Sebastian Starke

CV
h-index17
6papers
360citations
Novelty63%
AI Score42

6 Papers

15.8GRJun 9, 2023
QuestEnvSim: Environment-Aware Simulated Motion Tracking from Sparse Sensors

Sunmin Lee, Sebastian Starke, Yuting Ye et al. · eth-zurich

Replicating a user's pose from only wearable sensors is important for many AR/VR applications. Most existing methods for motion tracking avoid environment interaction apart from foot-floor contact due to their complex dynamics and hard constraints. However, in daily life people regularly interact with their environment, e.g. by sitting on a couch or leaning on a desk. Using Reinforcement Learning, we show that headset and controller pose, if combined with physics simulation and environment observations can generate realistic full-body poses even in highly constrained environments. The physics simulation automatically enforces the various constraints necessary for realistic poses, instead of manually specifying them as in many kinematic approaches. These hard constraints allow us to achieve high-quality interaction motions without typical artifacts such as penetration or contact sliding. We discuss three features, the environment representation, the contact reward and scene randomization, crucial to the performance of the method. We demonstrate the generality of the approach through various examples, such as sitting on chairs, a couch and boxes, stepping over boxes, rocking a chair and turning an office chair. We believe these are some of the highest-quality results achieved for motion tracking from sparse sensor with scene interaction.

14.9GRAug 24, 2023Code
Motion In-Betweening with Phase Manifolds

Paul Starke, Sebastian Starke, Taku Komura et al.

This paper introduces a novel data-driven motion in-betweening system to reach target poses of characters by making use of phases variables learned by a Periodic Autoencoder. Our approach utilizes a mixture-of-experts neural network model, in which the phases cluster movements in both space and time with different expert weights. Each generated set of weights then produces a sequence of poses in an autoregressive manner between the current and target state of the character. In addition, to satisfy poses which are manually modified by the animators or where certain end effectors serve as constraints to be reached by the animation, a learned bi-directional control scheme is implemented to satisfy such constraints. The results demonstrate that using phases for motion in-betweening tasks sharpen the interpolated movements, and furthermore stabilizes the learning process. Moreover, using phases for motion in-betweening tasks can also synthesize more challenging movements beyond locomotion behaviors. Additionally, style control is enabled between given target keyframes. Our proposed framework can compete with popular state-of-the-art methods for motion in-betweening in terms of motion quality and generalization, especially in the existence of long transition durations. Our framework contributes to faster prototyping workflows for creating animated character sequences, which is of enormous interest for the game and film industry.

30.1CVApr 17, 2023Code
Avatars Grow Legs: Generating Smooth Human Motion from Sparse Tracking Inputs with Diffusion Model

Yuming Du, Robin Kips, Albert Pumarola et al.

With the recent surge in popularity of AR/VR applications, realistic and accurate control of 3D full-body avatars has become a highly demanded feature. A particular challenge is that only a sparse tracking signal is available from standalone HMDs (Head Mounted Devices), often limited to tracking the user's head and wrists. While this signal is resourceful for reconstructing the upper body motion, the lower body is not tracked and must be synthesized from the limited information provided by the upper body joints. In this paper, we present AGRoL, a novel conditional diffusion model specifically designed to track full bodies given sparse upper-body tracking signals. Our model is based on a simple multi-layer perceptron (MLP) architecture and a novel conditioning scheme for motion data. It can predict accurate and smooth full-body motion, particularly the challenging lower body movement. Unlike common diffusion architectures, our compact architecture can run in real-time, making it suitable for online body-tracking applications. We train and evaluate our model on AMASS motion capture dataset, and demonstrate that our approach outperforms state-of-the-art methods in generated motion accuracy and smoothness. We further justify our design choices through extensive experiments and ablation studies.

14.1CVJul 11, 2024Code
WalkTheDog: Cross-Morphology Motion Alignment via Phase Manifolds

Peizhuo Li, Sebastian Starke, Yuting Ye et al.

We present a new approach for understanding the periodicity structure and semantics of motion datasets, independently of the morphology and skeletal structure of characters. Unlike existing methods using an overly sparse high-dimensional latent, we propose a phase manifold consisting of multiple closed curves, each corresponding to a latent amplitude. With our proposed vector quantized periodic autoencoder, we learn a shared phase manifold for multiple characters, such as a human and a dog, without any supervision. This is achieved by exploiting the discrete structure and a shallow network as bottlenecks, such that semantically similar motions are clustered into the same curve of the manifold, and the motions within the same component are aligned temporally by the phase variable. In combination with an improved motion matching framework, we demonstrate the manifold's capability of timing and semantics alignment in several applications, including motion retrieval, transfer and stylization. Code and pre-trained models for this paper are available at https://peizhuoli.github.io/walkthedog.

13.5CVDec 20, 2024Code
SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control

Xiaohan Zhang, Sebastian Starke, Vladimir Guzov et al.

Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at \url{https://virtualhumans.mpi-inf.mpg.de/scenic/}.

20.8GRJan 12, 2022Code
Real-Time Style Modelling of Human Locomotion via Feature-Wise Transformations and Local Motion Phases

Ian Mason, Sebastian Starke, Taku Komura

Controlling the manner in which a character moves in a real-time animation system is a challenging task with useful applications. Existing style transfer systems require access to a reference content motion clip, however, in real-time systems the future motion content is unknown and liable to change with user input. In this work we present a style modelling system that uses an animation synthesis network to model motion content based on local motion phases. An additional style modulation network uses feature-wise transformations to modulate style in real-time. To evaluate our method, we create and release a new style modelling dataset, 100STYLE, containing over 4 million frames of stylised locomotion data in 100 different styles that present a number of challenges for existing systems. To model these styles, we extend the local phase calculation with a contact-free formulation. In comparison to other methods for real-time style modelling, we show our system is more robust and efficient in its style representation while improving motion quality.