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/pose2motion
NVIDIA(英伟达);University of Waterloo(滑铁卢大学);University of Toronto(多伦多大学);Vector Institute(矢量研究所)
We present HIPNet, a neural implicit pose network trained on multiple subjects across many poses. HIPNet can disentangle subject-specific details from pose-specific details, effectively enabling us to retarget motion from one subject to another or to animate between keyframes through latent space interpolation. To this end, we employ a hierarchical skeleton-based representation to learn a signed distance function on a canonical unposed space. This joint-based decomposition enables us to represent subtle details that are local to the space around the body joint. Unlike previous neural implicit …
In this paper, we present a method of clothes retargeting; generating the potential poses and deformations of a given 3D clothing template model to fit onto a person in a single RGB image. The problem is fundamentally ill-posed as attaining the ground truth data is impossible, i.e., images of people wearing the different 3D clothing template model at exact same pose. We address this challenge by utilizing large-scale synthetic data generated from physical simulation, allowing us to map 2D dense body pose to 3D clothing deformation. With the simulated data, we propose a semi-supervised learning…
University of Southern California(南加州大学);Harvard University(哈佛大学);Toyota Technological Institute at Chicago(芝加哥丰田技术研究院)
We study the problem of learning disentangled representations for data across multiple domains and its applications in human retargeting. Our goal is to map an input image to an identity-invariant latent representation that captures intrinsic factors such as expressions and poses. To this end, we present a novel multi-view learning approach that leverages various data sources such as images, keypoints, and poses. Our model consists of multiple id-conditioned VAEs for different views of the data. During training, we encourage the latent embeddings to be consistent across these views. Our observ…
We address the task of unsupervised retargeting of human actions from one video to another. We consider the challenging setting where only a few frames of the target is available. The core of our approach is a conditional generative model that can transcode input skeletal poses (automatically extracted with an off-the-shelf pose estimator) to output target frames. However, it is challenging to build a universal transcoder because humans can appear wildly different due to clothing and background scene geometry. Instead, we learn to adapt - or personalize - a universal generator to the particula…
Tel-Aviv University(特拉维夫大学);AICFVE Beijing Film Academy(北京电影学院AICFVE);Peking University(北京大学);Shandong University(山东大学);Hebrew University of Jerusalem(耶路撒冷希伯来大学)
Analyzing human motion is a challenging task with a wide variety of applications in computer vision and in graphics. One such application, of particular importance in computer animation, is the retargeting of motion from one performer to another. While humans move in three dimensions, the vast majority of human motions are captured using video, requiring 2D-to-3D pose and camera recovery, before existing retargeting approaches may be applied. In this paper, we present a new method for retargeting video-captured motion between different human performers, without the need to explicitly reconstru…
University of North Carolina at Charlotte(北卡罗来纳大学夏洛特分校)
Skeleton-based motion visualization is a rising field in computer vision, especially in the case of virtual reality (VR). With further advancements in human-pose estimation and skeleton extracting sensors, more and more applications that utilize skeleton data have come about. These skeletons may appear to be anonymous but they contain embedded personally identifiable information (PII). In this paper we present a new anonymization technique that is based on motion retargeting, utilizing adversary classifiers to further remove PII embedded in the skeleton. Motion retargeting is effective in anon…
Human hand actions are quite complex, especially when they involve object manipulation, mainly due to the high dimensionality of the hand and the vast action space that entails. Imitating those actions with dexterous hand models involves different important and challenging steps: acquiring human hand information, retargeting it to a hand model, and learning a policy from acquired data. In this work, we capture the hand information by using a state-of-the-art hand pose estimator. We tackle the retargeting problem from the hand pose to a 29 DoF hand model by combining inverse kinematics and PSO …
University of Washington(华盛顿大学);Microsoft Corporation(微软公司)
Facial motion retargeting is an important problem in both computer graphics and vision, which involves capturing the performance of a human face and transferring it to another 3D character. Learning 3D morphable model (3DMM) parameters from 2D face images using convolutional neural networks is common in 2D face alignment, 3D face reconstruction etc. However, existing methods either require an additional face detection step before retargeting or use a cascade of separate networks to perform detection followed by retargeting in a sequence. In this paper, we present a single end-to-end network to…
The task of unsupervised motion retargeting in videos has seen substantial advancements through the use of deep neural networks. While early works concentrated on specific object priors such as a human face or body, recent work considered the unsupervised case. When the source and target videos, however, are of different shapes, current methods fail. To alleviate this problem, we introduce JOKR - a JOint Keypoint Representation that captures the motion common to both the source and target videos, without requiring any object prior or data collection. By employing a domain confusion term, we en…
University of Washington(华盛顿大学);Microsoft Cloud and AI(微软云与人工智能部门);Microsoft(微软)
Traditional methods for image-based 3D face reconstruction and facial motion retargeting fit a 3D morphable model (3DMM) to the face, which has limited modeling capacity and fail to generalize well to in-the-wild data. Use of deformation transfer or multilinear tensor as a personalized 3DMM for blendshape interpolation does not address the fact that facial expressions result in different local and global skin deformations in different persons. Moreover, existing methods learn a single albedo per user which is not enough to capture the expression-specific skin reflectance variations. We propose…
Inria(法国国家信息与自动化研究所);Toyota Motor Europe(丰田汽车欧洲公司);Shanghai AI Laboratory(上海人工智能实验室)
Current self-supervised approaches for skeleton action representation learning often focus on constrained scenarios, where videos and skeleton data are recorded in laboratory settings. When dealing with estimated skeleton data in real-world videos, such methods perform poorly due to the large variations across subjects and camera viewpoints. To address this issue, we introduce ViA, a novel View-Invariant Autoencoder for self-supervised skeleton action representation learning. ViA leverages motion retargeting between different human performers as a pretext task, in order to disentangle the late…
Human motion retargeting aims to transfer the motion of one person in a "driving" video or set of images to another person. Existing efforts leverage a long training video from each target person to train a subject-specific motion transfer model. However, the scalability of such methods is limited, as each model can only generate videos for the given target subject, and such training videos are labor-intensive to acquire and process. Few-shot motion transfer techniques, which only require one or a few images from a target, have recently drawn considerable attention. Methods addressing this tas…
TopoCap: Learning Topology-Agnostic Motion Priors for Monocular Video-to-Animation
Zhili College, Tsinghua University(清华大学致理书院);BNRist, Department of Computer Science and Technology, Tsinghua University(清华大学计算机科学与技术系,北京国家信息科学与技术研究中心);VAST
CORE4D: A 4D Human-Object-Human Interaction Dataset for Collaborative Object REarrangement
Tsinghua University(清华大学);Shanghai Qi Zhi Institute(上海期智研究院);Shanghai Artificial Intelligence Laboratory(上海人工智能实验室);Beijing University of Posts and Telecommunications(北京邮电大学)
Robust and High-Fidelity 3D Gaussian Splatting: Fusing Pose Priors and Geometry Constraints for Texture-Deficient Outdoor Scenes
School of Mechatronical Engineering, Beijing Institute of Technology(机械电子工程学院,北京理工大学);Beiing National Research Center for Information Science and Technology(北京国家信息科学与技术研究中心);Qiyuan Lab(启元实验室);Peking University(北京大学)
Human pose estimation in images and videos is one of key technologies for realizing a variety of human activity recognition tasks (e.g., human-computer interaction, gesture recognition, surveillance, and video summarization). This paper presents two types of human pose estimation methodologies; 1) 3D human pose tracking using motion priors and 2) 2D human pose estimation with ensemble modeling.
The Robotics Institute, Carnegie Mellon University(卡内基梅隆大学机器人研究所)
Pose Priors are critical in human pose estimation, since they are able to enforce constraints that prevent estimated poses from tending to physically impossible positions. Human pose generally consists of up to 22 Joint Angles of various segments, and their respective bone lengths, but the way these various segments interact can affect the validity of a pose. Looking at the Knee-Ankle segment alone, we can observe that clearly, the Knee cannot bend forward beyond it's roughly 90 degree point, amongst various other impossible poses below.
Many real-world applications in augmented reality (AR), 3D mapping, and robotics require both fast and accurate estimation of camera poses and scales from multiple images captured by multiple cameras or a single moving camera. Achieving high speed and maintaining high accuracy in a pose-and-scale estimator are often conflicting goals. To simultaneously achieve both, we exploit a priori knowledge about the solution space. We present gDLS*, a generalized-camera-model pose-and-scale estimator that utilizes rotation and scale priors. gDLS* allows an application to flexibly weigh the contribution o…
Google(谷歌);Technical University of Munich(慕尼黑工业大学);Tsinghua University(清华大学)
Category-level pose estimation is a challenging problem due to intra-class shape variations. Recent methods deform pre-computed shape priors to map the observed point cloud into the normalized object coordinate space and then retrieve the pose via post-processing, i.e., Umeyama's Algorithm. The shortcomings of this two-stage strategy lie in two aspects: 1) The surrogate supervision on the intermediate results can not directly guide the learning of pose, resulting in large pose error after post-processing. 2) The inference speed is limited by the post-processing step. In this paper, to handle t…
In this work we propose to utilize information about human actions to improve pose estimation in monocular videos. To this end, we present a pictorial structure model that exploits high-level information about activities to incorporate higher-order part dependencies by modeling action specific appearance models and pose priors. However, instead of using an additional expensive action recognition framework, the action priors are efficiently estimated by our pose estimation framework. This is achieved by starting with a uniform action prior and updating the action prior during pose estimation. W…
Beijing Institute for General Artificial Intelligence(北京通用人工智能研究院);Peking University(北京大学)
Learning 3D human pose prior is essential to human-centered AI. Here, we present GFPose, a versatile framework to model plausible 3D human poses for various applications. At the core of GFPose is a time-dependent score network, which estimates the gradient on each body joint and progressively denoises the perturbed 3D human pose to match a given task specification. During the denoising process, GFPose implicitly incorporates pose priors in gradients and unifies various discriminative and generative tasks in an elegant framework. Despite the simplicity, GFPose demonstrates great potential in se…
The Skinned Multi-Person Linear (SMPL) model can represent a human body by mapping pose and shape parameters to body meshes. This has been shown to facilitate inferring 3D human pose and shape from images via different learning models. However, not all pose and shape parameter values yield physically-plausible or even realistic body meshes. In other words, SMPL is under-constrained and may thus lead to invalid results when used to reconstruct humans from images, either by directly optimizing its parameters, or by learning a mapping from the image to these parameters. In this paper, we therefor…
Pose-Free Omnidirectional Gaussian Splatting for 360-Degree Videos with Consistent Depth Priors
School of Artificial Intelligence, University of Chinese Academy of Sciences(中国科学院大学人工智能学院);Chongqing University(重庆大学);Air Force Engineering University(空军工程大学)
GRPose: Learning Graph Relations for Human Image Generation with Pose Priors
University of Science and Technology of China(中国科学技术大学);Space AI, Li Auto(理想汽车空间人工智能部门);University of New South Wales(新南威尔士大学);Hefei University of Technology(合肥工业大学);Institute of Artificial Intelligence, Hefei Comprehensive National Science Center(合肥综合性国家科学中心人工智能研究院)
We introduce a new method for category-level pose estimation which produces a distribution over predicted poses by integrating 3D shape estimates from a generative object model with segmentation information. Given an input depth-image of an object, our variable-time method uses a mixture density network architecture to produce a multi-modal distribution over 3DOF poses; this distribution is then combined with a prior probability encouraging silhouette agreement between the observed input and predicted object pose. Our approach significantly outperforms the current state-of-the-art in category-…
We propose a novel efficient and lightweight model for human pose estimation from a single image. Our model is designed to achieve competitive results at a fraction of the number of parameters and computational cost of various state-of-the-art methods. To this end, we explicitly incorporate part-based structural and geometric priors in a hierarchical prediction framework. At the coarsest resolution, and in a manner similar to classical part-based approaches, we leverage the kinematic structure of the human body to propagate convolutional feature updates between the keypoints or body parts. Unl…
We present Neural Marionette, an unsupervised approach that discovers the skeletal structure from a dynamic sequence and learns to generate diverse motions that are consistent with the observed motion dynamics. Given a video stream of point cloud observation of an articulated body under arbitrary motion, our approach discovers the unknown low-dimensional skeletal relationship that can effectively represent the movement. Then the discovered structure is utilized to encode the motion priors of dynamic sequences in a latent structure, which can be decoded to the relative joint rotations to repres…