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Dec 10

MotionDuet: Dual-Conditioned 3D Human Motion Generation with Video-Regularized Text Learning

3D Human motion generation is pivotal across film, animation, gaming, and embodied intelligence. Traditional 3D motion synthesis relies on costly motion capture, while recent work shows that 2D videos provide rich, temporally coherent observations of human behavior. Existing approaches, however, either map high-level text descriptions to motion or rely solely on video conditioning, leaving a gap between generated dynamics and real-world motion statistics. We introduce MotionDuet, a multimodal framework that aligns motion generation with the distribution of video-derived representations. In this dual-conditioning paradigm, video cues extracted from a pretrained model (e.g., VideoMAE) ground low-level motion dynamics, while textual prompts provide semantic intent. To bridge the distribution gap across modalities, we propose Dual-stream Unified Encoding and Transformation (DUET) and a Distribution-Aware Structural Harmonization (DASH) loss. DUET fuses video-informed cues into the motion latent space via unified encoding and dynamic attention, while DASH aligns motion trajectories with both distributional and structural statistics of video features. An auto-guidance mechanism further balances textual and visual signals by leveraging a weakened copy of the model, enhancing controllability without sacrificing diversity. Extensive experiments demonstrate that MotionDuet generates realistic and controllable human motions, surpassing strong state-of-the-art baselines.

  • 7 authors
·
Nov 22

Text2HOI: Text-guided 3D Motion Generation for Hand-Object Interaction

This paper introduces the first text-guided work for generating the sequence of hand-object interaction in 3D. The main challenge arises from the lack of labeled data where existing ground-truth datasets are nowhere near generalizable in interaction type and object category, which inhibits the modeling of diverse 3D hand-object interaction with the correct physical implication (e.g., contacts and semantics) from text prompts. To address this challenge, we propose to decompose the interaction generation task into two subtasks: hand-object contact generation; and hand-object motion generation. For contact generation, a VAE-based network takes as input a text and an object mesh, and generates the probability of contacts between the surfaces of hands and the object during the interaction. The network learns a variety of local geometry structure of diverse objects that is independent of the objects' category, and thus, it is applicable to general objects. For motion generation, a Transformer-based diffusion model utilizes this 3D contact map as a strong prior for generating physically plausible hand-object motion as a function of text prompts by learning from the augmented labeled dataset; where we annotate text labels from many existing 3D hand and object motion data. Finally, we further introduce a hand refiner module that minimizes the distance between the object surface and hand joints to improve the temporal stability of the object-hand contacts and to suppress the penetration artifacts. In the experiments, we demonstrate that our method can generate more realistic and diverse interactions compared to other baseline methods. We also show that our method is applicable to unseen objects. We will release our model and newly labeled data as a strong foundation for future research. Codes and data are available in: https://github.com/JunukCha/Text2HOI.

  • 4 authors
·
Mar 31, 2024

Towards High-Quality 3D Motion Transfer with Realistic Apparel Animation

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.

  • 4 authors
·
Jul 15, 2024

3DTrajMaster: Mastering 3D Trajectory for Multi-Entity Motion in Video Generation

This paper aims to manipulate multi-entity 3D motions in video generation. Previous methods on controllable video generation primarily leverage 2D control signals to manipulate object motions and have achieved remarkable synthesis results. However, 2D control signals are inherently limited in expressing the 3D nature of object motions. To overcome this problem, we introduce 3DTrajMaster, a robust controller that regulates multi-entity dynamics in 3D space, given user-desired 6DoF pose (location and rotation) sequences of entities. At the core of our approach is a plug-and-play 3D-motion grounded object injector that fuses multiple input entities with their respective 3D trajectories through a gated self-attention mechanism. In addition, we exploit an injector architecture to preserve the video diffusion prior, which is crucial for generalization ability. To mitigate video quality degradation, we introduce a domain adaptor during training and employ an annealed sampling strategy during inference. To address the lack of suitable training data, we construct a 360-Motion Dataset, which first correlates collected 3D human and animal assets with GPT-generated trajectory and then captures their motion with 12 evenly-surround cameras on diverse 3D UE platforms. Extensive experiments show that 3DTrajMaster sets a new state-of-the-art in both accuracy and generalization for controlling multi-entity 3D motions. Project page: http://fuxiao0719.github.io/projects/3dtrajmaster

  • 10 authors
·
Dec 10, 2024 2

Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation

Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.

  • 11 authors
·
Dec 17, 2024

XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera

We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.

  • 10 authors
·
Jul 1, 2019

Articulate That Object Part (ATOP): 3D Part Articulation via Text and Motion Personalization

We present ATOP (Articulate That Object Part), a novel few-shot method based on motion personalization to articulate a static 3D object with respect to a part and its motion as prescribed in a text prompt. Given the scarcity of available datasets with motion attribute annotations, existing methods struggle to generalize well in this task. In our work, the text input allows us to tap into the power of modern-day diffusion models to generate plausible motion samples for the right object category and part. In turn, the input 3D object provides image prompting to personalize the generated video to that very object we wish to articulate. Our method starts with a few-shot finetuning for category-specific motion generation, a key first step to compensate for the lack of articulation awareness by current diffusion models. For this, we finetune a pre-trained multi-view image generation model for controllable multi-view video generation, using a small collection of video samples obtained for the target object category. This is followed by motion video personalization that is realized by multi-view rendered images of the target 3D object. At last, we transfer the personalized video motion to the target 3D object via differentiable rendering to optimize part motion parameters by a score distillation sampling loss. Experimental results on PartNet-Sapien and ACD datasets show that our method is capable of generating realistic motion videos and predicting 3D motion parameters in a more accurate and generalizable way, compared to prior works in the few-shot setting.

  • 3 authors
·
Feb 11

ReVision: High-Quality, Low-Cost Video Generation with Explicit 3D Physics Modeling for Complex Motion and Interaction

In recent years, video generation has seen significant advancements. However, challenges still persist in generating complex motions and interactions. To address these challenges, we introduce ReVision, a plug-and-play framework that explicitly integrates parameterized 3D physical knowledge into a pretrained conditional video generation model, significantly enhancing its ability to generate high-quality videos with complex motion and interactions. Specifically, ReVision consists of three stages. First, a video diffusion model is used to generate a coarse video. Next, we extract a set of 2D and 3D features from the coarse video to construct a 3D object-centric representation, which is then refined by our proposed parameterized physical prior model to produce an accurate 3D motion sequence. Finally, this refined motion sequence is fed back into the same video diffusion model as additional conditioning, enabling the generation of motion-consistent videos, even in scenarios involving complex actions and interactions. We validate the effectiveness of our approach on Stable Video Diffusion, where ReVision significantly improves motion fidelity and coherence. Remarkably, with only 1.5B parameters, it even outperforms a state-of-the-art video generation model with over 13B parameters on complex video generation by a substantial margin. Our results suggest that, by incorporating 3D physical knowledge, even a relatively small video diffusion model can generate complex motions and interactions with greater realism and controllability, offering a promising solution for physically plausible video generation.

  • 5 authors
·
Apr 30 2

DrawingSpinUp: 3D Animation from Single Character Drawings

Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.

  • 4 authors
·
Sep 13, 2024 2

MTVCrafter: 4D Motion Tokenization for Open-World Human Image Animation

Human image animation has gained increasing attention and developed rapidly due to its broad applications in digital humans. However, existing methods rely largely on 2D-rendered pose images for motion guidance, which limits generalization and discards essential 3D information for open-world animation. To tackle this problem, we propose MTVCrafter (Motion Tokenization Video Crafter), the first framework that directly models raw 3D motion sequences (i.e., 4D motion) for human image animation. Specifically, we introduce 4DMoT (4D motion tokenizer) to quantize 3D motion sequences into 4D motion tokens. Compared to 2D-rendered pose images, 4D motion tokens offer more robust spatio-temporal cues and avoid strict pixel-level alignment between pose image and character, enabling more flexible and disentangled control. Then, we introduce MV-DiT (Motion-aware Video DiT). By designing unique motion attention with 4D positional encodings, MV-DiT can effectively leverage motion tokens as 4D compact yet expressive context for human image animation in the complex 3D world. Hence, it marks a significant step forward in this field and opens a new direction for pose-guided human video generation. Experiments show that our MTVCrafter achieves state-of-the-art results with an FID-VID of 6.98, surpassing the second-best by 65%. Powered by robust motion tokens, MTVCrafter also generalizes well to diverse open-world characters (single/multiple, full/half-body) across various styles and scenarios. Our video demos and code are on: https://github.com/DINGYANB/MTVCrafter.

  • 4 authors
·
May 15 2

Dynamic Appearance Modeling of Clothed 3D Human Avatars using a Single Camera

The appearance of a human in clothing is driven not only by the pose but also by its temporal context, i.e., motion. However, such context has been largely neglected by existing monocular human modeling methods whose neural networks often struggle to learn a video of a person with large dynamics due to the motion ambiguity, i.e., there exist numerous geometric configurations of clothes that are dependent on the context of motion even for the same pose. In this paper, we introduce a method for high-quality modeling of clothed 3D human avatars using a video of a person with dynamic movements. The main challenge comes from the lack of 3D ground truth data of geometry and its temporal correspondences. We address this challenge by introducing a novel compositional human modeling framework that takes advantage of both explicit and implicit human modeling. For explicit modeling, a neural network learns to generate point-wise shape residuals and appearance features of a 3D body model by comparing its 2D rendering results and the original images. This explicit model allows for the reconstruction of discriminative 3D motion features from UV space by encoding their temporal correspondences. For implicit modeling, an implicit network combines the appearance and 3D motion features to decode high-fidelity clothed 3D human avatars with motion-dependent geometry and texture. The experiments show that our method can generate a large variation of secondary motion in a physically plausible way.

  • 5 authors
·
Dec 28, 2023

Textual Decomposition Then Sub-motion-space Scattering for Open-Vocabulary Motion Generation

Text-to-motion generation is a crucial task in computer vision, which generates the target 3D motion by the given text. The existing annotated datasets are limited in scale, resulting in most existing methods overfitting to the small datasets and unable to generalize to the motions of the open domain. Some methods attempt to solve the open-vocabulary motion generation problem by aligning to the CLIP space or using the Pretrain-then-Finetuning paradigm. However, the current annotated dataset's limited scale only allows them to achieve mapping from sub-text-space to sub-motion-space, instead of mapping between full-text-space and full-motion-space (full mapping), which is the key to attaining open-vocabulary motion generation. To this end, this paper proposes to leverage the atomic motion (simple body part motions over a short time period) as an intermediate representation, and leverage two orderly coupled steps, i.e., Textual Decomposition and Sub-motion-space Scattering, to address the full mapping problem. For Textual Decomposition, we design a fine-grained description conversion algorithm, and combine it with the generalization ability of a large language model to convert any given motion text into atomic texts. Sub-motion-space Scattering learns the compositional process from atomic motions to the target motions, to make the learned sub-motion-space scattered to form the full-motion-space. For a given motion of the open domain, it transforms the extrapolation into interpolation and thereby significantly improves generalization. Our network, DSO-Net, combines textual decomposition and sub-motion-space scattering to solve the open-vocabulary motion generation. Extensive experiments demonstrate that our DSO-Net achieves significant improvements over the state-of-the-art methods on open-vocabulary motion generation. Code is available at https://vankouf.github.io/DSONet/.

  • 9 authors
·
Nov 6, 2024

Realistic Human Motion Generation with Cross-Diffusion Models

We introduce the Cross Human Motion Diffusion Model (CrossDiff), a novel approach for generating high-quality human motion based on textual descriptions. Our method integrates 3D and 2D information using a shared transformer network within the training of the diffusion model, unifying motion noise into a single feature space. This enables cross-decoding of features into both 3D and 2D motion representations, regardless of their original dimension. The primary advantage of CrossDiff is its cross-diffusion mechanism, which allows the model to reverse either 2D or 3D noise into clean motion during training. This capability leverages the complementary information in both motion representations, capturing intricate human movement details often missed by models relying solely on 3D information. Consequently, CrossDiff effectively combines the strengths of both representations to generate more realistic motion sequences. In our experiments, our model demonstrates competitive state-of-the-art performance on text-to-motion benchmarks. Moreover, our method consistently provides enhanced motion generation quality, capturing complex full-body movement intricacies. Additionally, with a pretrained model,our approach accommodates using in the wild 2D motion data without 3D motion ground truth during training to generate 3D motion, highlighting its potential for broader applications and efficient use of available data resources. Project page: https://wonderno.github.io/CrossDiff-webpage/.

  • 3 authors
·
Dec 18, 2023

MASS: Motion-Aware Spatial-Temporal Grounding for Physics Reasoning and Comprehension in Vision-Language Models

Vision Language Models (VLMs) perform well on standard video tasks but struggle with physics-driven reasoning involving motion dynamics and spatial interactions. This limitation reduces their ability to interpret real or AI-generated content (AIGC) videos and to generate physically consistent content. We present an approach that addresses this gap by translating physical-world context cues into interpretable representations aligned with VLMs' perception, comprehension, and reasoning. We introduce MASS-Bench, a comprehensive benchmark consisting of 4,350 real-world and AIGC videos and 8,361 free-form video question-answering pairs focused on physics-related comprehension tasks, with detailed annotations including visual detections, sub-segment grounding, and full-sequence 3D motion tracking of entities. We further present MASS, a model-agnostic method that injects spatial-temporal signals into the VLM language space via depth-based 3D encoding and visual grounding, coupled with a motion tracker for object dynamics. To strengthen cross-modal alignment and reasoning, we apply reinforcement fine-tuning. Experiments and ablations show that our refined VLMs outperform comparable and larger baselines, as well as prior state-of-the-art models, by 8.7% and 6.0%, achieving performance comparable to close-source SoTA VLMs such as Gemini-2.5-Flash on physics reasoning and comprehension. These results validate the effectiveness of our approach.

FaceTalk: Audio-Driven Motion Diffusion for Neural Parametric Head Models

We introduce FaceTalk, a novel generative approach designed for synthesizing high-fidelity 3D motion sequences of talking human heads from input audio signal. To capture the expressive, detailed nature of human heads, including hair, ears, and finer-scale eye movements, we propose to couple speech signal with the latent space of neural parametric head models to create high-fidelity, temporally coherent motion sequences. We propose a new latent diffusion model for this task, operating in the expression space of neural parametric head models, to synthesize audio-driven realistic head sequences. In the absence of a dataset with corresponding NPHM expressions to audio, we optimize for these correspondences to produce a dataset of temporally-optimized NPHM expressions fit to audio-video recordings of people talking. To the best of our knowledge, this is the first work to propose a generative approach for realistic and high-quality motion synthesis of volumetric human heads, representing a significant advancement in the field of audio-driven 3D animation. Notably, our approach stands out in its ability to generate plausible motion sequences that can produce high-fidelity head animation coupled with the NPHM shape space. Our experimental results substantiate the effectiveness of FaceTalk, consistently achieving superior and visually natural motion, encompassing diverse facial expressions and styles, outperforming existing methods by 75% in perceptual user study evaluation.

  • 4 authors
·
Dec 13, 2023

Make Your ViT-based Multi-view 3D Detectors Faster via Token Compression

Slow inference speed is one of the most crucial concerns for deploying multi-view 3D detectors to tasks with high real-time requirements like autonomous driving. Although many sparse query-based methods have already attempted to improve the efficiency of 3D detectors, they neglect to consider the backbone, especially when using Vision Transformers (ViT) for better performance. To tackle this problem, we explore the efficient ViT backbones for multi-view 3D detection via token compression and propose a simple yet effective method called TokenCompression3D (ToC3D). By leveraging history object queries as foreground priors of high quality, modeling 3D motion information in them, and interacting them with image tokens through the attention mechanism, ToC3D can effectively determine the magnitude of information densities of image tokens and segment the salient foreground tokens. With the introduced dynamic router design, ToC3D can weigh more computing resources to important foreground tokens while compressing the information loss, leading to a more efficient ViT-based multi-view 3D detector. Extensive results on the large-scale nuScenes dataset show that our method can nearly maintain the performance of recent SOTA with up to 30% inference speedup, and the improvements are consistent after scaling up the ViT and input resolution. The code will be made at https://github.com/DYZhang09/ToC3D.

  • 7 authors
·
Sep 1, 2024

UniEgoMotion: A Unified Model for Egocentric Motion Reconstruction, Forecasting, and Generation

Egocentric human motion generation and forecasting with scene-context is crucial for enhancing AR/VR experiences, improving human-robot interaction, advancing assistive technologies, and enabling adaptive healthcare solutions by accurately predicting and simulating movement from a first-person perspective. However, existing methods primarily focus on third-person motion synthesis with structured 3D scene contexts, limiting their effectiveness in real-world egocentric settings where limited field of view, frequent occlusions, and dynamic cameras hinder scene perception. To bridge this gap, we introduce Egocentric Motion Generation and Egocentric Motion Forecasting, two novel tasks that utilize first-person images for scene-aware motion synthesis without relying on explicit 3D scene. We propose UniEgoMotion, a unified conditional motion diffusion model with a novel head-centric motion representation tailored for egocentric devices. UniEgoMotion's simple yet effective design supports egocentric motion reconstruction, forecasting, and generation from first-person visual inputs in a unified framework. Unlike previous works that overlook scene semantics, our model effectively extracts image-based scene context to infer plausible 3D motion. To facilitate training, we introduce EE4D-Motion, a large-scale dataset derived from EgoExo4D, augmented with pseudo-ground-truth 3D motion annotations. UniEgoMotion achieves state-of-the-art performance in egocentric motion reconstruction and is the first to generate motion from a single egocentric image. Extensive evaluations demonstrate the effectiveness of our unified framework, setting a new benchmark for egocentric motion modeling and unlocking new possibilities for egocentric applications.

  • 6 authors
·
Aug 1 2

ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions

To enable machines to learn how humans interact with the physical world in our daily activities, it is crucial to provide rich data that encompasses the 3D motion of humans as well as the motion of objects in a learnable 3D representation. Ideally, this data should be collected in a natural setup, capturing the authentic dynamic 3D signals during human-object interactions. To address this challenge, we introduce the ParaHome system, designed to capture and parameterize dynamic 3D movements of humans and objects within a common home environment. Our system consists of a multi-view setup with 70 synchronized RGB cameras, as well as wearable motion capture devices equipped with an IMU-based body suit and hand motion capture gloves. By leveraging the ParaHome system, we collect a novel large-scale dataset of human-object interaction. Notably, our dataset offers key advancement over existing datasets in three main aspects: (1) capturing 3D body and dexterous hand manipulation motion alongside 3D object movement within a contextual home environment during natural activities; (2) encompassing human interaction with multiple objects in various episodic scenarios with corresponding descriptions in texts; (3) including articulated objects with multiple parts expressed with parameterized articulations. Building upon our dataset, we introduce new research tasks aimed at building a generative model for learning and synthesizing human-object interactions in a real-world room setting.

  • 4 authors
·
Jan 18, 2024

EMR-MSF: Self-Supervised Recurrent Monocular Scene Flow Exploiting Ego-Motion Rigidity

Self-supervised monocular scene flow estimation, aiming to understand both 3D structures and 3D motions from two temporally consecutive monocular images, has received increasing attention for its simple and economical sensor setup. However, the accuracy of current methods suffers from the bottleneck of less-efficient network architecture and lack of motion rigidity for regularization. In this paper, we propose a superior model named EMR-MSF by borrowing the advantages of network architecture design under the scope of supervised learning. We further impose explicit and robust geometric constraints with an elaborately constructed ego-motion aggregation module where a rigidity soft mask is proposed to filter out dynamic regions for stable ego-motion estimation using static regions. Moreover, we propose a motion consistency loss along with a mask regularization loss to fully exploit static regions. Several efficient training strategies are integrated including a gradient detachment technique and an enhanced view synthesis process for better performance. Our proposed method outperforms the previous self-supervised works by a large margin and catches up to the performance of supervised methods. On the KITTI scene flow benchmark, our approach improves the SF-all metric of the state-of-the-art self-supervised monocular method by 44% and demonstrates superior performance across sub-tasks including depth and visual odometry, amongst other self-supervised single-task or multi-task methods.

  • 2 authors
·
Sep 3, 2023

SCTN: Sparse Convolution-Transformer Network for Scene Flow Estimation

We propose a novel scene flow estimation approach to capture and infer 3D motions from point clouds. Estimating 3D motions for point clouds is challenging, since a point cloud is unordered and its density is significantly non-uniform. Such unstructured data poses difficulties in matching corresponding points between point clouds, leading to inaccurate flow estimation. We propose a novel architecture named Sparse Convolution-Transformer Network (SCTN) that equips the sparse convolution with the transformer. Specifically, by leveraging the sparse convolution, SCTN transfers irregular point cloud into locally consistent flow features for estimating continuous and consistent motions within an object/local object part. We further propose to explicitly learn point relations using a point transformer module, different from exiting methods. We show that the learned relation-based contextual information is rich and helpful for matching corresponding points, benefiting scene flow estimation. In addition, a novel loss function is proposed to adaptively encourage flow consistency according to feature similarity. Extensive experiments demonstrate that our proposed approach achieves a new state of the art in scene flow estimation. Our approach achieves an error of 0.038 and 0.037 (EPE3D) on FlyingThings3D and KITTI Scene Flow respectively, which significantly outperforms previous methods by large margins.

  • 4 authors
·
May 10, 2021

ICP-Flow: LiDAR Scene Flow Estimation with ICP

Scene flow characterizes the 3D motion between two LiDAR scans captured by an autonomous vehicle at nearby timesteps. Prevalent methods consider scene flow as point-wise unconstrained flow vectors that can be learned by either large-scale training beforehand or time-consuming optimization at inference. However, these methods do not take into account that objects in autonomous driving often move rigidly. We incorporate this rigid-motion assumption into our design, where the goal is to associate objects over scans and then estimate the locally rigid transformations. We propose ICP-Flow, a learning-free flow estimator. The core of our design is the conventional Iterative Closest Point (ICP) algorithm, which aligns the objects over time and outputs the corresponding rigid transformations. Crucially, to aid ICP, we propose a histogram-based initialization that discovers the most likely translation, thus providing a good starting point for ICP. The complete scene flow is then recovered from the rigid transformations. We outperform state-of-the-art baselines, including supervised models, on the Waymo dataset and perform competitively on Argoverse-v2 and nuScenes. Further, we train a feedforward neural network, supervised by the pseudo labels from our model, and achieve top performance among all models capable of real-time inference. We validate the advantage of our model on scene flow estimation with longer temporal gaps, up to 0.4 seconds where other models fail to deliver meaningful results.

  • 2 authors
·
Feb 27, 2024

In-2-4D: Inbetweening from Two Single-View Images to 4D Generation

We propose a new problem, In-2-4D, for generative 4D (i.e., 3D + motion) inbetweening from a minimalistic input setting: two single-view images capturing an object in two distinct motion states. Given two images representing the start and end states of an object in motion, our goal is to generate and reconstruct the motion in 4D. We utilize a video interpolation model to predict the motion, but large frame-to-frame motions can lead to ambiguous interpretations. To overcome this, we employ a hierarchical approach to identify keyframes that are visually close to the input states and show significant motion, then generate smooth fragments between them. For each fragment, we construct the 3D representation of the keyframe using Gaussian Splatting. The temporal frames within the fragment guide the motion, enabling their transformation into dynamic Gaussians through a deformation field. To improve temporal consistency and refine 3D motion, we expand the self-attention of multi-view diffusion across timesteps and apply rigid transformation regularization. Finally, we merge the independently generated 3D motion segments by interpolating boundary deformation fields and optimizing them to align with the guiding video, ensuring smooth and flicker-free transitions. Through extensive qualitative and quantitiave experiments as well as a user study, we show the effectiveness of our method and its components. The project page is available at https://in-2-4d.github.io/

  • 4 authors
·
Apr 11 2

Voyaging into Perpetual Dynamic Scenes from a Single View

The problem of generating a perpetual dynamic scene from a single view is an important problem with widespread applications in augmented and virtual reality, and robotics. However, since dynamic scenes regularly change over time, a key challenge is to ensure that different generated views be consistent with the underlying 3D motions. Prior work learns such consistency by training on multiple views, but the generated scene regions often interpolate between training views and fail to generate perpetual views. To address this issue, we propose DynamicVoyager, which reformulates dynamic scene generation as a scene outpainting problem with new dynamic content. As 2D outpainting models struggle at generating 3D consistent motions from a single 2D view, we enrich 2D pixels with information from their 3D rays that facilitates learning of 3D motion consistency. More specifically, we first map the single-view video input to a dynamic point cloud using the estimated video depths. We then render a partial video of the point cloud from a novel view and outpaint the missing regions using ray information (e.g., the distance from a ray to the point cloud) to generate 3D consistent motions. Next, we use the outpainted video to update the point cloud, which is used for outpainting the scene from future novel views. Moreover, we can control the generated content with the input text prompt. Experiments show that our model can generate perpetual scenes with consistent motions along fly-through cameras. Project page: https://tianfr.github.io/DynamicVoyager.

  • 5 authors
·
Jul 5

VLOGGER: Multimodal Diffusion for Embodied Avatar Synthesis

We propose VLOGGER, a method for audio-driven human video generation from a single input image of a person, which builds on the success of recent generative diffusion models. Our method consists of 1) a stochastic human-to-3d-motion diffusion model, and 2) a novel diffusion-based architecture that augments text-to-image models with both spatial and temporal controls. This supports the generation of high quality video of variable length, easily controllable through high-level representations of human faces and bodies. In contrast to previous work, our method does not require training for each person, does not rely on face detection and cropping, generates the complete image (not just the face or the lips), and considers a broad spectrum of scenarios (e.g. visible torso or diverse subject identities) that are critical to correctly synthesize humans who communicate. We also curate MENTOR, a new and diverse dataset with 3d pose and expression annotations, one order of magnitude larger than previous ones (800,000 identities) and with dynamic gestures, on which we train and ablate our main technical contributions. VLOGGER outperforms state-of-the-art methods in three public benchmarks, considering image quality, identity preservation and temporal consistency while also generating upper-body gestures. We analyze the performance of VLOGGER with respect to multiple diversity metrics, showing that our architectural choices and the use of MENTOR benefit training a fair and unbiased model at scale. Finally we show applications in video editing and personalization.

  • 6 authors
·
Mar 13, 2024 6

Music-Driven Group Choreography

Music-driven choreography is a challenging problem with a wide variety of industrial applications. Recently, many methods have been proposed to synthesize dance motions from music for a single dancer. However, generating dance motion for a group remains an open problem. In this paper, we present rm AIOZ-GDANCE, a new large-scale dataset for music-driven group dance generation. Unlike existing datasets that only support single dance, our new dataset contains group dance videos, hence supporting the study of group choreography. We propose a semi-autonomous labeling method with humans in the loop to obtain the 3D ground truth for our dataset. The proposed dataset consists of 16.7 hours of paired music and 3D motion from in-the-wild videos, covering 7 dance styles and 16 music genres. We show that naively applying single dance generation technique to creating group dance motion may lead to unsatisfactory results, such as inconsistent movements and collisions between dancers. Based on our new dataset, we propose a new method that takes an input music sequence and a set of 3D positions of dancers to efficiently produce multiple group-coherent choreographies. We propose new evaluation metrics for measuring group dance quality and perform intensive experiments to demonstrate the effectiveness of our method. Our project facilitates future research on group dance generation and is available at: https://aioz-ai.github.io/AIOZ-GDANCE/

  • 6 authors
·
Mar 22, 2023

Robot See Robot Do: Imitating Articulated Object Manipulation with Monocular 4D Reconstruction

Humans can learn to manipulate new objects by simply watching others; providing robots with the ability to learn from such demonstrations would enable a natural interface specifying new behaviors. This work develops Robot See Robot Do (RSRD), a method for imitating articulated object manipulation from a single monocular RGB human demonstration given a single static multi-view object scan. We first propose 4D Differentiable Part Models (4D-DPM), a method for recovering 3D part motion from a monocular video with differentiable rendering. This analysis-by-synthesis approach uses part-centric feature fields in an iterative optimization which enables the use of geometric regularizers to recover 3D motions from only a single video. Given this 4D reconstruction, the robot replicates object trajectories by planning bimanual arm motions that induce the demonstrated object part motion. By representing demonstrations as part-centric trajectories, RSRD focuses on replicating the demonstration's intended behavior while considering the robot's own morphological limits, rather than attempting to reproduce the hand's motion. We evaluate 4D-DPM's 3D tracking accuracy on ground truth annotated 3D part trajectories and RSRD's physical execution performance on 9 objects across 10 trials each on a bimanual YuMi robot. Each phase of RSRD achieves an average of 87% success rate, for a total end-to-end success rate of 60% across 90 trials. Notably, this is accomplished using only feature fields distilled from large pretrained vision models -- without any task-specific training, fine-tuning, dataset collection, or annotation. Project page: https://robot-see-robot-do.github.io

  • 7 authors
·
Sep 26, 2024 2

GRIP: Generating Interaction Poses Using Latent Consistency and Spatial Cues

Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. 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. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.

  • 7 authors
·
Aug 22, 2023

SCOOP: Self-Supervised Correspondence and Optimization-Based Scene Flow

Scene flow estimation is a long-standing problem in computer vision, where the goal is to find the 3D motion of a scene from its consecutive observations. Recently, there have been efforts to compute the scene flow from 3D point clouds. A common approach is to train a regression model that consumes source and target point clouds and outputs the per-point translation vector. An alternative is to learn point matches between the point clouds concurrently with regressing a refinement of the initial correspondence flow. In both cases, the learning task is very challenging since the flow regression is done in the free 3D space, and a typical solution is to resort to a large annotated synthetic dataset. We introduce SCOOP, a new method for scene flow estimation that can be learned on a small amount of data without employing ground-truth flow supervision. In contrast to previous work, we train a pure correspondence model focused on learning point feature representation and initialize the flow as the difference between a source point and its softly corresponding target point. Then, in the run-time phase, we directly optimize a flow refinement component with a self-supervised objective, which leads to a coherent and accurate flow field between the point clouds. Experiments on widespread datasets demonstrate the performance gains achieved by our method compared to existing leading techniques while using a fraction of the training data. Our code is publicly available at https://github.com/itailang/SCOOP.

  • 5 authors
·
Nov 25, 2022

Grounded Language Acquisition From Object and Action Imagery

Deep learning approaches to natural language processing have made great strides in recent years. While these models produce symbols that convey vast amounts of diverse knowledge, it is unclear how such symbols are grounded in data from the world. In this paper, we explore the development of a private language for visual data representation by training emergent language (EL) encoders/decoders in both i) a traditional referential game environment and ii) a contrastive learning environment utilizing a within-class matching training paradigm. An additional classification layer utilizing neural machine translation and random forest classification was used to transform symbolic representations (sequences of integer symbols) to class labels. These methods were applied in two experiments focusing on object recognition and action recognition. For object recognition, a set of sketches produced by human participants from real imagery was used (Sketchy dataset) and for action recognition, 2D trajectories were generated from 3D motion capture systems (MOVI dataset). In order to interpret the symbols produced for data in each experiment, gradient-weighted class activation mapping (Grad-CAM) methods were used to identify pixel regions indicating semantic features which contribute evidence towards symbols in learned languages. Additionally, a t-distributed stochastic neighbor embedding (t-SNE) method was used to investigate embeddings learned by CNN feature extractors.

  • 4 authors
·
Sep 12, 2023

Decentralized Aerial Manipulation of a Cable-Suspended Load using Multi-Agent Reinforcement Learning

This paper presents the first decentralized method to enable real-world 6-DoF manipulation of a cable-suspended load using a team of Micro-Aerial Vehicles (MAVs). Our method leverages multi-agent reinforcement learning (MARL) to train an outer-loop control policy for each MAV. Unlike state-of-the-art controllers that utilize a centralized scheme, our policy does not require global states, inter-MAV communications, nor neighboring MAV information. Instead, agents communicate implicitly through load pose observations alone, which enables high scalability and flexibility. It also significantly reduces computing costs during inference time, enabling onboard deployment of the policy. In addition, we introduce a new action space design for the MAVs using linear acceleration and body rates. This choice, combined with a robust low-level controller, enables reliable sim-to-real transfer despite significant uncertainties caused by cable tension during dynamic 3D motion. We validate our method in various real-world experiments, including full-pose control under load model uncertainties, showing setpoint tracking performance comparable to the state-of-the-art centralized method. We also demonstrate cooperation amongst agents with heterogeneous control policies, and robustness to the complete in-flight loss of one MAV. Videos of experiments: https://autonomousrobots.nl/paper_websites/aerial-manipulation-marl

  • 5 authors
·
Aug 2 2

MIMO: Controllable Character Video Synthesis with Spatial Decomposed Modeling

Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.

  • 4 authors
·
Sep 24, 2024 3

KMTalk: Speech-Driven 3D Facial Animation with Key Motion Embedding

We present a novel approach for synthesizing 3D facial motions from audio sequences using key motion embeddings. Despite recent advancements in data-driven techniques, accurately mapping between audio signals and 3D facial meshes remains challenging. Direct regression of the entire sequence often leads to over-smoothed results due to the ill-posed nature of the problem. To this end, we propose a progressive learning mechanism that generates 3D facial animations by introducing key motion capture to decrease cross-modal mapping uncertainty and learning complexity. Concretely, our method integrates linguistic and data-driven priors through two modules: the linguistic-based key motion acquisition and the cross-modal motion completion. The former identifies key motions and learns the associated 3D facial expressions, ensuring accurate lip-speech synchronization. The latter extends key motions into a full sequence of 3D talking faces guided by audio features, improving temporal coherence and audio-visual consistency. Extensive experimental comparisons against existing state-of-the-art methods demonstrate the superiority of our approach in generating more vivid and consistent talking face animations. Consistent enhancements in results through the integration of our proposed learning scheme with existing methods underscore the efficacy of our approach. Our code and weights will be at the project website: https://github.com/ffxzh/KMTalk.

  • 7 authors
·
Sep 2, 2024

SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation

Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example 'waving hand' while 'walking' at the same time. We refer to generating such simultaneous movements as performing 'spatial compositions'. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action <action name>?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("SImultaneous actioN Compositions for 3D human motions"). In our experiments, that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at https://sinc.is.tue.mpg.de/.

  • 4 authors
·
Apr 20, 2023

Sitcom-Crafter: A Plot-Driven Human Motion Generation System in 3D Scenes

Recent advancements in human motion synthesis have focused on specific types of motions, such as human-scene interaction, locomotion or human-human interaction, however, there is a lack of a unified system capable of generating a diverse combination of motion types. In response, we introduce Sitcom-Crafter, a comprehensive and extendable system for human motion generation in 3D space, which can be guided by extensive plot contexts to enhance workflow efficiency for anime and game designers. The system is comprised of eight modules, three of which are dedicated to motion generation, while the remaining five are augmentation modules that ensure consistent fusion of motion sequences and system functionality. Central to the generation modules is our novel 3D scene-aware human-human interaction module, which addresses collision issues by synthesizing implicit 3D Signed Distance Function (SDF) points around motion spaces, thereby minimizing human-scene collisions without additional data collection costs. Complementing this, our locomotion and human-scene interaction modules leverage existing methods to enrich the system's motion generation capabilities. Augmentation modules encompass plot comprehension for command generation, motion synchronization for seamless integration of different motion types, hand pose retrieval to enhance motion realism, motion collision revision to prevent human collisions, and 3D retargeting to ensure visual fidelity. Experimental evaluations validate the system's ability to generate high-quality, diverse, and physically realistic motions, underscoring its potential for advancing creative workflows. Project page: https://windvchen.github.io/Sitcom-Crafter.

  • 6 authors
·
Oct 14, 2024

Mogo: RQ Hierarchical Causal Transformer for High-Quality 3D Human Motion Generation

In the field of text-to-motion generation, Bert-type Masked Models (MoMask, MMM) currently produce higher-quality outputs compared to GPT-type autoregressive models (T2M-GPT). However, these Bert-type models often lack the streaming output capability required for applications in video game and multimedia environments, a feature inherent to GPT-type models. Additionally, they demonstrate weaker performance in out-of-distribution generation. To surpass the quality of BERT-type models while leveraging a GPT-type structure, without adding extra refinement models that complicate scaling data, we propose a novel architecture, Mogo (Motion Only Generate Once), which generates high-quality lifelike 3D human motions by training a single transformer model. Mogo consists of only two main components: 1) RVQ-VAE, a hierarchical residual vector quantization variational autoencoder, which discretizes continuous motion sequences with high precision; 2) Hierarchical Causal Transformer, responsible for generating the base motion sequences in an autoregressive manner while simultaneously inferring residuals across different layers. Experimental results demonstrate that Mogo can generate continuous and cyclic motion sequences up to 260 frames (13 seconds), surpassing the 196 frames (10 seconds) length limitation of existing datasets like HumanML3D. On the HumanML3D test set, Mogo achieves a FID score of 0.079, outperforming both the GPT-type model T2M-GPT (FID = 0.116), AttT2M (FID = 0.112) and the BERT-type model MMM (FID = 0.080). Furthermore, our model achieves the best quantitative performance in out-of-distribution generation.

  • 1 authors
·
Dec 5, 2024 2

Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation

Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts. Our code and models are publicly available at https://mathis.petrovich.fr/stmc.

  • 7 authors
·
Jan 16, 2024

The Quest for Generalizable Motion Generation: Data, Model, and Evaluation

Despite recent advances in 3D human motion generation (MoGen) on standard benchmarks, existing models still face a fundamental bottleneck in their generalization capability. In contrast, adjacent generative fields, most notably video generation (ViGen), have demonstrated remarkable generalization in modeling human behaviors, highlighting transferable insights that MoGen can leverage. Motivated by this observation, we present a comprehensive framework that systematically transfers knowledge from ViGen to MoGen across three key pillars: data, modeling, and evaluation. First, we introduce ViMoGen-228K, a large-scale dataset comprising 228,000 high-quality motion samples that integrates high-fidelity optical MoCap data with semantically annotated motions from web videos and synthesized samples generated by state-of-the-art ViGen models. The dataset includes both text-motion pairs and text-video-motion triplets, substantially expanding semantic diversity. Second, we propose ViMoGen, a flow-matching-based diffusion transformer that unifies priors from MoCap data and ViGen models through gated multimodal conditioning. To enhance efficiency, we further develop ViMoGen-light, a distilled variant that eliminates video generation dependencies while preserving strong generalization. Finally, we present MBench, a hierarchical benchmark designed for fine-grained evaluation across motion quality, prompt fidelity, and generalization ability. Extensive experiments show that our framework significantly outperforms existing approaches in both automatic and human evaluations. The code, data, and benchmark will be made publicly available.

Scene-aware Human Motion Forecasting via Mutual Distance Prediction

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 modeling 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 of the 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 further introduce a global scene representation learned from a signed distance function (SDF) volume to ensure coherence between the global scene representation and the explicit constraint from the mutual distance. We develop a pipeline with two sequential steps: predicting the future mutual distances first, followed by forecasting future human motion. During training, we explicitly encourage consistency between predicted poses and mutual distances. Extensive evaluations on the existing synthetic and real datasets demonstrate that our approach consistently outperforms the state-of-the-art methods.

  • 3 authors
·
Oct 1, 2023

MotionCLIP: Exposing Human Motion Generation to CLIP Space

We introduce MotionCLIP, a 3D human motion auto-encoder featuring a latent embedding that is disentangled, well behaved, and supports highly semantic textual descriptions. MotionCLIP gains its unique power by aligning its latent space with that of the Contrastive Language-Image Pre-training (CLIP) model. Aligning the human motion manifold to CLIP space implicitly infuses the extremely rich semantic knowledge of CLIP into the manifold. In particular, it helps continuity by placing semantically similar motions close to one another, and disentanglement, which is inherited from the CLIP-space structure. MotionCLIP comprises a transformer-based motion auto-encoder, trained to reconstruct motion while being aligned to its text label's position in CLIP-space. We further leverage CLIP's unique visual understanding and inject an even stronger signal through aligning motion to rendered frames in a self-supervised manner. We show that although CLIP has never seen the motion domain, MotionCLIP offers unprecedented text-to-motion abilities, allowing out-of-domain actions, disentangled editing, and abstract language specification. For example, the text prompt "couch" is decoded into a sitting down motion, due to lingual similarity, and the prompt "Spiderman" results in a web-swinging-like solution that is far from seen during training. In addition, we show how the introduced latent space can be leveraged for motion interpolation, editing and recognition.

  • 5 authors
·
Mar 15, 2022

MotionCanvas: Cinematic Shot Design with Controllable Image-to-Video Generation

This paper presents a method that allows users to design cinematic video shots in the context of image-to-video generation. Shot design, a critical aspect of filmmaking, involves meticulously planning both camera movements and object motions in a scene. However, enabling intuitive shot design in modern image-to-video generation systems presents two main challenges: first, effectively capturing user intentions on the motion design, where both camera movements and scene-space object motions must be specified jointly; and second, representing motion information that can be effectively utilized by a video diffusion model to synthesize the image animations. To address these challenges, we introduce MotionCanvas, a method that integrates user-driven controls into image-to-video (I2V) generation models, allowing users to control both object and camera motions in a scene-aware manner. By connecting insights from classical computer graphics and contemporary video generation techniques, we demonstrate the ability to achieve 3D-aware motion control in I2V synthesis without requiring costly 3D-related training data. MotionCanvas enables users to intuitively depict scene-space motion intentions, and translates them into spatiotemporal motion-conditioning signals for video diffusion models. We demonstrate the effectiveness of our method on a wide range of real-world image content and shot-design scenarios, highlighting its potential to enhance the creative workflows in digital content creation and adapt to various image and video editing applications.

MotionGPT-2: A General-Purpose Motion-Language Model for Motion Generation and Understanding

Generating lifelike human motions from descriptive texts has experienced remarkable research focus in the recent years, propelled by the emerging requirements of digital humans.Despite impressive advances, existing approaches are often constrained by limited control modalities, task specificity, and focus solely on body motion representations.In this paper, we present MotionGPT-2, a unified Large Motion-Language Model (LMLM) that addresses these limitations. MotionGPT-2 accommodates multiple motion-relevant tasks and supporting multimodal control conditions through pre-trained Large Language Models (LLMs). It quantizes multimodal inputs-such as text and single-frame poses-into discrete, LLM-interpretable tokens, seamlessly integrating them into the LLM's vocabulary. These tokens are then organized into unified prompts, guiding the LLM to generate motion outputs through a pretraining-then-finetuning paradigm. We also show that the proposed MotionGPT-2 is highly adaptable to the challenging 3D holistic motion generation task, enabled by the innovative motion discretization framework, Part-Aware VQVAE, which ensures fine-grained representations of body and hand movements. Extensive experiments and visualizations validate the effectiveness of our method, demonstrating the adaptability of MotionGPT-2 across motion generation, motion captioning, and generalized motion completion tasks.

  • 10 authors
·
Oct 29, 2024

SViMo: Synchronized Diffusion for Video and Motion Generation in Hand-object Interaction Scenarios

Hand-Object Interaction (HOI) generation has significant application potential. However, current 3D HOI motion generation approaches heavily rely on predefined 3D object models and lab-captured motion data, limiting generalization capabilities. Meanwhile, HOI video generation methods prioritize pixel-level visual fidelity, often sacrificing physical plausibility. Recognizing that visual appearance and motion patterns share fundamental physical laws in the real world, we propose a novel framework that combines visual priors and dynamic constraints within a synchronized diffusion process to generate the HOI video and motion simultaneously. To integrate the heterogeneous semantics, appearance, and motion features, our method implements tri-modal adaptive modulation for feature aligning, coupled with 3D full-attention for modeling inter- and intra-modal dependencies. Furthermore, we introduce a vision-aware 3D interaction diffusion model that generates explicit 3D interaction sequences directly from the synchronized diffusion outputs, then feeds them back to establish a closed-loop feedback cycle. This architecture eliminates dependencies on predefined object models or explicit pose guidance while significantly enhancing video-motion consistency. Experimental results demonstrate our method's superiority over state-of-the-art approaches in generating high-fidelity, dynamically plausible HOI sequences, with notable generalization capabilities in unseen real-world scenarios. Project page at https://github.com/Droliven/SViMo\_project.

  • 6 authors
·
Jun 3 3

BAMM: Bidirectional Autoregressive Motion Model

Generating human motion from text has been dominated by denoising motion models either through diffusion or generative masking process. However, these models face great limitations in usability by requiring prior knowledge of the motion length. Conversely, autoregressive motion models address this limitation by adaptively predicting motion endpoints, at the cost of degraded generation quality and editing capabilities. To address these challenges, we propose Bidirectional Autoregressive Motion Model (BAMM), a novel text-to-motion generation framework. BAMM consists of two key components: (1) a motion tokenizer that transforms 3D human motion into discrete tokens in latent space, and (2) a masked self-attention transformer that autoregressively predicts randomly masked tokens via a hybrid attention masking strategy. By unifying generative masked modeling and autoregressive modeling, BAMM captures rich and bidirectional dependencies among motion tokens, while learning the probabilistic mapping from textual inputs to motion outputs with dynamically-adjusted motion sequence length. This feature enables BAMM to simultaneously achieving high-quality motion generation with enhanced usability and built-in motion editability. Extensive experiments on HumanML3D and KIT-ML datasets demonstrate that BAMM surpasses current state-of-the-art methods in both qualitative and quantitative measures. Our project page is available at https://exitudio.github.io/BAMM-page

  • 6 authors
·
Mar 28, 2024

RoHM: Robust Human Motion Reconstruction via Diffusion

We propose RoHM, an approach for robust 3D human motion reconstruction from monocular RGB(-D) videos in the presence of noise and occlusions. Most previous approaches either train neural networks to directly regress motion in 3D or learn data-driven motion priors and combine them with optimization at test time. The former do not recover globally coherent motion and fail under occlusions; the latter are time-consuming, prone to local minima, and require manual tuning. To overcome these shortcomings, we exploit the iterative, denoising nature of diffusion models. RoHM is a novel diffusion-based motion model that, conditioned on noisy and occluded input data, reconstructs complete, plausible motions in consistent global coordinates. Given the complexity of the problem -- requiring one to address different tasks (denoising and infilling) in different solution spaces (local and global motion) -- we decompose it into two sub-tasks and learn two models, one for global trajectory and one for local motion. To capture the correlations between the two, we then introduce a novel conditioning module, combining it with an iterative inference scheme. We apply RoHM to a variety of tasks -- from motion reconstruction and denoising to spatial and temporal infilling. Extensive experiments on three popular datasets show that our method outperforms state-of-the-art approaches qualitatively and quantitatively, while being faster at test time. The code will be available at https://sanweiliti.github.io/ROHM/ROHM.html.

  • 7 authors
·
Jan 16, 2024

MMM: Generative Masked Motion Model

Recent advances in text-to-motion generation using diffusion and autoregressive models have shown promising results. However, these models often suffer from a trade-off between real-time performance, high fidelity, and motion editability. To address this gap, we introduce MMM, a novel yet simple motion generation paradigm based on Masked Motion Model. MMM consists of two key components: (1) a motion tokenizer that transforms 3D human motion into a sequence of discrete tokens in latent space, and (2) a conditional masked motion transformer that learns to predict randomly masked motion tokens, conditioned on the pre-computed text tokens. By attending to motion and text tokens in all directions, MMM explicitly captures inherent dependency among motion tokens and semantic mapping between motion and text tokens. During inference, this allows parallel and iterative decoding of multiple motion tokens that are highly consistent with fine-grained text descriptions, therefore simultaneously achieving high-fidelity and high-speed motion generation. In addition, MMM has innate motion editability. By simply placing mask tokens in the place that needs editing, MMM automatically fills the gaps while guaranteeing smooth transitions between editing and non-editing parts. Extensive experiments on the HumanML3D and KIT-ML datasets demonstrate that MMM surpasses current leading methods in generating high-quality motion (evidenced by superior FID scores of 0.08 and 0.429), while offering advanced editing features such as body-part modification, motion in-betweening, and the synthesis of long motion sequences. In addition, MMM is two orders of magnitude faster on a single mid-range GPU than editable motion diffusion models. Our project page is available at https://exitudio.github.io/MMM-page.

  • 4 authors
·
Dec 6, 2023

TM2D: Bimodality Driven 3D Dance Generation via Music-Text Integration

We propose a novel task for generating 3D dance movements that simultaneously incorporate both text and music modalities. Unlike existing works that generate dance movements using a single modality such as music, our goal is to produce richer dance movements guided by the instructive information provided by the text. However, the lack of paired motion data with both music and text modalities limits the ability to generate dance movements that integrate both. To alleviate this challenge, we propose to utilize a 3D human motion VQ-VAE to project the motions of the two datasets into a latent space consisting of quantized vectors, which effectively mix the motion tokens from the two datasets with different distributions for training. Additionally, we propose a cross-modal transformer to integrate text instructions into motion generation architecture for generating 3D dance movements without degrading the performance of music-conditioned dance generation. To better evaluate the quality of the generated motion, we introduce two novel metrics, namely Motion Prediction Distance (MPD) and Freezing Score, to measure the coherence and freezing percentage of the generated motion. Extensive experiments show that our approach can generate realistic and coherent dance movements conditioned on both text and music while maintaining comparable performance with the two single modalities. Code will be available at: https://garfield-kh.github.io/TM2D/.

  • 7 authors
·
Apr 5, 2023