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arXiv:2207.08164공식 코드 · Papers with Code

Action-conditioned On-demand Motion Generation

We propose a novel framework, On-Demand MOtion Generation (ODMO), for generating realistic and diverse long-term 3D human motion sequences conditioned only on action types with an additional capability of customization. ODMO shows improvements over SOTA approaches on all traditional motion evaluation metrics when evaluated on three public datasets (HumanAct12, UESTC, and MoCap). Furthermore, we provide both qualitative evaluations and quantitative metrics demonstrating several first-known customization capabilities afforded by our framework, including mode discovery, interpolation, and trajectory customization. These capabilities significantly widen the spectrum of potential applications of such motion generation models. The novel on-demand generative capabilities are enabled by innovations in both the encoder and decoder architectures: (i) Encoder: Utilizing contrastive learning in low-dimensional latent space to create a hierarchical embedding of motion sequences, where not only the codes of different action types form different groups, but within an action type, codes of similar inherent patterns (motion styles) cluster together, making them readily discoverable; (ii) Decoder: Using a hierarchical decoding strategy where the motion trajectory is reconstructed first and then used to reconstruct the whole motion sequence. Such an architecture enables effective trajectory control. Our code is released on the Github page: https://github.com/roychowdhuryresearch/ODMO

arXiv:2110.11460공식 코드 · Papers with Code

MUGL: Large Scale Multi Person Conditional Action Generation with Locomotion

We introduce MUGL, a novel deep neural model for large-scale, diverse generation of single and multi-person pose-based action sequences with locomotion. Our controllable approach enables variable-length generations customizable by action category, across more than 100 categories. To enable intra/inter-category diversity, we model the latent generative space using a Conditional Gaussian Mixture Variational Autoencoder. To enable realistic generation of actions involving locomotion, we decouple local pose and global trajectory components of the action sequence. We incorporate duration-aware feature representations to enable variable-length sequence generation. We use a hybrid pose sequence representation with 3D pose sequences sourced from videos and 3D Kinect-based sequences of NTU-RGBD-120. To enable principled comparison of generation quality, we employ suitably modified strong baselines during evaluation. Although smaller and simpler compared to baselines, MUGL provides better quality generations, paving the way for practical and controllable large-scale human action generation.

arXiv:2110.11191공식 코드 · Papers with Code

Generative Adversarial Graph Convolutional Networks for Human Action Synthesis

Synthesising the spatial and temporal dynamics of the human body skeleton remains a challenging task, not only in terms of the quality of the generated shapes, but also of their diversity, particularly to synthesise realistic body movements of a specific action (action conditioning). In this paper, we propose Kinetic-GAN, a novel architecture that leverages the benefits of Generative Adversarial Networks and Graph Convolutional Networks to synthesise the kinetics of the human body. The proposed adversarial architecture can condition up to 120 different actions over local and global body movements while improving sample quality and diversity through latent space disentanglement and stochastic variations. Our experiments were carried out in three well-known datasets, where Kinetic-GAN notably surpasses the state-of-the-art methods in terms of distribution quality metrics while having the ability to synthesise more than one order of magnitude regarding the number of different actions. Our code and models are publicly available at https://github.com/DegardinBruno/Kinetic-GAN.

arXiv:2104.05670공식 코드 · Papers with Code

Action-Conditioned 3D Human Motion Synthesis with Transformer VAE

We tackle the problem of action-conditioned generation of realistic and diverse human motion sequences. In contrast to methods that complete, or extend, motion sequences, this task does not require an initial pose or sequence. Here we learn an action-aware latent representation for human motions by training a generative variational autoencoder (VAE). By sampling from this latent space and querying a certain duration through a series of positional encodings, we synthesize variable-length motion sequences conditioned on a categorical action. Specifically, we design a Transformer-based architecture, ACTOR, for encoding and decoding a sequence of parametric SMPL human body models estimated from action recognition datasets. We evaluate our approach on the NTU RGB+D, HumanAct12 and UESTC datasets and show improvements over the state of the art. Furthermore, we present two use cases: improving action recognition through adding our synthesized data to training, and motion denoising. Code and models are available on our project page.

arXiv:2007.15240공식 코드 · Papers with Code

Action2Motion: Conditioned Generation of 3D Human Motions

Action recognition is a relatively established task, where givenan input sequence of human motion, the goal is to predict its ac-tion category. This paper, on the other hand, considers a relativelynew problem, which could be thought of as an inverse of actionrecognition: given a prescribed action type, we aim to generateplausible human motion sequences in 3D. Importantly, the set ofgenerated motions are expected to maintain itsdiversityto be ableto explore the entire action-conditioned motion space; meanwhile,each sampled sequence faithfully resembles anaturalhuman bodyarticulation dynamics. Motivated by these objectives, we followthe physics law of human kinematics by adopting the Lie Algebratheory to represent thenaturalhuman motions; we also propose atemporal Variational Auto-Encoder (VAE) that encourages adiversesampling of the motion space. A new 3D human motion dataset, HumanAct12, is also constructed. Empirical experiments overthree distinct human motion datasets (including ours) demonstratethe effectiveness of our approach.

arXiv:2007.01971공식 코드 · Papers with Code

Structure-Aware Human-Action Generation

Generating long-range skeleton-based human actions has been a challenging problem since small deviations of one frame can cause a malformed action sequence. Most existing methods borrow ideas from video generation, which naively treat skeleton nodes/joints as pixels of images without considering the rich inter-frame and intra-frame structure information, leading to potential distorted actions. Graph convolutional networks (GCNs) is a promising way to leverage structure information to learn structure representations. However, directly adopting GCNs to tackle such continuous action sequences both in spatial and temporal spaces is challenging as the action graph could be huge. To overcome this issue, we propose a variant of GCNs to leverage the powerful self-attention mechanism to adaptively sparsify a complete action graph in the temporal space. Our method could dynamically attend to important past frames and construct a sparse graph to apply in the GCN framework, well-capturing the structure information in action sequences. Extensive experimental results demonstrate the superiority of our method on two standard human action datasets compared with existing methods.

arXiv:1912.10150공식 코드 · Papers with Code

Learning Diverse Stochastic Human-Action Generators by Learning Smooth Latent Transitions

Human-motion generation is a long-standing challenging task due to the requirement of accurately modeling complex and diverse dynamic patterns. Most existing methods adopt sequence models such as RNN to directly model transitions in the original action space. Due to high dimensionality and potential noise, such modeling of action transitions is particularly challenging. In this paper, we focus on skeleton-based action generation and propose to model smooth and diverse transitions on a latent space of action sequences with much lower dimensionality. Conditioned on a latent sequence, actions are generated by a frame-wise decoder shared by all latent action-poses. Specifically, an implicit RNN is defined to model smooth latent sequences, whose randomness (diversity) is controlled by noise from the input. Different from standard action-prediction methods, our model can generate action sequences from pure noise without any conditional action poses. Remarkably, it can also generate unseen actions from mixed classes during training. Our model is learned with a bi-directional generative-adversarial-net framework, which not only can generate diverse action sequences of a particular class or mix classes, but also learns to classify action sequences within the same model. Experimental results show the superiority of our method in both diverse action-sequence generation and classification, relative to existing methods.