Synthesizing 3D human motion plays an important role in many graphics applications as well as understanding human activity. While many efforts have been made on generating realistic and natural human motion, most approaches neglect the importance of modeling human-scene interactions and affordance. On the other hand, affordance reasoning (e.g., standing on the floor or sitting on the chair) has mainly been studied with static human pose and gestures, and it has rarely been addressed with human motion. In this paper, we propose to bridge human motion synthesis and scene affordance reasoning. We present a hierarchical generative framework to synthesize long-term 3D human motion conditioning on the 3D scene structure. Building on this framework, we further enforce multiple geometry constraints between the human mesh and scene point clouds via optimization to improve realistic synthesis. Our experiments show significant improvements over previous approaches on generating natural and physically plausible human motion in a scene.
Jagiellonian University(雅盖隆大学);Warsaw University of Technology(华沙理工大学)
Designing a 3D game scene is a tedious task that often requires a substantial amount of work. Typically, this task involves synthesis, coloring, and placement of 3D models within the game scene. To lessen this workload, we can apply machine learning to automate some aspects of the game scene development. Earlier research has already tackled automated generation of the game scene background with machine learning. However, model auto-coloring remains an underexplored problem. The automatic coloring of a 3D model is a challenging task, especially when dealing with the digital representation of a …
Synthesizing a densely sampled light field from a single image is highly beneficial for many applications. The conventional method reconstructs a depth map and relies on physical-based rendering and a secondary network to improve the synthesized novel views. Simple pixel-based loss also limits the network by making it rely on pixel intensity cue rather than geometric reasoning. In this study, we show that a different geometric representation, namely, appearance flow, can be used to synthesize a light field from a single image robustly and directly. A single end-to-end deep neural network that …
We propose SF2SE3, a novel approach to estimate scene dynamics in form of a segmentation into independently moving rigid objects and their SE(3)-motions. SF2SE3 operates on two consecutive stereo or RGB-D images. First, noisy scene flow is obtained by application of existing optical flow and depth estimation algorithms. SF2SE3 then iteratively (1) samples pixel sets to compute SE(3)-motion proposals, and (2) selects the best SE(3)-motion proposal with respect to a maximum coverage formulation. Finally, objects are formed by assigning pixels uniquely to the selected SE(3)-motions based on consi…
Generating Continual Human Motion in Diverse 3D Scenes
University of Tübingen(蒂宾根大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Meta AI Research(元人工智能研究院);University of California, Berkeley(加利福尼亚大学伯克利分校)
Representing and synthesizing novel views in real-world dynamic scenes from casual monocular videos is a long-standing problem. Existing solutions typically approach dynamic scenes by applying geometry techniques or utilizing temporal information between several adjacent frames without considering the underlying background distribution in the entire scene or the transmittance over the ray dimension, limiting their performance on static and occlusion areas. Our approach $\textbf{D}$istribution-$\textbf{D}$riven neural radiance fields offers high-quality view synthesis and a 3D solution to $\tex…
Australian National University(澳大利亚国立大学);Northwestern Polytechnical University(西北工业大学);Australian Centre for Robotic Vision(澳大利亚机器人视觉中心)
Recent geometric methods need reliable estimates of 3D motion parameters to procure accurate dense depth map of a complex dynamic scene from monocular images \cite{kumar2017monocular, ranftl2016dense}. Generally, to estimate \textbf{precise} measurements of relative 3D motion parameters and to validate its accuracy using image data is a challenging task. In this work, we propose an alternative approach that circumvents the 3D motion estimation requirement to obtain a dense depth map of a dynamic scene. Given per-pixel optical flow correspondences between two consecutive frames and, the sparse …
Australian National University(澳大利亚国立大学);EPFL(洛桑联邦理工学院);ClearSpace
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…
Novel view synthesis from a single image has recently attracted a lot of attention, and it has been primarily advanced by 3D deep learning and rendering techniques. However, most work is still limited by synthesizing new views within relatively small camera motions. In this paper, we propose a novel approach to synthesize a consistent long-term video given a single scene image and a trajectory of large camera motions. Our approach utilizes an autoregressive Transformer to perform sequential modeling of multiple frames, which reasons the relations between multiple frames and the corresponding c…
Synthetic data has been a critical tool for training scene text detection and recognition models. On the one hand, synthetic word images have proven to be a successful substitute for real images in training scene text recognizers. On the other hand, however, scene text detectors still heavily rely on a large amount of manually annotated real-world images, which are expensive. In this paper, we introduce UnrealText, an efficient image synthesis method that renders realistic images via a 3D graphics engine. 3D synthetic engine provides realistic appearance by rendering scene and text as a whole,…
University of Oxford(牛津大学);Carnegie Mellon University(卡内基梅隆大学);Michigan State University(密歇根州立大学);Volvo Construction(沃尔沃建筑设备公司)
We introduce the concept of a Visual Compiler that generates a scene specific pedestrian detector and pose estimator without any pedestrian observations. Given a single image and auxiliary scene information in the form of camera parameters and geometric layout of the scene, the Visual Compiler first infers geometrically and photometrically accurate images of humans in that scene through the use of computer graphics rendering. Using these renders we learn a scene-and-region specific spatially-varying fully convolutional neural network, for simultaneous detection, pose estimation and segmentatio…
GEN3D: Generating Domain-Free 3D Scenes from a Single Image
Shenzhen International Graduate School, Tsinghua University, Shenzhen, China(清华大学深圳国际研究生院);Central Media Technology Institute, Huawei, Shenzhen, China(华为中央媒体技术研究所)
Huazhong University of Science and Technology(华中科技大学);Peking University(北京大学);Megvii Inc.(旷视科技有限公司)
With the development of deep neural networks, the demand for a significant amount of annotated training data becomes the performance bottlenecks in many fields of research and applications. Image synthesis can generate annotated images automatically and freely, which gains increasing attention recently. In this paper, we propose to synthesize scene text images from the 3D virtual worlds, where the precise descriptions of scenes, editable illumination/visibility, and realistic physics are provided. Different from the previous methods which paste the rendered text on static 2D images, our method…
We present a method for synthesizing naturally looking images of multiple people interacting in a specific scenario. These images benefit from the advantages of synthetic data: being fully controllable and fully annotated with any type of standard or custom-defined ground truth. To reduce the synthetic-to-real domain gap, we introduce a pipeline consisting of the following steps: 1) we render scenes in a context modeled after the real world, 2) we train a human parsing model on the synthetic images, 3) we use the model to estimate segmentation maps for real images, 4) we train a conditional ge…
Object detection and motion parameters estimation are crucial tasks for self-driving vehicle safe navigation in a complex urban environment. In this work we propose a novel real-time approach of temporal context aggregation for motion detection and motion parameters estimation based on 3D point cloud sequence. We introduce an ego-motion compensation layer to achieve real-time inference with performance comparable to a naive odometric transform of the original point cloud sequence. Not only is the proposed architecture capable of estimating the motion of common road participants like vehicles o…
Recent breakthroughs in text-guided image generation have led to remarkable progress in the field of 3D synthesis from text. By optimizing neural radiance fields (NeRF) directly from text, recent methods are able to produce remarkable results. Yet, these methods are limited in their control of each object's placement or appearance, as they represent the scene as a whole. This can be a major issue in scenarios that require refining or manipulating objects in the scene. To remedy this deficit, we propose a novel GlobalLocal training framework for synthesizing a 3D scene using object proxies. A p…
GPT4SGG: Synthesizing Scene Graphs from Holistic and Region-specific Narratives
The Hong Kong Polytechnic University(香港理工大学);Centre for Artificial Intelligence and Robotics, HKISI, CAS(中国科学院香港智能科学与技术研究院人工智能与机器人中心);NLPR, Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所模式识别国家重点实验室)
UT Austin(德克萨斯大学奥斯汀分校);Waymo(Waymo公司);Google Brain(谷歌大脑)
Autonomous driving system development is critically dependent on the ability to replay complex and diverse traffic scenarios in simulation. In such scenarios, the ability to accurately simulate the vehicle sensors such as cameras, lidar or radar is essential. However, current sensor simulators leverage gaming engines such as Unreal or Unity, requiring manual creation of environments, objects and material properties. Such approaches have limited scalability and fail to produce realistic approximations of camera, lidar, and radar data without significant additional work. In this paper, we presen…
George Mason University(乔治梅森大学);University of North Carolina at Chapel Hill(北卡罗来纳大学教堂山分校)
Detection of objects in cluttered indoor environments is one of the key enabling functionalities for service robots. The best performing object detection approaches in computer vision exploit deep Convolutional Neural Networks (CNN) to simultaneously detect and categorize the objects of interest in cluttered scenes. Training of such models typically requires large amounts of annotated training data which is time consuming and costly to obtain. In this work we explore the ability of using synthetically generated composite images for training state-of-the-art object detectors, especially for obj…
Scene Graph-Guided Generative AI Framework for Synthesizing and Evaluating Industrial Hazard Scenarios
Ph.D. Student, Dept. of Civil Eng., University of Texas at Arlington. E-mail;Assistant Professor, Dept. of Computer Sci. \& Eng., University of Texas at Arlington. E-mail;Assistant Professor, Dept. of Civil Eng., University of Texas at Arlington. E-mail
Recent progress on physics-based character animation has shown impressive breakthroughs on human motion synthesis, through imitating motion capture data via deep reinforcement learning. However, results have mostly been demonstrated on imitating a single distinct motion pattern, and do not generalize to interactive tasks that require flexible motion patterns due to varying human-object spatial configurations. To bridge this gap, we focus on one class of interactive tasks -- sitting onto a chair. We propose a hierarchical reinforcement learning framework which relies on a collection of subtask …
Synthesizing natural interactions between virtual humans and their 3D environments is critical for numerous applications, such as computer games and AR/VR experiences. Our goal is to synthesize humans interacting with a given 3D scene controlled by high-level semantic specifications as pairs of action categories and object instances, e.g., "sit on the chair". The key challenge of incorporating interaction semantics into the generation framework is to learn a joint representation that effectively captures heterogeneous information, including human body articulation, 3D object geometry, and the …
Autonomous Character-Scene Interaction Synthesis from Text Instruction
Institute for AI, Peking University(北京大学人工智能研究院);National Key Lab of General AI, BIGAI(北京通用人工智能研究院国家重点实验室);Beijing University of Posts and Telecommunications(北京邮电大学)
University of Tübingen(蒂宾根大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Electronic Arts(美国艺电公司);University of Edinburgh(爱丁堡大学)
Humans interact with an object in many different ways by making contact at different locations, creating a highly complex motion space that can be difficult to learn, particularly when synthesizing such human interactions in a controllable manner. Existing works on synthesizing human scene interaction focus on the high-level control of action but do not consider the fine-grained control of motion. In this work, we study the problem of synthesizing scene interactions conditioned on different contact positions on the object. As a testbed to investigate this new problem, we focus on human-chair i…
Scene understanding is a prerequisite to many high level tasks for any automated intelligent machine operating in real world environments. Recent attempts with supervised learning have shown promise in this direction but also highlighted the need for enormous quantity of supervised data --- performance increases in proportion to the amount of data used. However, this quickly becomes prohibitive when considering the manual labour needed to collect such data. In this work, we focus our attention on depth based semantic per-pixel labelling as a scene understanding problem and show the potential o…
Optical Flow (OF) and depth are commonly used for visual odometry since they provide sufficient information about camera ego-motion in a rigid scene. We reformulate the problem of ego-motion estimation as a problem of motion estimation of a 3D-scene with respect to a static camera. The entire scene motion can be represented as a combination of motions of its visible points. Using OF and depth we estimate a motion of each point in terms of 6DoF and represent results in the form of motion maps, each one addressing single degree of freedom. In this work we provide motion maps as inputs to a deep …
The Chinese University of Hong Kong(香港中文大学);Hong Kong University of Science and Technology(香港科技大学);Nanyang Technology University(南洋理工大学)
The ability to synthesize long-term human motion sequences in real-world scenes can facilitate numerous applications. Previous approaches for scene-aware motion synthesis are constrained by pre-defined target objects or positions and thus limit the diversity of human-scene interactions for synthesized motions. In this paper, we focus on the problem of synthesizing diverse scene-aware human motions under the guidance of target action sequences. To achieve this, we first decompose the diversity of scene-aware human motions into three aspects, namely interaction diversity (e.g. sitting on differe…
MPI for Informatics(马克斯·普朗克信息学研究所);MPI for Intelligent Systems(马克斯·普朗克智能系统研究所);Google Research(谷歌研究院);ETH Zürich(苏黎世联邦理工学院);Reality Labs Research(现实实验室研究院);MIT(麻省理工学院);Technical University of Munich(慕尼黑工业大学);Stanford University(斯坦福大学)
Synthesizing photo-realistic images and videos is at the heart of computer graphics and has been the focus of decades of research. Traditionally, synthetic images of a scene are generated using rendering algorithms such as rasterization or ray tracing, which take specifically defined representations of geometry and material properties as input. Collectively, these inputs define the actual scene and what is rendered, and are referred to as the scene representation (where a scene consists of one or more objects). Example scene representations are triangle meshes with accompanied textures (e.g., …