no code implementations • 29 Aug 2024 • Georgios Paschalidis, Romana Wilschut, Dimitrije Antić, Omid Taheri, Dimitrios Tzionas
We tackle these with a novel method called CWGrasp.
no code implementations • CVPR 2024 • Markos Diomataris, Nikos Athanasiou, Omid Taheri, Xi Wang, Otmar Hilliges, Michael J. Black
To address this, we introduce WANDR, a data-driven model that takes an avatar's initial pose and a goal's 3D position and generates natural human motions that place the end effector (wrist) on the goal location.
no code implementations • 22 Aug 2023 • Omid Taheri, Yi Zhou, Dimitrios Tzionas, Yang Zhou, Duygu Ceylan, Soren Pirk, Michael J. Black
In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction.
no code implementations • CVPR 2023 • Shashank Tripathi, Lea Müller, Chun-Hao P. Huang, Omid Taheri, Michael J. Black, Dimitrios Tzionas
Inspired by biomechanics, we infer the pressure heatmap on the body, the Center of Pressure (CoP) from the heatmap, and the SMPL body's Center of Mass (CoM).
Ranked #3 on 3D Human Pose Estimation on RICH
1 code implementation • CVPR 2023 • Zicong Fan, Omid Taheri, Dimitrios Tzionas, Muhammed Kocabas, Manuel Kaufmann, Michael J. Black, Otmar Hilliges
In part this is because there exist no datasets with ground-truth 3D annotations for the study of physically consistent and synchronised motion of hands and articulated objects.
1 code implementation • CVPR 2022 • Omid Taheri, Vasileios Choutas, Michael J. Black, Dimitrios Tzionas
This is challenging, as it requires the avatar to walk towards the object with foot-ground contact, orient the head towards it, reach out, and grasp it with a realistic hand pose and hand-object contact.
no code implementations • 1 Nov 2020 • Omid Taheri, Hassan Salarieh, Aria Alasty
Human motion capture is frequently used to study rehabilitation and clinical problems, as well as to provide realistic animation for the entertainment industry.
2 code implementations • ECCV 2020 • Omid Taheri, Nima Ghorbani, Michael J. Black, Dimitrios Tzionas
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.