Jimei Yang

CV
h-index9
6papers
2,090citations
Novelty59%
AI Score36

6 Papers

21.1CVOct 5, 2023Code
ContactGen: Generative Contact Modeling for Grasp Generation

Shaowei Liu, Yang Zhou, Jimei Yang et al.

This paper presents a novel object-centric contact representation ContactGen for hand-object interaction. The ContactGen comprises three components: a contact map indicates the contact location, a part map represents the contact hand part, and a direction map tells the contact direction within each part. Given an input object, we propose a conditional generative model to predict ContactGen and adopt model-based optimization to predict diverse and geometrically feasible grasps. Experimental results demonstrate our method can generate high-fidelity and diverse human grasps for various objects. Project page: https://stevenlsw.github.io/contactgen/

27.7CVFeb 22, 2024
Customize-A-Video: One-Shot Motion Customization of Text-to-Video Diffusion Models

Yixuan Ren, Yang Zhou, Jimei Yang et al.

Image customization has been extensively studied in text-to-image (T2I) diffusion models, leading to impressive outcomes and applications. With the emergence of text-to-video (T2V) diffusion models, its temporal counterpart, motion customization, has not yet been well investigated. To address the challenge of one-shot video motion customization, we propose Customize-A-Video that models the motion from a single reference video and adapts it to new subjects and scenes with both spatial and temporal varieties. It leverages low-rank adaptation (LoRA) on temporal attention layers to tailor the pre-trained T2V diffusion model for specific motion modeling. To disentangle the spatial and temporal information during training, we introduce a novel concept of appearance absorbers that detach the original appearance from the reference video prior to motion learning. The proposed modules are trained in a staged pipeline and inferred in a plug-and-play fashion, enabling easy extensions to various downstream tasks such as custom video generation and editing, video appearance customization and multiple motion combination. Our project page can be found at https://customize-a-video.github.io.

12.4CVMay 18, 2020
Generative Tweening: Long-term Inbetweening of 3D Human Motions

Yi Zhou, Jingwan Lu, Connelly Barnes et al.

The ability to generate complex and realistic human body animations at scale, while following specific artistic constraints, has been a fundamental goal for the game and animation industry for decades. Popular techniques include key-framing, physics-based simulation, and database methods via motion graphs. Recently, motion generators based on deep learning have been introduced. Although these learning models can automatically generate highly intricate stylized motions of arbitrary length, they still lack user control. To this end, we introduce the problem of long-term inbetweening, which involves automatically synthesizing complex motions over a long time interval given very sparse keyframes by users. We identify a number of challenges related to this problem, including maintaining biomechanical and keyframe constraints, preserving natural motions, and designing the entire motion sequence holistically while considering all constraints. We introduce a biomechanically constrained generative adversarial network that performs long-term inbetweening of human motions, conditioned on keyframe constraints. This network uses a novel two-stage approach where it first predicts local motion in the form of joint angles, and then predicts global motion, i.e. the global path that the character follows. Since there are typically a number of possible motions that could satisfy the given user constraints, we also enable our network to generate a variety of outputs with a scheme that we call Motion DNA. This approach allows the user to manipulate and influence the output content by feeding seed motions (DNA) to the network. Trained with 79 classes of captured motion data, our network performs robustly on a variety of highly complex motion styles.

14.7CVAug 20, 2019
Learning to Sit: Synthesizing Human-Chair Interactions via Hierarchical Control

Yu-Wei Chao, Jimei Yang, Weifeng Chen et al.

Recent progress on physics-based character animation has shown impressive breakthroughs on human motion synthesis, through imitating motion capture data via deep reinforcement learning. However, results have mostly been demonstrated on imitating a single distinct motion pattern, and do not generalize to interactive tasks that require flexible motion patterns due to varying human-object spatial configurations. To bridge this gap, we focus on one class of interactive tasks -- sitting onto a chair. We propose a hierarchical reinforcement learning framework which relies on a collection of subtask controllers trained to imitate simple, reusable mocap motions, and a meta controller trained to execute the subtasks properly to complete the main task. We experimentally demonstrate the strength of our approach over different non-hierarchical and hierarchical baselines. We also show that our approach can be applied to motion prediction given an image input. A supplementary video can be found at https://youtu.be/3CeN0OGz2cA.

47.4LGDec 17, 2018
On the Continuity of Rotation Representations in Neural Networks

Yi Zhou, Connelly Barnes, Jingwan Lu et al.

In neural networks, it is often desirable to work with various representations of the same space. For example, 3D rotations can be represented with quaternions or Euler angles. In this paper, we advance a definition of a continuous representation, which can be helpful for training deep neural networks. We relate this to topological concepts such as homeomorphism and embedding. We then investigate what are continuous and discontinuous representations for 2D, 3D, and n-dimensional rotations. We demonstrate that for 3D rotations, all representations are discontinuous in the real Euclidean spaces of four or fewer dimensions. Thus, widely used representations such as quaternions and Euler angles are discontinuous and difficult for neural networks to learn. We show that the 3D rotations have continuous representations in 5D and 6D, which are more suitable for learning. We also present continuous representations for the general case of the n-dimensional rotation group SO(n). While our main focus is on rotations, we also show that our constructions apply to other groups such as the orthogonal group and similarity transforms. We finally present empirical results, which show that our continuous rotation representations outperform discontinuous ones for several practical problems in graphics and vision, including a simple autoencoder sanity test, a rotation estimator for 3D point clouds, and an inverse kinematics solver for 3D human poses.

19.0CVDec 1, 2016
Video Scene Parsing with Predictive Feature Learning

Xiaojie Jin, Xin Li, Huaxin Xiao et al.

In this work, we address the challenging video scene parsing problem by developing effective representation learning methods given limited parsing annotations. In particular, we contribute two novel methods that constitute a unified parsing framework. (1) \textbf{Predictive feature learning}} from nearly unlimited unlabeled video data. Different from existing methods learning features from single frame parsing, we learn spatiotemporal discriminative features by enforcing a parsing network to predict future frames and their parsing maps (if available) given only historical frames. In this way, the network can effectively learn to capture video dynamics and temporal context, which are critical clues for video scene parsing, without requiring extra manual annotations. (2) \textbf{Prediction steering parsing}} architecture that effectively adapts the learned spatiotemporal features to scene parsing tasks and provides strong guidance for any off-the-shelf parsing model to achieve better video scene parsing performance. Extensive experiments over two challenging datasets, Cityscapes and Camvid, have demonstrated the effectiveness of our methods by showing significant improvement over well-established baselines.