Humanoid robots are envisioned as embodied intelligent agents capable of performing a wide range of human-level loco-manipulation tasks, particularly in scenarios requiring strenuous and repetitive labor. However, learning these skills is challenging due to the high degrees of freedom of humanoid robots, and collecting sufficient training data for humanoid is a laborious process. Given the rapid introduction of new humanoid platforms, a cross-embodiment framework that allows generalizable skill transfer is becoming increasingly critical. To address this, we propose a transferable framework that reduces the data bottleneck by using a unified digital human model as a common prototype and bypassing the need for re-training on every new robot platform. The model learns behavior primitives from human demonstrations through adversarial imitation, and the complex robot structures are decomposed into functional components, each trained independently and dynamically coordinated. Task generalization is achieved through a human-object interaction graph, and skills are transferred to different robots via embodiment-specific kinematic motion retargeting and dynamic fine-tuning. Our framework is validated on five humanoid robots with diverse configurations, demonstrating stable loco-manipulation and highlighting its effectiveness in reducing data requirements and increasing the efficiency of skill transfer across platforms.
Capturing and maintaining geometric interactions among different body parts is crucial for successful motion retargeting in skinned characters. Existing approaches often overlook body geometries or add a geometry correction stage after skeletal motion retargeting. This results in conflicts between skeleton interaction and geometry correction, leading to issues such as jittery, interpenetration, and contact mismatches. To address these challenges, we introduce a new retargeting framework, MeshRet, which directly models the dense geometric interactions in motion retargeting. Initially, we establish dense mesh correspondences between characters using semantically consistent sensors (SCS), effective across diverse mesh topologies. Subsequently, we develop a novel spatio-temporal representation called the dense mesh interaction (DMI) field. This field, a collection of interacting SCS feature vectors, skillfully captures both contact and non-contact interactions between body geometries. By aligning the DMI field during retargeting, MeshRet not only preserves motion semantics but also prevents self-interpenetration and ensures contact preservation. Extensive experiments on the public Mixamo dataset and our newly-collected ScanRet dataset demonstrate that MeshRet achieves state-of-the-art performance. Code available at https://github.com/abcyzj/MeshRet.
The creation of 4D avatars (i.e., animated 3D avatars) from text description typically uses text-to-image (T2I) diffusion models to synthesize 3D avatars in the canonical space and subsequently applies animation with target motions. However, such an optimization-by-animation paradigm has several drawbacks. (1) For pose-agnostic optimization, the rendered images in canonical pose for naive Score Distillation Sampling (SDS) exhibit domain gap and cannot preserve view-consistency using only T2I priors, and (2) For post hoc animation, simply applying the source motions to target 3D avatars yields translation artifacts and misalignment. To address these issues, we propose Skeleton-aware Text-based 4D Avatar generation with in-network motion Retargeting (STAR). STAR considers the geometry and skeleton differences between the template mesh and target avatar, and corrects the mismatched source motion by resorting to the pretrained motion retargeting techniques. With the informatively retargeted and occlusion-aware skeleton, we embrace the skeleton-conditioned T2I and text-to-video (T2V) priors, and propose a hybrid SDS module to coherently provide multi-view and frame-consistent supervision signals. Hence, STAR can progressively optimize the geometry, texture, and motion in an end-to-end manner. The quantitative and qualitative experiments demonstrate our proposed STAR can synthesize high-quality 4D avatars with vivid animations that align well with the text description. Additional ablation studies shows the contributions of each component in STAR. The source code and demos are available at: \href{https://star-avatar.github.io}{https://star-avatar.github.io}.
Creating realistic 3D facial animation is crucial for various applications in the movie production and gaming industry, especially with the burgeoning demand in the metaverse. However, prevalent methods such as blendshape-based approaches and facial rigging techniques are time-consuming, labor-intensive, and lack standardized configurations, making facial animation production challenging and costly. In this paper, we propose a novel self-supervised framework, Versatile Face Animator, which combines facial motion capture with motion retargeting in an end-to-end manner, eliminating the need for blendshapes or rigs. Our method has the following two main characteristics: 1) we propose an RGBD animation module to learn facial motion from raw RGBD videos by hierarchical motion dictionaries and animate RGBD images rendered from 3D facial mesh coarse-to-fine, enabling facial animation on arbitrary 3D characters regardless of their topology, textures, blendshapes, and rigs; and 2) we introduce a mesh retarget module to utilize RGBD animation to create 3D facial animation by manipulating facial mesh with controller transformations, which are estimated from dense optical flow fields and blended together with geodesic-distance-based weights. Comprehensive experiments demonstrate the effectiveness of our proposed framework in generating impressive 3D facial animation results, highlighting its potential as a promising solution for the cost-effective and efficient production of facial animation in the metaverse.
Human hands, the primary means of non-verbal communication, convey intricate semantics in various scenarios. Due to the high sensitivity of individuals to hand motions, even minor errors in hand motions can significantly impact the user experience. Real applications often involve multiple avatars with varying hand shapes, highlighting the importance of maintaining the intricate semantics of hand motions across the avatars. Therefore, this paper aims to transfer the hand motion semantics between diverse avatars based on their respective hand models. To address this problem, we introduce a novel anatomy-based semantic matrix (ASM) that encodes the semantics of hand motions. The ASM quantifies the positions of the palm and other joints relative to the local frame of the corresponding joint, enabling precise retargeting of hand motions. Subsequently, we obtain a mapping function from the source ASM to the target hand joint rotations by employing an anatomy-based semantics reconstruction network (ASRN). We train the ASRN using a semi-supervised learning strategy on the Mixamo and InterHand2.6M datasets. We evaluate our method in intra-domain and cross-domain hand motion retargeting tasks. The qualitative and quantitative results demonstrate the significant superiority of our ASRN over the state-of-the-arts.
Motion retargeting is a fundamental problem in computer graphics and computer vision. Existing approaches usually have many strict requirements, such as the source-target skeletons needing to have the same number of joints or share the same topology. To tackle this problem, we note that skeletons with different structure may have some common body parts despite the differences in joint numbers. Following this observation, we propose a novel, flexible motion retargeting framework. The key idea of our method is to regard the body part as the basic retargeting unit rather than directly retargeting the whole body motion. To enhance the spatial modeling capability of the motion encoder, we introduce a pose-aware attention network (PAN) in the motion encoding phase. The PAN is pose-aware since it can dynamically predict the joint weights within each body part based on the input pose, and then construct a shared latent space for each body part by feature pooling. Extensive experiments show that our approach can generate better motion retargeting results both qualitatively and quantitatively than state-of-the-art methods. Moreover, we also show that our framework can generate reasonable results even for a more challenging retargeting scenario, like retargeting between bipedal and quadrupedal skeletons because of the body part retargeting strategy and PAN. Our code is publicly available.
A good motion retargeting cannot be reached without reasonable consideration of source-target differences on both the skeleton and shape geometry levels. In this work, we propose a novel Residual RETargeting network (R2ET) structure, which relies on two neural modification modules, to adjust the source motions to fit the target skeletons and shapes progressively. In particular, a skeleton-aware module is introduced to preserve the source motion semantics. A shape-aware module is designed to perceive the geometries of target characters to reduce interpenetration and contact-missing. Driven by our explored distance-based losses that explicitly model the motion semantics and geometry, these two modules can learn residual motion modifications on the source motion to generate plausible retargeted motion in a single inference without post-processing. To balance these two modifications, we further present a balancing gate to conduct linear interpolation between them. Extensive experiments on the public dataset Mixamo demonstrate that our R2ET achieves the state-of-the-art performance, and provides a good balance between the preservation of motion semantics as well as the attenuation of interpenetration and contact-missing. Code is available at https://github.com/Kebii/R2ET.
In this paper, we propose a novel dual-branch Transformation-Synthesis network (TS-Net), for video motion retargeting. Given one subject video and one driving video, TS-Net can produce a new plausible video with the subject appearance of the subject video and motion pattern of the driving video. TS-Net consists of a warp-based transformation branch and a warp-free synthesis branch. The novel design of dual branches combines the strengths of deformation-grid-based transformation and warp-free generation for better identity preservation and robustness to occlusion in the synthesized videos. A mask-aware similarity module is further introduced to the transformation branch to reduce computational overhead. Experimental results on face and dance datasets show that TS-Net achieves better performance in video motion retargeting than several state-of-the-art models as well as its single-branch variants. Our code is available at https://github.com/nihaomiao/WACV23_TSNet.
We propose to learn to generate grasping motion for manipulation with a dexterous hand using implicit functions. With continuous time inputs, the model can generate a continuous and smooth grasping plan. We name the proposed model Continuous Grasping Function (CGF). CGF is learned via generative modeling with a Conditional Variational Autoencoder using 3D human demonstrations. We will first convert the large-scale human-object interaction trajectories to robot demonstrations via motion retargeting, and then use these demonstrations to train CGF. During inference, we perform sampling with CGF to generate different grasping plans in the simulator and select the successful ones to transfer to the real robot. By training on diverse human data, our CGF allows generalization to manipulate multiple objects. Compared to previous planning algorithms, CGF is more efficient and achieves significant improvement on success rate when transferred to grasping with the real Allegro Hand. Our project page is available at https://jianglongye.com/cgf .
While significant progress has been made on understanding hand-object interactions in computer vision, it is still very challenging for robots to perform complex dexterous manipulation. In this paper, we propose a new platform and pipeline DexMV (Dexterous Manipulation from Videos) for imitation learning. We design a platform with: (i) a simulation system for complex dexterous manipulation tasks with a multi-finger robot hand and (ii) a computer vision system to record large-scale demonstrations of a human hand conducting the same tasks. In our novel pipeline, we extract 3D hand and object poses from videos, and propose a novel demonstration translation method to convert human motion to robot demonstrations. We then apply and benchmark multiple imitation learning algorithms with the demonstrations. We show that the demonstrations can indeed improve robot learning by a large margin and solve the complex tasks which reinforcement learning alone cannot solve. More details can be found in the project page: https://yzqin.github.io/dexmv
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 enforce the unsupervised keypoint representations of both videos to be indistinguishable. This encourages disentanglement between the parts of the motion that are common to the two domains, and their distinctive appearance and motion, enabling the generation of videos that capture the motion of the one while depicting the style of the other. To enable cases where the objects are of different proportions or orientations, we apply a learned affine transformation between the JOKRs. This augments the representation to be affine invariant, and in practice broadens the variety of possible retargeting pairs. This geometry-driven representation enables further intuitive control, such as temporal coherence and manual editing. Through comprehensive experimentation, we demonstrate the applicability of our method to different challenging cross-domain video pairs. We evaluate our method both qualitatively and quantitatively, and demonstrate that our method handles various cross-domain scenarios, such as different animals, different flowers, and humans. We also demonstrate superior temporal coherency and visual quality compared to state-of-the-art alternatives, through statistical metrics and a user study. Source code and videos can be found at https://rmokady.github.io/JOKR/ .
Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape deformation in the joint regions, which often requires a tailored, pose-specific refinement. In this work, we develop a neural technique for articulating 3D characters using enveloping with a pre-defined skeletal structure which produces high quality pose dependent deformations. Our framework learns to rig and skin characters with the same articulation structure (e.g., bipeds or quadrupeds), and builds the desired skeleton hierarchy into the network architecture. Furthermore, we propose neural blend shapes--a set of corrective pose-dependent shapes which improve the deformation quality in the joint regions in order to address the notorious artifacts resulting from standard rigging and skinning. Our system estimates neural blend shapes for input meshes with arbitrary connectivity, as well as weighting coefficients which are conditioned on the input joint rotations. Unlike recent deep learning techniques which supervise the network with ground-truth rigging and skinning parameters, our approach does not assume that the training data has a specific underlying deformation model. Instead, during training, the network observes deformed shapes and learns to infer the corresponding rig, skin and blend shapes using indirect supervision. During inference, we demonstrate that our network generalizes to unseen characters with arbitrary mesh connectivity, including unrigged characters built by 3D artists. Conforming to standard skeletal animation models enables direct plug-and-play in standard animation software, as well as game engines.
Motion retargeting between heterogeneous polymorphs with different sizes and kinematic configurations requires a comprehensive knowledge of (inverse) kinematics. Moreover, it is non-trivial to provide a kinematic independent general solution. In this study, we developed a cyclic three-phase optimization method based on deep reinforcement learning for human-robot motion retargeting. The motion retargeting learning is performed using refined data in a latent space by the cyclic and filtering paths of our method. In addition, the human-in-the-loop based three-phase approach provides a framework for the improvement of the motion retargeting policy by both quantitative and qualitative manners. Using the proposed C-3PO method, we were successfully able to learn the motion retargeting skill between the human skeleton and motion of the multiple robots such as NAO, Pepper, Baxter and C-3PO.
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 with a task objective optimisation. This objective encourages the virtual hand to accomplish the manipulation task, relieving the effect of the estimator's noise and the domain gap. Our approach leads to a better success rate in the grasping task compared to our inverse kinematics baseline, allowing us to record successful human demonstrations. Furthermore, we used these demonstrations to learn a policy network using generative adversarial imitation learning (GAIL) that is able to autonomously grasp an object in the virtual space.