Abstract:Animating stylized characters to match a reference motion sequence is a highly demanded task in film and gaming industries. Existing methods mostly focus on rigid deformations of characters' body, neglecting local deformations on the apparel driven by physical dynamics. They deform apparel the same way as the body, leading to results with limited details and unrealistic artifacts, e.g. body-apparel penetration. In contrast, we present a novel method aiming for high-quality motion transfer with realistic apparel animation. As existing datasets lack annotations necessary for generating realistic apparel animations, we build a new dataset named MMDMC, which combines stylized characters from the MikuMikuDance community with real-world Motion Capture data. We then propose a data-driven pipeline that learns to disentangle body and apparel deformations via two neural deformation modules. For body parts, we propose a geodesic attention block to effectively incorporate semantic priors into skeletal body deformation to tackle complex body shapes for stylized characters. Since apparel motion can significantly deviate from respective body joints, we propose to model apparel deformation in a non-linear vertex displacement field conditioned on its historic states. Extensive experiments show that our method produces results with superior quality for various types of apparel. Our dataset is released in https://github.com/rongakowang/MMDMC.
Abstract:In this paper, we introduce a MusIc conditioned 3D Dance GEneraTion model, named MIDGET based on Dance motion Vector Quantised Variational AutoEncoder (VQ-VAE) model and Motion Generative Pre-Training (GPT) model to generate vibrant and highquality dances that match the music rhythm. To tackle challenges in the field, we introduce three new components: 1) a pre-trained memory codebook based on the Motion VQ-VAE model to store different human pose codes, 2) employing Motion GPT model to generate pose codes with music and motion Encoders, 3) a simple framework for music feature extraction. We compare with existing state-of-the-art models and perform ablation experiments on AIST++, the largest publicly available music-dance dataset. Experiments demonstrate that our proposed framework achieves state-of-the-art performance on motion quality and its alignment with the music.
Abstract:This paper addresses the task of 3D pose estimation for a hand interacting with an object from a single image observation. When modeling hand-object interaction, previous works mainly exploit proximity cues, while overlooking the dynamical nature that the hand must stably grasp the object to counteract gravity and thus preventing the object from slipping or falling. These works fail to leverage dynamical constraints in the estimation and consequently often produce unstable results. Meanwhile, refining unstable configurations with physics-based reasoning remains challenging, both by the complexity of contact dynamics and by the lack of effective and efficient physics inference in the data-driven learning framework. To address both issues, we present DeepSimHO: a novel deep-learning pipeline that combines forward physics simulation and backward gradient approximation with a neural network. Specifically, for an initial hand-object pose estimated by a base network, we forward it to a physics simulator to evaluate its stability. However, due to non-smooth contact geometry and penetration, existing differentiable simulators can not provide reliable state gradient. To remedy this, we further introduce a deep network to learn the stability evaluation process from the simulator, while smoothly approximating its gradient and thus enabling effective back-propagation. Extensive experiments show that our method noticeably improves the stability of the estimation and achieves superior efficiency over test-time optimization. The code is available at https://github.com/rongakowang/DeepSimHO.
Abstract:In this paper, we tackle the problem of scene-aware 3D human motion forecasting. A key challenge of this task is to predict future human motions that are consistent with the scene, by modelling the human-scene interactions. While recent works have demonstrated that explicit constraints on human-scene interactions can prevent the occurrence of ghost motion, they only provide constraints on partial human motion e.g., the global motion of the human or a few joints contacting the scene, leaving the rest motion unconstrained. To address this limitation, we propose to model the human-scene interaction with the mutual distance between the human body and the scene. Such mutual distances constrain both the local and global human motion, resulting in a whole-body motion constrained prediction. In particular, mutual distance constraints consist of two components, the signed distance of each vertex on the human mesh to the scene surface, and the distance of basis scene points to the human mesh. We develop a pipeline with two prediction steps that first predicts the future mutual distances from the past human motion sequence and the scene, and then forecasts the future human motion conditioning on the predicted mutual distances. During training, we explicitly encourage consistency between the predicted poses and the mutual distances. Our approach outperforms the state-of-the-art methods on both synthetic and real datasets.
Abstract:Direction of arrival (DOA) estimation employing low-resolution analog-to-digital convertors (ADCs) has emerged as a challenging and intriguing problem, particularly with the rise in popularity of large-scale arrays. The substantial quantization distortion complicates the extraction of signal and noise subspaces from the quantized data. To address this issue, this paper introduces a novel approach that leverages the Transformer model to aid the subspace estimation. In this model, multiple snapshots are processed in parallel, enabling the capture of global correlations that span them. The learned subspace empowers us to construct the MUSIC spectrum and perform gridless DOA estimation using a neural network-based peak finder. Additionally, the acquired subspace encodes the vital information of model order, allowing us to determine the exact number of sources. These integrated components form a unified algorithmic framework referred to as TransMUSIC. Numerical results demonstrate the superiority of the TransMUSIC algorithm, even when dealing with one-bit quantized data. The results highlight the potential of Transformer-based techniques in DOA estimation.
Abstract:We propose VisFusion, a visibility-aware online 3D scene reconstruction approach from posed monocular videos. In particular, we aim to reconstruct the scene from volumetric features. Unlike previous reconstruction methods which aggregate features for each voxel from input views without considering its visibility, we aim to improve the feature fusion by explicitly inferring its visibility from a similarity matrix, computed from its projected features in each image pair. Following previous works, our model is a coarse-to-fine pipeline including a volume sparsification process. Different from their works which sparsify voxels globally with a fixed occupancy threshold, we perform the sparsification on a local feature volume along each visual ray to preserve at least one voxel per ray for more fine details. The sparse local volume is then fused with a global one for online reconstruction. We further propose to predict TSDF in a coarse-to-fine manner by learning its residuals across scales leading to better TSDF predictions. Experimental results on benchmarks show that our method can achieve superior performance with more scene details. Code is available at: https://github.com/huiyu-gao/VisFusion
Abstract:3D hand-object pose estimation is the key to the success of many computer vision applications. The main focus of this task is to effectively model the interaction between the hand and an object. To this end, existing works either rely on interaction constraints in a computationally-expensive iterative optimization, or consider only a sparse correlation between sampled hand and object keypoints. In contrast, we propose a novel dense mutual attention mechanism that is able to model fine-grained dependencies between the hand and the object. Specifically, we first construct the hand and object graphs according to their mesh structures. For each hand node, we aggregate features from every object node by the learned attention and vice versa for each object node. Thanks to such dense mutual attention, our method is able to produce physically plausible poses with high quality and real-time inference speed. Extensive quantitative and qualitative experiments on large benchmark datasets show that our method outperforms state-of-the-art methods. The code is available at https://github.com/rongakowang/DenseMutualAttention.git.
Abstract:In this paper, we tackle the task of scene-aware 3D human motion forecasting, which consists of predicting future human poses given a 3D scene and a past human motion. A key challenge of this task is to ensure consistency between the human and the scene, accounting for human-scene interactions. Previous attempts to do so model such interactions only implicitly, and thus tend to produce artifacts such as "ghost motion" because of the lack of explicit constraints between the local poses and the global motion. Here, by contrast, we propose to explicitly model the human-scene contacts. To this end, we introduce distance-based contact maps that capture the contact relationships between every joint and every 3D scene point at each time instant. We then develop a two-stage pipeline that first predicts the future contact maps from the past ones and the scene point cloud, and then forecasts the future human poses by conditioning them on the predicted contact maps. During training, we explicitly encourage consistency between the global motion and the local poses via a prior defined using the contact maps and future poses. Our approach outperforms the state-of-the-art human motion forecasting and human synthesis methods on both synthetic and real datasets. Our code is available at https://github.com/wei-mao-2019/ContAwareMotionPred.
Abstract:We introduce the task of action-driven stochastic human motion prediction, which aims to predict multiple plausible future motions given a sequence of action labels and a short motion history. This differs from existing works, which predict motions that either do not respect any specific action category, or follow a single action label. In particular, addressing this task requires tackling two challenges: The transitions between the different actions must be smooth; the length of the predicted motion depends on the action sequence and varies significantly across samples. As we cannot realistically expect training data to cover sufficiently diverse action transitions and motion lengths, we propose an effective training strategy consisting of combining multiple motions from different actions and introducing a weak form of supervision to encourage smooth transitions. We then design a VAE-based model conditioned on both the observed motion and the action label sequence, allowing us to generate multiple plausible future motions of varying length. We illustrate the generality of our approach by exploring its use with two different temporal encoding models, namely RNNs and Transformers. Our approach outperforms baseline models constructed by adapting state-of-the-art single action-conditioned motion generation methods and stochastic human motion prediction approaches to our new task of action-driven stochastic motion prediction. Our code is available at https://github.com/wei-mao-2019/WAT.
Abstract:Recent progress in stochastic motion prediction, i.e., predicting multiple possible future human motions given a single past pose sequence, has led to producing truly diverse future motions and even providing control over the motion of some body parts. However, to achieve this, the state-of-the-art method requires learning several mappings for diversity and a dedicated model for controllable motion prediction. In this paper, we introduce a unified deep generative network for both diverse and controllable motion prediction. To this end, we leverage the intuition that realistic human motions consist of smooth sequences of valid poses, and that, given limited data, learning a pose prior is much more tractable than a motion one. We therefore design a generator that predicts the motion of different body parts sequentially, and introduce a normalizing flow based pose prior, together with a joint angle loss, to achieve motion realism.Our experiments on two standard benchmark datasets, Human3.6M and HumanEva-I, demonstrate that our approach outperforms the state-of-the-art baselines in terms of both sample diversity and accuracy. The code is available at https://github.com/wei-mao-2019/gsps