213 research outputs found

    UnifiedGesture: A Unified Gesture Synthesis Model for Multiple Skeletons

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    The automatic co-speech gesture generation draws much attention in computer animation. Previous works designed network structures on individual datasets, which resulted in a lack of data volume and generalizability across different motion capture standards. In addition, it is a challenging task due to the weak correlation between speech and gestures. To address these problems, we present UnifiedGesture, a novel diffusion model-based speech-driven gesture synthesis approach, trained on multiple gesture datasets with different skeletons. Specifically, we first present a retargeting network to learn latent homeomorphic graphs for different motion capture standards, unifying the representations of various gestures while extending the dataset. We then capture the correlation between speech and gestures based on a diffusion model architecture using cross-local attention and self-attention to generate better speech-matched and realistic gestures. To further align speech and gesture and increase diversity, we incorporate reinforcement learning on the discrete gesture units with a learned reward function. Extensive experiments show that UnifiedGesture outperforms recent approaches on speech-driven gesture generation in terms of CCA, FGD, and human-likeness. All code, pre-trained models, databases, and demos are available to the public at https://github.com/YoungSeng/UnifiedGesture.Comment: 16 pages, 11 figures, ACM MM 202

    Pose-to-Motion: Cross-Domain Motion Retargeting with Pose Prior

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    Creating believable motions for various characters has long been a goal in computer graphics. Current learning-based motion synthesis methods depend on extensive motion datasets, which are often challenging, if not impossible, to obtain. On the other hand, pose data is more accessible, since static posed characters are easier to create and can even be extracted from images using recent advancements in computer vision. In this paper, we utilize this alternative data source and introduce a neural motion synthesis approach through retargeting. Our method generates plausible motions for characters that have only pose data by transferring motion from an existing motion capture dataset of another character, which can have drastically different skeletons. Our experiments show that our method effectively combines the motion features of the source character with the pose features of the target character, and performs robustly with small or noisy pose data sets, ranging from a few artist-created poses to noisy poses estimated directly from images. Additionally, a conducted user study indicated that a majority of participants found our retargeted motion to be more enjoyable to watch, more lifelike in appearance, and exhibiting fewer artifacts. Project page: https://cyanzhao42.github.io/pose2motionComment: Project page: https://cyanzhao42.github.io/pose2motio

    LAC: Latent Action Composition for Skeleton-based Action Segmentation

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    Skeleton-based action segmentation requires recognizing composable actions in untrimmed videos. Current approaches decouple this problem by first extracting local visual features from skeleton sequences and then processing them by a temporal model to classify frame-wise actions. However, their performances remain limited as the visual features cannot sufficiently express composable actions. In this context, we propose Latent Action Composition (LAC), a novel self-supervised framework aiming at learning from synthesized composable motions for skeleton-based action segmentation. LAC is composed of a novel generation module towards synthesizing new sequences. Specifically, we design a linear latent space in the generator to represent primitive motion. New composed motions can be synthesized by simply performing arithmetic operations on latent representations of multiple input skeleton sequences. LAC leverages such synthesized sequences, which have large diversity and complexity, for learning visual representations of skeletons in both sequence and frame spaces via contrastive learning. The resulting visual encoder has a high expressive power and can be effectively transferred onto action segmentation tasks by end-to-end fine-tuning without the need for additional temporal models. We conduct a study focusing on transfer-learning and we show that representations learned from pre-trained LAC outperform the state-of-the-art by a large margin on TSU, Charades, PKU-MMD datasets.Comment: ICCV 202

    Unsupervised human-to-robot motion retargeting via expressive latent space

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    This paper introduces a novel approach for human-to-robot motion retargeting, enabling robots to mimic human motion with precision while preserving the semantics of the motion. For that, we propose a deep learning method for direct translation from human to robot motion. Our method does not require annotated paired human-to-robot motion data, which reduces the effort when adopting new robots. To this end, we first propose a cross-domain similarity metric to compare the poses from different domains (i.e., human and robot). Then, our method achieves the construction of a shared latent space via contrastive learning and decodes latent representations to robot motion control commands. The learned latent space exhibits expressiveness as it captures the motions precisely and allows direct motion control in the latent space. We showcase how to generate in-between motion through simple linear interpolation in the latent space between two projected human poses. Additionally, we conducted a comprehensive evaluation of robot control using diverse modality inputs, such as texts, RGB videos, and key-poses, which enhances the ease of robot control to users of all backgrounds. Finally, we compare our model with existing works and quantitatively and qualitatively demonstrate the effectiveness of our approach, enhancing natural human-robot communication and fostering trust in integrating robots into daily life

    Zero-shot Pose Transfer for Unrigged Stylized 3D Characters

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    Transferring the pose of a reference avatar to stylized 3D characters of various shapes is a fundamental task in computer graphics. Existing methods either require the stylized characters to be rigged, or they use the stylized character in the desired pose as ground truth at training. We present a zero-shot approach that requires only the widely available deformed non-stylized avatars in training, and deforms stylized characters of significantly different shapes at inference. Classical methods achieve strong generalization by deforming the mesh at the triangle level, but this requires labelled correspondences. We leverage the power of local deformation, but without requiring explicit correspondence labels. We introduce a semi-supervised shape-understanding module to bypass the need for explicit correspondences at test time, and an implicit pose deformation module that deforms individual surface points to match the target pose. Furthermore, to encourage realistic and accurate deformation of stylized characters, we introduce an efficient volume-based test-time training procedure. Because it does not need rigging, nor the deformed stylized character at training time, our model generalizes to categories with scarce annotation, such as stylized quadrupeds. Extensive experiments demonstrate the effectiveness of the proposed method compared to the state-of-the-art approaches trained with comparable or more supervision. Our project page is available at https://jiashunwang.github.io/ZPTComment: CVPR 202

    Self-Supervised Motion Retargeting with Safety Guarantee

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    In this paper, we present self-supervised shared latent embedding (S3LE), a data-driven motion retargeting method that enables the generation of natural motions in humanoid robots from motion capture data or RGB videos. While it requires paired data consisting of human poses and their corresponding robot configurations, it significantly alleviates the necessity of time-consuming data-collection via novel paired data generating processes. Our self-supervised learning procedure consists of two steps: automatically generating paired data to bootstrap the motion retargeting, and learning a projection-invariant mapping to handle the different expressivity of humans and humanoid robots. Furthermore, our method guarantees that the generated robot pose is collision-free and satisfies position limits by utilizing nonparametric regression in the shared latent space. We demonstrate that our method can generate expressive robotic motions from both the CMU motion capture database and YouTube videos

    Multi-Character Motion Retargeting for Large Scale Changes

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    HumanMimic: Learning Natural Locomotion and Transitions for Humanoid Robot via Wasserstein Adversarial Imitation

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    Transferring human motion skills to humanoid robots remains a significant challenge. In this study, we introduce a Wasserstein adversarial imitation learning system, allowing humanoid robots to replicate natural whole-body locomotion patterns and execute seamless transitions by mimicking human motions. First, we present a unified primitive-skeleton motion retargeting to mitigate morphological differences between arbitrary human demonstrators and humanoid robots. An adversarial critic component is integrated with Reinforcement Learning (RL) to guide the control policy to produce behaviors aligned with the data distribution of mixed reference motions. Additionally, we employ a specific Integral Probabilistic Metric (IPM), namely the Wasserstein-1 distance with a novel soft boundary constraint to stabilize the training process and prevent model collapse. Our system is evaluated on a full-sized humanoid JAXON in the simulator. The resulting control policy demonstrates a wide range of locomotion patterns, including standing, push-recovery, squat walking, human-like straight-leg walking, and dynamic running. Notably, even in the absence of transition motions in the demonstration dataset, robots showcase an emerging ability to transit naturally between distinct locomotion patterns as desired speed changes
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