Recent advancements in human motion synthesis have focused on specific types of motions, such as human-scene interaction, locomotion or human-human interaction, however, there is a lack of a unified system capable of generating a diverse combination of motion types. In response, we introduce Sitcom-Crafter, a comprehensive and extendable system for human motion generation in 3D space, which can be guided by extensive plot contexts to enhance workflow efficiency for anime and game designers. The system is comprised of eight modules, three of which are dedicated to motion generation, while the remaining five are augmentation modules that ensure consistent fusion of motion sequences and system functionality. Central to the generation modules is our novel 3D scene-aware human-human interaction module, which addresses collision issues by synthesizing implicit 3D Signed Distance Function (SDF) points around motion spaces, thereby minimizing human-scene collisions without additional data collection costs. Complementing this, our locomotion and human-scene interaction modules leverage existing methods to enrich the system's motion generation capabilities. Augmentation modules encompass plot comprehension for command generation, motion synchronization for seamless integration of different motion types, hand pose retrieval to enhance motion realism, motion collision revision to prevent human collisions, and 3D retargeting to ensure visual fidelity. Experimental evaluations validate the system's ability to generate high-quality, diverse, and physically realistic motions, underscoring its potential for advancing creative workflows.
This paper introduces an open-source interface for American Sign Language fingerspell recognition and semantic pose retrieval, aimed to serve as a stepping stone towards more advanced sign language translation systems. Utilizing a combination of convolutional neural networks and pose estimation models, the interface provides two modular components: a recognition module for translating ASL fingerspelling into spoken English and a production module for converting spoken English into ASL pose sequences. The system is designed to be highly accessible, user-friendly, and capable of functioning in real-time under varying environmental conditions like backgrounds, lighting, skin tones, and hand sizes. We discuss the technical details of the model architecture, application in the wild, as well as potential future enhancements for real-world consumer applications.
We present an automatic method for annotating images of indoor scenes with the CAD models of the objects by relying on RGB-D scans. Through a visual evaluation by 3D experts, we show that our method retrieves annotations that are at least as accurate as manual annotations, and can thus be used as ground truth without the burden of manually annotating 3D data. We do this using an analysis-by-synthesis approach, which compares renderings of the CAD models with the captured scene. We introduce a 'cloning procedure' that identifies objects that have the same geometry, to annotate these objects with the same CAD models. This allows us to obtain complete annotations for the ScanNet dataset and the recent ARKitScenes dataset.
Pose estimation is usually tackled as either a bin classification or a regression problem. In both cases, the idea is to directly predict the pose of an object. This is a non-trivial task due to appearance variations between similar poses and similarities between dissimilar poses. Instead, we follow the key idea that comparing two poses is easier than directly predicting one. Render-and-compare approaches have been employed to that end, however, they tend to be unstable, computationally expensive, and slow for real-time applications. We propose doing category-level pose estimation by learning an alignment metric in an embedding space using a contrastive loss with a dynamic margin and a continuous pose-label space. For efficient inference, we use a simple real-time image retrieval scheme with a pre-rendered and pre-embedded reference set of renderings. To achieve robustness to real-world conditions, we employ synthetic occlusions, bounding box perturbations, and appearance augmentations. Our approach achieves state-of-the-art performance on PASCAL3D and OccludedPASCAL3D and surpasses the competing methods on KITTI3D in a cross-dataset evaluation setting. The code is currently available at https://github.com/gkouros/contrastive-pose-retrieval.
The recent success of transformer models in language, such as BERT, has motivated the use of such architectures for multi-modal feature learning and tasks. However, most multi-modal variants (e.g., ViLBERT) have limited themselves to visual-linguistic data. Relatively few have explored its use in audio-visual modalities, and none, to our knowledge, illustrate them in the context of granular audio-visual detection or segmentation tasks such as sound source separation and localization. In this work, we introduce TriBERT -- a transformer-based architecture, inspired by ViLBERT, which enables contextual feature learning across three modalities: vision, pose, and audio, with the use of flexible co-attention. The use of pose keypoints is inspired by recent works that illustrate that such representations can significantly boost performance in many audio-visual scenarios where often one or more persons are responsible for the sound explicitly (e.g., talking) or implicitly (e.g., sound produced as a function of human manipulating an object). From a technical perspective, as part of the TriBERT architecture, we introduce a learned visual tokenization scheme based on spatial attention and leverage weak-supervision to allow granular cross-modal interactions for visual and pose modalities. Further, we supplement learning with sound-source separation loss formulated across all three streams. We pre-train our model on the large MUSIC21 dataset and demonstrate improved performance in audio-visual sound source separation on that dataset as well as other datasets through fine-tuning. In addition, we show that the learned TriBERT representations are generic and significantly improve performance on other audio-visual tasks such as cross-modal audio-visual-pose retrieval by as much as 66.7% in top-1 accuracy.
Human pose information is a critical component in many downstream image processing tasks, such as activity recognition and motion tracking. Likewise, a pose estimator for the illustrated character domain would provide a valuable prior for assistive content creation tasks, such as reference pose retrieval and automatic character animation. But while modern data-driven techniques have substantially improved pose estimation performance on natural images, little work has been done for illustrations. In our work, we bridge this domain gap by efficiently transfer-learning from both domain-specific and task-specific source models. Additionally, we upgrade and expand an existing illustrated pose estimation dataset, and introduce two new datasets for classification and segmentation subtasks. We then apply the resultant state-of-the-art character pose estimator to solve the novel task of pose-guided illustration retrieval. All data, models, and code will be made publicly available.
Interest in physical therapy and individual exercises such as yoga/dance has increased alongside the well-being trend. However, such exercises are hard to follow without expert guidance (which is impossible to scale for personalized feedback to every trainee remotely). Thus, automated pose correction systems are required more than ever, and we introduce a new captioning dataset named FixMyPose to address this need. We collect descriptions of correcting a "current" pose to look like a "target" pose (in both English and Hindi). The collected descriptions have interesting linguistic properties such as egocentric relations to environment objects, analogous references, etc., requiring an understanding of spatial relations and commonsense knowledge about postures. Further, to avoid ML biases, we maintain a balance across characters with diverse demographics, who perform a variety of movements in several interior environments (e.g., homes, offices). From our dataset, we introduce the pose-correctional-captioning task and its reverse target-pose-retrieval task. During the correctional-captioning task, models must generate descriptions of how to move from the current to target pose image, whereas in the retrieval task, models should select the correct target pose given the initial pose and correctional description. We present strong cross-attention baseline models (uni/multimodal, RL, multilingual) and also show that our baselines are competitive with other models when evaluated on other image-difference datasets. We also propose new task-specific metrics (object-match, body-part-match, direction-match) and conduct human evaluation for more reliable evaluation, and we demonstrate a large human-model performance gap suggesting room for promising future work. To verify the sim-to-real transfer of our FixMyPose dataset, we collect a set of real images and show promising performance on these images.
Depictions of similar human body configurations can vary with changing viewpoints. Using only 2D information, we would like to enable vision algorithms to recognize similarity in human body poses across multiple views. This ability is useful for analyzing body movements and human behaviors in images and videos. In this paper, we propose an approach for learning a compact view-invariant embedding space from 2D joint keypoints alone, without explicitly predicting 3D poses. Since 2D poses are projected from 3D space, they have an inherent ambiguity, which is difficult to represent through a deterministic mapping. Hence, we use probabilistic embeddings to model this input uncertainty. Experimental results show that our embedding model achieves higher accuracy when retrieving similar poses across different camera views, in comparison with 2D-to-3D pose lifting models. We also demonstrate the effectiveness of applying our embeddings to view-invariant action recognition and video alignment. Our code is available at https://github.com/google-research/google-research/tree/master/poem.