Abstract:We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.
Abstract:Autonomous driving research currently faces data sparsity in representation of risky scenarios. Such data is both difficult to obtain ethically in the real world, and unreliable to obtain via simulation. Recent advances in virtual reality (VR) driving simulators lower barriers to tackling this problem in simulation. We propose the first data collection framework for risky scenario driving data from real humans using VR, as well as accompanying numerical driving personality characterizations. We validate the resulting dataset with statistical analyses and model driving behavior with an eight-factor personality vector based on the Multi-dimensional Driving Style Inventory (MDSI). Our method, dataset, and analyses show that realistic driving personalities can be modeled without deep learning or large datasets to complement autonomous driving research.