PyTorchKR Papers

최신 논문

총 21편
태그·기간 등 상세 필터

카테고리 탐색

로그인 후 이 태그 구독

arXiv:2503.12763공식 코드 · Papers with Code

A Survey on Human Interaction Motion Generation

Humans inhabit a world defined by interactions -- with other humans, objects, and environments. These interactive movements not only convey our relationships with our surroundings but also demonstrate how we perceive and communicate with the real world. Therefore, replicating these interaction behaviors in digital systems has emerged as an important topic for applications in robotics, virtual reality, and animation. While recent advances in deep generative models and new datasets have accelerated progress in this field, significant challenges remain in modeling the intricate human dynamics and their interactions with entities in the external world. In this survey, we present, for the first time, a comprehensive overview of the literature in human interaction motion generation. We begin by establishing foundational concepts essential for understanding the research background. We then systematically review existing solutions and datasets across three primary interaction tasks -- human-human, human-object, and human-scene interactions -- followed by evaluation metrics. Finally, we discuss open research directions and future opportunities.

arXiv:2410.14099공식 코드 · Papers with Code

ST-MoE-BERT: A Spatial-Temporal Mixture-of-Experts Framework for Long-Term Cross-City Mobility Prediction

Predicting human mobility across multiple cities presents significant challenges due to the complex and diverse spatial-temporal dynamics inherent in different urban environments. In this study, we propose a robust approach to predict human mobility patterns called ST-MoE-BERT. Compared to existing methods, our approach frames the prediction task as a spatial-temporal classification problem. Our methodology integrates the Mixture-of-Experts architecture with BERT model to capture complex mobility dynamics and perform the downstream human mobility prediction task. Additionally, transfer learning is integrated to solve the challenge of data scarcity in cross-city prediction. We demonstrate the effectiveness of the proposed model on GEO-BLEU and DTW, comparing it to several state-of-the-art methods. Notably, ST-MoE-BERT achieves an average improvement of 8.29%.

arXiv:2406.13945공식 코드 · Papers with Code

CityBench: Evaluating the Capabilities of Large Language Models for Urban Tasks

Recently, large language models (LLMs) with extensive general knowledge and powerful reasoning abilities have seen rapid development and widespread application. A systematic and reliable evaluation of LLMs or vision-language model (VLMs) is a crucial step in applying and developing them for various fields. There have been some early explorations about the usability of LLMs for limited urban tasks, but a systematic and scalable evaluation benchmark is still lacking. The challenge in constructing a systematic evaluation benchmark for urban research lies in the diversity of urban data, the complexity of application scenarios and the highly dynamic nature of the urban environment. In this paper, we design CityBench, an interactive simulator based evaluation platform, as the first systematic benchmark for evaluating the capabilities of LLMs for diverse tasks in urban research. First, we build CityData to integrate the diverse urban data and CitySimu to simulate fine-grained urban dynamics. Based on CityData and CitySimu, we design 8 representative urban tasks in 2 categories of perception-understanding and decision-making as the CityBench. With extensive results from 30 well-known LLMs and VLMs in 13 cities around the world, we find that advanced LLMs and VLMs can achieve competitive performance in diverse urban tasks requiring commonsense and semantic understanding abilities, e.g., understanding the human dynamics and semantic inference of urban images. Meanwhile, they fail to solve the challenging urban tasks requiring professional knowledge and high-level reasoning abilities, e.g., geospatial prediction and traffic control task. These observations provide valuable perspectives for utilizing and developing LLMs in the future. Codes are openly accessible via https://github.com/tsinghua-fib-lab/CityBench.

arXiv:2406.00032공식 코드 · Papers with Code

Paths of A Million People: Extracting Life Trajectories from Wikipedia

The life trajectories of notable people have been studied to pinpoint the times and places of significant events such as birth, death, education, marriage, competition, work, speeches, scientific discoveries, artistic achievements, and battles. Understanding how these individuals interact with others provides valuable insights for broader research into human dynamics. However, the scarcity of trajectory data in terms of volume, density, and inter-person interactions, limits relevant studies from being comprehensive and interactive. We mine millions of biography pages from Wikipedia and tackle the generalization problem stemming from the variety and heterogeneity of the trajectory descriptions. Our ensemble model COSMOS, which combines the idea of semi-supervised learning and contrastive learning, achieves an F1 score of 85.95%. For this task, we also create a hand-curated dataset, WikiLifeTrajectory, consisting of 8,852 (person, time, location) triplets as ground truth. Besides, we perform an empirical analysis on the trajectories of 8,272 historians to demonstrate the validity of the extracted results. To facilitate the research on trajectory extractions and help the analytical studies to construct grand narratives, we make our code, the million-level extracted trajectories, and the WikiLifeTrajectory dataset publicly available.

arXiv:2403.18452공식 코드 · Papers with Code

SingularTrajectory: Universal Trajectory Predictor Using Diffusion Model

There are five types of trajectory prediction tasks: deterministic, stochastic, domain adaptation, momentary observation, and few-shot. These associated tasks are defined by various factors, such as the length of input paths, data split and pre-processing methods. Interestingly, even though they commonly take sequential coordinates of observations as input and infer future paths in the same coordinates as output, designing specialized architectures for each task is still necessary. For the other task, generality issues can lead to sub-optimal performances. In this paper, we propose SingularTrajectory, a diffusion-based universal trajectory prediction framework to reduce the performance gap across the five tasks. The core of SingularTrajectory is to unify a variety of human dynamics representations on the associated tasks. To do this, we first build a Singular space to project all types of motion patterns from each task into one embedding space. We next propose an adaptive anchor working in the Singular space. Unlike traditional fixed anchor methods that sometimes yield unacceptable paths, our adaptive anchor enables correct anchors, which are put into a wrong location, based on a traversability map. Finally, we adopt a diffusion-based predictor to further enhance the prototype paths using a cascaded denoising process. Our unified framework ensures the generality across various benchmark settings such as input modality, and trajectory lengths. Extensive experiments on five public benchmarks demonstrate that SingularTrajectory substantially outperforms existing models, highlighting its effectiveness in estimating general dynamics of human movements. Code is publicly available at https://github.com/inhwanbae/SingularTrajectory .

arXiv:2403.12519공식 코드 · Papers with Code

Dynamic Spatial-Temporal Aggregation for Skeleton-Aware Sign Language Recognition

Skeleton-aware sign language recognition (SLR) has gained popularity due to its ability to remain unaffected by background information and its lower computational requirements. Current methods utilize spatial graph modules and temporal modules to capture spatial and temporal features, respectively. However, their spatial graph modules are typically built on fixed graph structures such as graph convolutional networks or a single learnable graph, which only partially explore joint relationships. Additionally, a simple temporal convolution kernel is used to capture temporal information, which may not fully capture the complex movement patterns of different signers. To overcome these limitations, we propose a new spatial architecture consisting of two concurrent branches, which build input-sensitive joint relationships and incorporates specific domain knowledge for recognition, respectively. These two branches are followed by an aggregation process to distinguishe important joint connections. We then propose a new temporal module to model multi-scale temporal information to capture complex human dynamics. Our method achieves state-of-the-art accuracy compared to previous skeleton-aware methods on four large-scale SLR benchmarks. Moreover, our method demonstrates superior accuracy compared to RGB-based methods in most cases while requiring much fewer computational resources, bringing better accuracy-computation trade-off. Code is available at https://github.com/hulianyuyy/DSTA-SLR.

arXiv:2312.02256공식 코드 · Papers with Code

EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion Generation

We introduce Efficient Motion Diffusion Model (EMDM) for fast and high-quality human motion generation. Current state-of-the-art generative diffusion models have produced impressive results but struggle to achieve fast generation without sacrificing quality. On the one hand, previous works, like motion latent diffusion, conduct diffusion within a latent space for efficiency, but learning such a latent space can be a non-trivial effort. On the other hand, accelerating generation by naively increasing the sampling step size, e.g., DDIM, often leads to quality degradation as it fails to approximate the complex denoising distribution. To address these issues, we propose EMDM, which captures the complex distribution during multiple sampling steps in the diffusion model, allowing for much fewer sampling steps and significant acceleration in generation. This is achieved by a conditional denoising diffusion GAN to capture multimodal data distributions among arbitrary (and potentially larger) step sizes conditioned on control signals, enabling fewer-step motion sampling with high fidelity and diversity. To minimize undesired motion artifacts, geometric losses are imposed during network learning. As a result, EMDM achieves real-time motion generation and significantly improves the efficiency of motion diffusion models compared to existing methods while achieving high-quality motion generation. Our code will be publicly available upon publication.

arXiv:2308.16905공식 코드 · Papers with Code

InterDiff: Generating 3D Human-Object Interactions with Physics-Informed Diffusion

This paper addresses a novel task of anticipating 3D human-object interactions (HOIs). Most existing research on HOI synthesis lacks comprehensive whole-body interactions with dynamic objects, e.g., often limited to manipulating small or static objects. Our task is significantly more challenging, as it requires modeling dynamic objects with various shapes, capturing whole-body motion, and ensuring physically valid interactions. To this end, we propose InterDiff, a framework comprising two key steps: (i) interaction diffusion, where we leverage a diffusion model to encode the distribution of future human-object interactions; (ii) interaction correction, where we introduce a physics-informed predictor to correct denoised HOIs in a diffusion step. Our key insight is to inject prior knowledge that the interactions under reference with respect to contact points follow a simple pattern and are easily predictable. Experiments on multiple human-object interaction datasets demonstrate the effectiveness of our method for this task, capable of producing realistic, vivid, and remarkably long-term 3D HOI predictions.

arXiv:2307.09306공식 코드 · Papers with Code

EigenTrajectory: Low-Rank Descriptors for Multi-Modal Trajectory Forecasting

Capturing high-dimensional social interactions and feasible futures is essential for predicting trajectories. To address this complex nature, several attempts have been devoted to reducing the dimensionality of the output variables via parametric curve fitting such as the B\'ezier curve and B-spline function. However, these functions, which originate in computer graphics fields, are not suitable to account for socially acceptable human dynamics. In this paper, we present EigenTrajectory ($\mathbb{ET}$), a trajectory prediction approach that uses a novel trajectory descriptor to form a compact space, known here as $\mathbb{ET}$ space, in place of Euclidean space, for representing pedestrian movements. We first reduce the complexity of the trajectory descriptor via a low-rank approximation. We transform the pedestrians' history paths into our $\mathbb{ET}$ space represented by spatio-temporal principle components, and feed them into off-the-shelf trajectory forecasting models. The inputs and outputs of the models as well as social interactions are all gathered and aggregated in the corresponding $\mathbb{ET}$ space. Lastly, we propose a trajectory anchor-based refinement method to cover all possible futures in the proposed $\mathbb{ET}$ space. Extensive experiments demonstrate that our EigenTrajectory predictor can significantly improve both the prediction accuracy and reliability of existing trajectory forecasting models on public benchmarks, indicating that the proposed descriptor is suited to represent pedestrian behaviors. Code is publicly available at https://github.com/inhwanbae/EigenTrajectory .

arXiv:2306.11377공식 코드 · Papers with Code

HabiCrowd: A High Performance Simulator for Crowd-Aware Visual Navigation

Visual navigation, a foundational aspect of Embodied AI (E-AI), has been significantly studied in the past few years. While many 3D simulators have been introduced to support visual navigation tasks, scarcely works have been directed towards combining human dynamics, creating the gap between simulation and real-world applications. Furthermore, current 3D simulators incorporating human dynamics have several limitations, particularly in terms of computational efficiency, which is a promise of E-AI simulators. To overcome these shortcomings, we introduce HabiCrowd, the first standard benchmark for crowd-aware visual navigation that integrates a crowd dynamics model with diverse human settings into photorealistic environments. Empirical evaluations demonstrate that our proposed human dynamics model achieves state-of-the-art performance in collision avoidance, while exhibiting superior computational efficiency compared to its counterparts. We leverage HabiCrowd to conduct several comprehensive studies on crowd-aware visual navigation tasks and human-robot interactions. The source code and data can be found at https://habicrowd.github.io/.

arXiv:2303.17472공식 코드 · Papers with Code

PoseFormerV2: Exploring Frequency Domain for Efficient and Robust 3D Human Pose Estimation

Recently, transformer-based methods have gained significant success in sequential 2D-to-3D lifting human pose estimation. As a pioneering work, PoseFormer captures spatial relations of human joints in each video frame and human dynamics across frames with cascaded transformer layers and has achieved impressive performance. However, in real scenarios, the performance of PoseFormer and its follow-ups is limited by two factors: (a) The length of the input joint sequence; (b) The quality of 2D joint detection. Existing methods typically apply self-attention to all frames of the input sequence, causing a huge computational burden when the frame number is increased to obtain advanced estimation accuracy, and they are not robust to noise naturally brought by the limited capability of 2D joint detectors. In this paper, we propose PoseFormerV2, which exploits a compact representation of lengthy skeleton sequences in the frequency domain to efficiently scale up the receptive field and boost robustness to noisy 2D joint detection. With minimum modifications to PoseFormer, the proposed method effectively fuses features both in the time domain and frequency domain, enjoying a better speed-accuracy trade-off than its precursor. Extensive experiments on two benchmark datasets (i.e., Human3.6M and MPI-INF-3DHP) demonstrate that the proposed approach significantly outperforms the original PoseFormer and other transformer-based variants. Code is released at \url{https://github.com/QitaoZhao/PoseFormerV2}.

arXiv:2209.08790공식 코드 · Papers with Code

D&D: Learning Human Dynamics from Dynamic Camera

3D human pose estimation from a monocular video has recently seen significant improvements. However, most state-of-the-art methods are kinematics-based, which are prone to physically implausible motions with pronounced artifacts. Current dynamics-based methods can predict physically plausible motion but are restricted to simple scenarios with static camera view. In this work, we present D&D (Learning Human Dynamics from Dynamic Camera), which leverages the laws of physics to reconstruct 3D human motion from the in-the-wild videos with a moving camera. D&D introduces inertial force control (IFC) to explain the 3D human motion in the non-inertial local frame by considering the inertial forces of the dynamic camera. To learn the ground contact with limited annotations, we develop probabilistic contact torque (PCT), which is computed by differentiable sampling from contact probabilities and used to generate motions. The contact state can be weakly supervised by encouraging the model to generate correct motions. Furthermore, we propose an attentive PD controller that adjusts target pose states using temporal information to obtain smooth and accurate pose control. Our approach is entirely neural-based and runs without offline optimization or simulation in physics engines. Experiments on large-scale 3D human motion benchmarks demonstrate the effectiveness of D&D, where we exhibit superior performance against both state-of-the-art kinematics-based and dynamics-based methods. Code is available at https://github.com/Jeffsjtu/DnD

arXiv:2203.16482공식 코드 · Papers with Code

RFNet-4D++: Joint Object Reconstruction and Flow Estimation from 4D Point Clouds with Cross-Attention Spatio-Temporal Features

Object reconstruction from 3D point clouds has been a long-standing research problem in computer vision and computer graphics, and achieved impressive progress. However, reconstruction from time-varying point clouds (a.k.a. 4D point clouds) is generally overlooked. In this paper, we propose a new network architecture, namely RFNet-4D++, that jointly reconstructs objects and their motion flows from 4D point clouds. The key insight is simultaneously performing both tasks via learning of spatial and temporal features from a sequence of point clouds can leverage individual tasks, leading to improved overall performance. To prove this ability, we design a temporal vector field learning module using an unsupervised learning approach for flow estimation task, leveraged by supervised learning of spatial structures for object reconstruction. Extensive experiments and analyses on benchmark datasets validated the effectiveness and efficiency of our method. As shown in experimental results, our method achieves state-of-the-art performance on both flow estimation and object reconstruction while performing much faster than existing methods in both training and inference. Our code and data are available at https://github.com/hkust-vgd/RFNet-4D

arXiv:2203.13817공식 코드 · Papers with Code

AutoAvatar: Autoregressive Neural Fields for Dynamic Avatar Modeling

Neural fields such as implicit surfaces have recently enabled avatar modeling from raw scans without explicit temporal correspondences. In this work, we exploit autoregressive modeling to further extend this notion to capture dynamic effects, such as soft-tissue deformations. Although autoregressive models are naturally capable of handling dynamics, it is non-trivial to apply them to implicit representations, as explicit state decoding is infeasible due to prohibitive memory requirements. In this work, for the first time, we enable autoregressive modeling of implicit avatars. To reduce the memory bottleneck and efficiently model dynamic implicit surfaces, we introduce the notion of articulated observer points, which relate implicit states to the explicit surface of a parametric human body model. We demonstrate that encoding implicit surfaces as a set of height fields defined on articulated observer points leads to significantly better generalization compared to a latent representation. The experiments show that our approach outperforms the state of the art, achieving plausible dynamic deformations even for unseen motions. https://zqbai-jeremy.github.io/autoavatar

arXiv:2111.11433공식 코드 · Papers with Code

Towards Tokenized Human Dynamics Representation

For human action understanding, a popular research direction is to analyze short video clips with unambiguous semantic content, such as jumping and drinking. However, methods for understanding short semantic actions cannot be directly translated to long human dynamics such as dancing, where it becomes challenging even to label the human movements semantically. Meanwhile, the natural language processing (NLP) community has made progress in solving a similar challenge of annotation scarcity by large-scale pre-training, which improves several downstream tasks with one model. In this work, we study how to segment and cluster videos into recurring temporal patterns in a self-supervised way, namely acton discovery, the main roadblock towards video tokenization. We propose a two-stage framework that first obtains a frame-wise representation by contrasting two augmented views of video frames conditioned on their temporal context. The frame-wise representations across a collection of videos are then clustered by K-means. Actons are then automatically extracted by forming a continuous motion sequence from frames within the same cluster. We evaluate the frame-wise representation learning step by Kendall's Tau and the lexicon building step by normalized mutual information and language entropy. We also study three applications of this tokenization: genre classification, action segmentation, and action composition. On the AIST++ and PKU-MMD datasets, actons bring significant performance improvements compared to several baselines.

arXiv:2007.11678공식 코드 · Papers with Code

Contact and Human Dynamics from Monocular Video

Existing deep models predict 2D and 3D kinematic poses from video that are approximately accurate, but contain visible errors that violate physical constraints, such as feet penetrating the ground and bodies leaning at extreme angles. In this paper, we present a physics-based method for inferring 3D human motion from video sequences that takes initial 2D and 3D pose estimates as input. We first estimate ground contact timings with a novel prediction network which is trained without hand-labeled data. A physics-based trajectory optimization then solves for a physically-plausible motion, based on the inputs. We show this process produces motions that are significantly more realistic than those from purely kinematic methods, substantially improving quantitative measures of both kinematic and dynamic plausibility. We demonstrate our method on character animation and pose estimation tasks on dynamic motions of dancing and sports with complex contact patterns.

arXiv:1908.04781공식 코드 · Papers with Code

Predicting 3D Human Dynamics from Video

Given a video of a person in action, we can easily guess the 3D future motion of the person. In this work, we present perhaps the first approach for predicting a future 3D mesh model sequence of a person from past video input. We do this for periodic motions such as walking and also actions like bowling and squatting seen in sports or workout videos. While there has been a surge of future prediction problems in computer vision, most approaches predict 3D future from 3D past or 2D future from 2D past inputs. In this work, we focus on the problem of predicting 3D future motion from past image sequences, which has a plethora of practical applications in autonomous systems that must operate safely around people from visual inputs. Inspired by the success of autoregressive models in language modeling tasks, we learn an intermediate latent space on which we predict the future. This effectively facilitates autoregressive predictions when the input differs from the output domain. Our approach can be trained on video sequences obtained in-the-wild without 3D ground truth labels. The project website with videos can be found at https://jasonyzhang.com/phd.

arXiv:1812.01601공식 코드 · Papers with Code

Learning 3D Human Dynamics from Video

From an image of a person in action, we can easily guess the 3D motion of the person in the immediate past and future. This is because we have a mental model of 3D human dynamics that we have acquired from observing visual sequences of humans in motion. We present a framework that can similarly learn a representation of 3D dynamics of humans from video via a simple but effective temporal encoding of image features. At test time, from video, the learned temporal representation give rise to smooth 3D mesh predictions. From a single image, our model can recover the current 3D mesh as well as its 3D past and future motion. Our approach is designed so it can learn from videos with 2D pose annotations in a semi-supervised manner. Though annotated data is always limited, there are millions of videos uploaded daily on the Internet. In this work, we harvest this Internet-scale source of unlabeled data by training our model on unlabeled video with pseudo-ground truth 2D pose obtained from an off-the-shelf 2D pose detector. Our experiments show that adding more videos with pseudo-ground truth 2D pose monotonically improves 3D prediction performance. We evaluate our model, Human Mesh and Motion Recovery (HMMR), on the recent challenging dataset of 3D Poses in the Wild and obtain state-of-the-art performance on the 3D prediction task without any fine-tuning. The project website with video, code, and data can be found at https://akanazawa.github.io/human_dynamics/.

arXiv:1810.09676공식 코드 · Papers with Code

Action-Agnostic Human Pose Forecasting

Predicting and forecasting human dynamics is a very interesting but challenging task with several prospective applications in robotics, health-care, etc. Recently, several methods have been developed for human pose forecasting; however, they often introduce a number of limitations in their settings. For instance, previous work either focused only on short-term or long-term predictions, while sacrificing one or the other. Furthermore, they included the activity labels as part of the training process, and require them at testing time. These limitations confine the usage of pose forecasting models for real-world applications, as often there are no activity-related annotations for testing scenarios. In this paper, we propose a new action-agnostic method for short- and long-term human pose forecasting. To this end, we propose a new recurrent neural network for modeling the hierarchical and multi-scale characteristics of the human dynamics, denoted by triangular-prism RNN (TP-RNN). Our model captures the latent hierarchical structure embedded in temporal human pose sequences by encoding the temporal dependencies with different time-scales. For evaluation, we run an extensive set of experiments on Human 3.6M and Penn Action datasets and show that our method outperforms baseline and state-of-the-art methods quantitatively and qualitatively. Codes are available at https://github.com/eddyhkchiu/pose_forecast_wacv/

arXiv:1809.08835공식 코드 · Papers with Code

Crowd-Robot Interaction: Crowd-aware Robot Navigation with Attention-based Deep Reinforcement Learning

Mobility in an effective and socially-compliant manner is an essential yet challenging task for robots operating in crowded spaces. Recent works have shown the power of deep reinforcement learning techniques to learn socially cooperative policies. However, their cooperation ability deteriorates as the crowd grows since they typically relax the problem as a one-way Human-Robot interaction problem. In this work, we want to go beyond first-order Human-Robot interaction and more explicitly model Crowd-Robot Interaction (CRI). We propose to (i) rethink pairwise interactions with a self-attention mechanism, and (ii) jointly model Human-Robot as well as Human-Human interactions in the deep reinforcement learning framework. Our model captures the Human-Human interactions occurring in dense crowds that indirectly affects the robot's anticipation capability. Our proposed attentive pooling mechanism learns the collective importance of neighboring humans with respect to their future states. Various experiments demonstrate that our model can anticipate human dynamics and navigate in crowds with time efficiency, outperforming state-of-the-art methods.