Abstract:We present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/.
Abstract:Generating human motions from textual descriptions has gained growing research interest due to its wide range of applications. However, only a few works consider human-scene interactions together with text conditions, which is crucial for visual and physical realism. This paper focuses on the task of generating human motions in 3D indoor scenes given text descriptions of the human-scene interactions. This task presents challenges due to the multi-modality nature of text, scene, and motion, as well as the need for spatial reasoning. To address these challenges, we propose a new approach that decomposes the complex problem into two more manageable sub-problems: (1) language grounding of the target object and (2) object-centric motion generation. For language grounding of the target object, we leverage the power of large language models. For motion generation, we design an object-centric scene representation for the generative model to focus on the target object, thereby reducing the scene complexity and facilitating the modeling of the relationship between human motions and the object. Experiments demonstrate the better motion quality of our approach compared to baselines and validate our design choices.
Abstract:This paper presents a novel approach to generating the 3D motion of a human interacting with a target object, with a focus on solving the challenge of synthesizing long-range and diverse motions, which could not be fulfilled by existing auto-regressive models or path planning-based methods. We propose a hierarchical generation framework to solve this challenge. Specifically, our framework first generates a set of milestones and then synthesizes the motion along them. Therefore, the long-range motion generation could be reduced to synthesizing several short motion sequences guided by milestones. The experiments on the NSM, COUCH, and SAMP datasets show that our approach outperforms previous methods by a large margin in both quality and diversity. The source code is available on our project page https://zju3dv.github.io/hghoi.
Abstract:We focus on the task of language-conditioned grasping in clutter, in which a robot is supposed to grasp the target object based on a language instruction. Previous works separately conduct visual grounding to localize the target object, and generate a grasp for that object. However, these works require object labels or visual attributes for grounding, which calls for handcrafted rules in planner and restricts the range of language instructions. In this paper, we propose to jointly model vision, language and action with object-centric representation. Our method is applicable under more flexible language instructions, and not limited by visual grounding error. Besides, by utilizing the powerful priors from the pre-trained multi-modal model and grasp model, sample efficiency is effectively improved and the sim2real problem is relived without additional data for transfer. A series of experiments carried out in simulation and real world indicate that our method can achieve better task success rate by less times of motion under more flexible language instructions. Moreover, our method is capable of generalizing better to scenarios with unseen objects and language instructions.
Abstract:Recently, the image-wise implicit neural representation of videos, NeRV, has gained popularity for its promising results and swift speed compared to regular pixel-wise implicit representations. However, the redundant parameters within the network structure can cause a large model size when scaling up for desirable performance. The key reason of this phenomenon is the coupled formulation of NeRV, which outputs the spatial and temporal information of video frames directly from the frame index input. In this paper, we propose E-NeRV, which dramatically expedites NeRV by decomposing the image-wise implicit neural representation into separate spatial and temporal context. Under the guidance of this new formulation, our model greatly reduces the redundant model parameters, while retaining the representation ability. We experimentally find that our method can improve the performance to a large extent with fewer parameters, resulting in a more than $8\times$ faster speed on convergence. Code is available at https://github.com/kyleleey/E-NeRV.
Abstract:Recently, self-attention operators have shown superior performance as a stand-alone building block for vision models. However, existing self-attention models are often hand-designed, modified from CNNs, and obtained by stacking one operator only. A wider range of architecture space which combines different self-attention operators and convolution is rarely explored. In this paper, we explore this novel architecture space with weight-sharing Neural Architecture Search (NAS) algorithms. The result architecture is named TrioNet for combining convolution, local self-attention, and global (axial) self-attention operators. In order to effectively search in this huge architecture space, we propose Hierarchical Sampling for better training of the supernet. In addition, we propose a novel weight-sharing strategy, Multi-head Sharing, specifically for multi-head self-attention operators. Our searched TrioNet that combines self-attention and convolution outperforms all stand-alone models with fewer FLOPs on ImageNet classification where self-attention performs better than convolution. Furthermore, on various small datasets, we observe inferior performance for self-attention models, but our TrioNet is still able to match the best operator, convolution in this case. Our code is available at https://github.com/phj128/TrioNet.
Abstract:This paper introduces a novel contour-based approach named deep snake for real-time instance segmentation. Unlike some recent methods that directly regress the coordinates of the object boundary points from an image, deep snake uses a neural network to iteratively deform an initial contour to the object boundary, which implements the classic idea of snake algorithms with a learning-based approach. For structured feature learning on the contour, we propose to use circular convolution in deep snake, which better exploits the cycle-graph structure of a contour compared against generic graph convolution. Based on deep snake, we develop a two-stage pipeline for instance segmentation: initial contour proposal and contour deformation, which can handle errors in initial object localization. Experiments show that the proposed approach achieves state-of-the-art performances on the Cityscapes, Kins and Sbd datasets while being efficient for real-time instance segmentation, 32.3 fps for 512$\times$512 images on a 1080Ti GPU. The code will be available at https://github.com/zju3dv/snake/.