, i.e., verifying who drives a synthetic talking-head video rather than whether it is real, is a critical safeguard for authorized use of face-reenactment technology. Existing met…
We introduce MeshLAM, a feed-forward framework for one-shot animatable mesh head reconstruction that generates high-fidelity, animatable 3D head avatars from a single image. Unlike previous work that …
Building photorealistic, animatable full-body digital humans remains a longstanding challenge in computer graphics and vision. Recent advances in animatable avatar modeling have largely progressed alo…
Post-traumatic stress disorder (PTSD) is highly prevalent yet chronically underreported among combat-exposed military personnel. This paper presents Molhim, a culturally adapted multimodal conversatio…
Multi-user virtual reality enables immersive interaction. However, rendering avatars for numerous participants on each headset incurs prohibitive computational overhead, limiting scalability. We intro…
We present EmbodiedHead, a speech-driven talking-head framework that equips LLMs with real-time visual avatars for conversation. A practical embodied avatar must achieve real-time generation, unified …
Inverse kinematics (IK) is a core operation in animation, robotics, and biomechanics: given Cartesian constraints, recover joint rotations under a known kinematic tree. In many real-time human avatar …
We propose a compositional method for constructing a complete 3D head avatar from a single image. Prior one-shot holistic approaches frequently fail to produce realistic hair dynamics during animation…
Existing audio-driven video digital human generation models rely on multi-step denoising, resulting in substantial computational overhead that severely limits their deployment in real-world settings. …
We present a framework for explicit emotion control in feed-forward, single-image 3D head avatar reconstruction. Unlike existing pipelines where emotion is implicitly entangled with geometry or appear…
We present PartNerFace, a part-based neural radiance fields approach, for reconstructing animatable facial avatar from monocular RGB videos. Existing solutions either simply condition the implicit net…
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