Abstract:Generating realistic and interactive dynamics of traffic participants according to specific instruction is critical for street scene simulation. However, there is currently a lack of a comprehensive method that generates realistic dynamics of different types of participants including vehicles and pedestrians, with different kinds of interactions between them. In this paper, we introduce ChatDyn, the first system capable of generating interactive, controllable and realistic participant dynamics in street scenes based on language instructions. To achieve precise control through complex language, ChatDyn employs a multi-LLM-agent role-playing approach, which utilizes natural language inputs to plan the trajectories and behaviors for different traffic participants. To generate realistic fine-grained dynamics based on the planning, ChatDyn designs two novel executors: the PedExecutor, a unified multi-task executor that generates realistic pedestrian dynamics under different task plannings; and the VehExecutor, a physical transition-based policy that generates physically plausible vehicle dynamics. Extensive experiments show that ChatDyn can generate realistic driving scene dynamics with multiple vehicles and pedestrians, and significantly outperforms previous methods on subtasks. Code and model will be available at https://vfishc.github.io/chatdyn.
Abstract:Story visualization, the task of creating visual narratives from textual descriptions, has seen progress with text-to-image generation models. However, these models often lack effective control over character appearances and interactions, particularly in multi-character scenes. To address these limitations, we propose a new task: \textbf{customized manga generation} and introduce \textbf{DiffSensei}, an innovative framework specifically designed for generating manga with dynamic multi-character control. DiffSensei integrates a diffusion-based image generator with a multimodal large language model (MLLM) that acts as a text-compatible identity adapter. Our approach employs masked cross-attention to seamlessly incorporate character features, enabling precise layout control without direct pixel transfer. Additionally, the MLLM-based adapter adjusts character features to align with panel-specific text cues, allowing flexible adjustments in character expressions, poses, and actions. We also introduce \textbf{MangaZero}, a large-scale dataset tailored to this task, containing 43,264 manga pages and 427,147 annotated panels, supporting the visualization of varied character interactions and movements across sequential frames. Extensive experiments demonstrate that DiffSensei outperforms existing models, marking a significant advancement in manga generation by enabling text-adaptable character customization. The project page is https://jianzongwu.github.io/projects/diffsensei/.
Abstract:Simulating long-term human-scene interaction is a challenging yet fascinating task. Previous works have not effectively addressed the generation of long-term human scene interactions with detailed narratives for physics-based animation. This paper introduces a novel framework for the planning and controlling of long-horizon physical plausible human-scene interaction. On the one hand, films and shows with stylish human locomotions or interactions with scenes are abundantly available on the internet, providing a rich source of data for script planning. On the other hand, Large Language Models (LLMs) can understand and generate logical storylines. This motivates us to marry the two by using an LLM-based pipeline to extract scripts from videos, and then employ LLMs to imitate and create new scripts, capturing complex, time-series human behaviors and interactions with environments. By leveraging this, we utilize a dual-aware policy that achieves both language comprehension and scene understanding to guide character motions within contextual and spatial constraints. To facilitate training and evaluation, we contribute a comprehensive planning dataset containing diverse motion sequences extracted from real-world videos and expand them with large language models. We also collect and re-annotate motion clips from existing kinematic datasets to enable our policy learn diverse skills. Extensive experiments demonstrate the effectiveness of our framework in versatile task execution and its generalization ability to various scenarios, showing remarkably enhanced performance compared with existing methods. Our code and data will be publicly available soon.
Abstract:Recent advances in generative models have enabled high-quality 3D character reconstruction from multi-modal. However, animating these generated characters remains a challenging task, especially for complex elements like garments and hair, due to the lack of large-scale datasets and effective rigging methods. To address this gap, we curate AnimeRig, a large-scale dataset with detailed skeleton and skinning annotations. Building upon this, we propose DRiVE, a novel framework for generating and rigging 3D human characters with intricate structures. Unlike existing methods, DRiVE utilizes a 3D Gaussian representation, facilitating efficient animation and high-quality rendering. We further introduce GSDiff, a 3D Gaussian-based diffusion module that predicts joint positions as spatial distributions, overcoming the limitations of regression-based approaches. Extensive experiments demonstrate that DRiVE achieves precise rigging results, enabling realistic dynamics for clothing and hair, and surpassing previous methods in both quality and versatility. The code and dataset will be made public for academic use upon acceptance.
Abstract:Modeling temporal characteristics and the non-stationary dynamics of body movement plays a significant role in predicting human future motions. However, it is challenging to capture these features due to the subtle transitions involved in the complex human motions. This paper introduces MotionWavelet, a human motion prediction framework that utilizes Wavelet Transformation and studies human motion patterns in the spatial-frequency domain. In MotionWavelet, a Wavelet Diffusion Model (WDM) learns a Wavelet Manifold by applying Wavelet Transformation on the motion data therefore encoding the intricate spatial and temporal motion patterns. Once the Wavelet Manifold is built, WDM trains a diffusion model to generate human motions from Wavelet latent vectors. In addition to the WDM, MotionWavelet also presents a Wavelet Space Shaping Guidance mechanism to refine the denoising process to improve conformity with the manifold structure. WDM also develops Temporal Attention-Based Guidance to enhance prediction accuracy. Extensive experiments validate the effectiveness of MotionWavelet, demonstrating improved prediction accuracy and enhanced generalization across various benchmarks. Our code and models will be released upon acceptance.
Abstract:Customized image generation is crucial for delivering personalized content based on user-provided image prompts, aligning large-scale text-to-image diffusion models with individual needs. However, existing models often overlook the relationships between customized objects in generated images. Instead, this work addresses that gap by focusing on relation-aware customized image generation, which aims to preserve the identities from image prompts while maintaining the predicate relations described in text prompts. Specifically, we introduce RelationBooth, a framework that disentangles identity and relation learning through a well-curated dataset. Our training data consists of relation-specific images, independent object images containing identity information, and text prompts to guide relation generation. Then, we propose two key modules to tackle the two main challenges: generating accurate and natural relations, especially when significant pose adjustments are required, and avoiding object confusion in cases of overlap. First, we introduce a keypoint matching loss that effectively guides the model in adjusting object poses closely tied to their relationships. Second, we incorporate local features from the image prompts to better distinguish between objects, preventing confusion in overlapping cases. Extensive results on three benchmarks demonstrate the superiority of RelationBooth in generating precise relations while preserving object identities across a diverse set of objects and relations. The source code and trained models will be made available to the public.
Abstract:We propose a method for formally certifying and quantifying individual fairness of deep neural networks (DNN). Individual fairness guarantees that any two individuals who are identical except for a legally protected attribute (e.g., gender or race) receive the same treatment. While there are existing techniques that provide such a guarantee, they tend to suffer from lack of scalability or accuracy as the size and input dimension of the DNN increase. Our method overcomes this limitation by applying abstraction to a symbolic interval based analysis of the DNN followed by iterative refinement guided by the fairness property. Furthermore, our method lifts the symbolic interval based analysis from conventional qualitative certification to quantitative certification, by computing the percentage of individuals whose classification outputs are provably fair, instead of merely deciding if the DNN is fair. We have implemented our method and evaluated it on deep neural networks trained on four popular fairness research datasets. The experimental results show that our method is not only more accurate than state-of-the-art techniques but also several orders-of-magnitude faster.
Abstract:Out-of-Time Ordered Correlators (OTOCs) are widely used to investigate information scrambling in quantum systems. However, directly computing OTOCs with classical computers is often impractical. This is due to the need to simulate the dynamics of quantum many-body systems, which entails exponentially-scaling computational costs with system size. Similarly, exact simulation of the dynamics with a quantum computer (QC) will generally require a fault-tolerant QC, which is currently beyond technological capabilities. Therefore, alternative approaches are needed for computing OTOCs and related quantities. In this study, we explore four parameterised sets of Hamiltonians describing quantum systems of interest in condensed matter physics. For each set, we investigate whether classical kernel methods can accurately learn the XZ-OTOC as well as a particular sum of OTOCs, as functions of the Hamiltonian parameters. We frame the problem as a regression task, generating labelled data via an efficient numerical algorithm that utilises matrix product operators to simulate quantum many-body systems, with up to 40 qubits. Using this data, we train a variety of standard kernel machines and observe that the best kernels consistently achieve a high coefficient of determination ($R^2$) on the testing sets, typically between 0.9 and 0.99, and almost always exceeding 0.8. This demonstrates that classical kernels supplied with a moderate amount of training data can be used to closely and efficiently approximate OTOCs and related quantities for a diverse range of quantum many-body systems.
Abstract:We present SMPLOlympics, a collection of physically simulated environments that allow humanoids to compete in a variety of Olympic sports. Sports simulation offers a rich and standardized testing ground for evaluating and improving the capabilities of learning algorithms due to the diversity and physically demanding nature of athletic activities. As humans have been competing in these sports for many years, there is also a plethora of existing knowledge on the preferred strategy to achieve better performance. To leverage these existing human demonstrations from videos and motion capture, we design our humanoid to be compatible with the widely-used SMPL and SMPL-X human models from the vision and graphics community. We provide a suite of individual sports environments, including golf, javelin throw, high jump, long jump, and hurdling, as well as competitive sports, including both 1v1 and 2v2 games such as table tennis, tennis, fencing, boxing, soccer, and basketball. Our analysis shows that combining strong motion priors with simple rewards can result in human-like behavior in various sports. By providing a unified sports benchmark and baseline implementation of state and reward designs, we hope that SMPLOlympics can help the control and animation communities achieve human-like and performant behaviors.
Abstract:Recent years have seen significant advancements in humanoid control, largely due to the availability of large-scale motion capture data and the application of reinforcement learning methodologies. However, many real-world tasks, such as moving large and heavy furniture, require multi-character collaboration. Given the scarcity of data on multi-character collaboration and the efficiency challenges associated with multi-agent learning, these tasks cannot be straightforwardly addressed using training paradigms designed for single-agent scenarios. In this paper, we introduce Cooperative Human-Object Interaction (CooHOI), a novel framework that addresses multi-character objects transporting through a two-phase learning paradigm: individual skill acquisition and subsequent transfer. Initially, a single agent learns to perform tasks using the Adversarial Motion Priors (AMP) framework. Following this, the agent learns to collaborate with others by considering the shared dynamics of the manipulated object during parallel training using Multi Agent Proximal Policy Optimization (MAPPO). When one agent interacts with the object, resulting in specific object dynamics changes, the other agents learn to respond appropriately, thereby achieving implicit communication and coordination between teammates. Unlike previous approaches that relied on tracking-based methods for multi-character HOI, CooHOI is inherently efficient, does not depend on motion capture data of multi-character interactions, and can be seamlessly extended to include more participants and a wide range of object types