9.4CVJul 10, 2022
Progressively-connected Light Field Network for Efficient View SynthesisPeng Wang, Yuan Liu, Guying Lin et al. · meta-ai
This paper presents a Progressively-connected Light Field network (ProLiF), for the novel view synthesis of complex forward-facing scenes. ProLiF encodes a 4D light field, which allows rendering a large batch of rays in one training step for image- or patch-level losses. Directly learning a neural light field from images has difficulty in rendering multi-view consistent images due to its unawareness of the underlying 3D geometry. To address this problem, we propose a progressive training scheme and regularization losses to infer the underlying geometry during training, both of which enforce the multi-view consistency and thus greatly improves the rendering quality. Experiments demonstrate that our method is able to achieve significantly better rendering quality than the vanilla neural light fields and comparable results to NeRF-like rendering methods on the challenging LLFF dataset and Shiny Object dataset. Moreover, we demonstrate better compatibility with LPIPS loss to achieve robustness to varying light conditions and CLIP loss to control the rendering style of the scene. Project page: https://totoro97.github.io/projects/prolif.
31.7CVJun 27, 2022
NeuRIS: Neural Reconstruction of Indoor Scenes Using Normal PriorsJiepeng Wang, Peng Wang, Xiaoxiao Long et al.
Reconstructing 3D indoor scenes from 2D images is an important task in many computer vision and graphics applications. A main challenge in this task is that large texture-less areas in typical indoor scenes make existing methods struggle to produce satisfactory reconstruction results. We propose a new method, named NeuRIS, for high quality reconstruction of indoor scenes. The key idea of NeuRIS is to integrate estimated normal of indoor scenes as a prior in a neural rendering framework for reconstructing large texture-less shapes and, importantly, to do this in an adaptive manner to also enable the reconstruction of irregular shapes with fine details. Specifically, we evaluate the faithfulness of the normal priors on-the-fly by checking the multi-view consistency of reconstruction during the optimization process. Only the normal priors accepted as faithful will be utilized for 3D reconstruction, which typically happens in the regions of smooth shapes possibly with weak texture. However, for those regions with small objects or thin structures, for which the normal priors are usually unreliable, we will only rely on visual features of the input images, since such regions typically contain relatively rich visual features (e.g., shade changes and boundary contours). Extensive experiments show that NeuRIS significantly outperforms the state-of-the-art methods in terms of reconstruction quality.
F$^{2}$-NeRF: Fast Neural Radiance Field Training with Free Camera TrajectoriesPeng Wang, Yuan Liu, Zhaoxi Chen et al.
This paper presents a novel grid-based NeRF called F2-NeRF (Fast-Free-NeRF) for novel view synthesis, which enables arbitrary input camera trajectories and only costs a few minutes for training. Existing fast grid-based NeRF training frameworks, like Instant-NGP, Plenoxels, DVGO, or TensoRF, are mainly designed for bounded scenes and rely on space warping to handle unbounded scenes. Existing two widely-used space-warping methods are only designed for the forward-facing trajectory or the 360-degree object-centric trajectory but cannot process arbitrary trajectories. In this paper, we delve deep into the mechanism of space warping to handle unbounded scenes. Based on our analysis, we further propose a novel space-warping method called perspective warping, which allows us to handle arbitrary trajectories in the grid-based NeRF framework. Extensive experiments demonstrate that F2-NeRF is able to use the same perspective warping to render high-quality images on two standard datasets and a new free trajectory dataset collected by us. Project page: https://totoro97.github.io/projects/f2-nerf.
25.7CVNov 25, 2022
NeuralUDF: Learning Unsigned Distance Fields for Multi-view Reconstruction of Surfaces with Arbitrary TopologiesXiaoxiao Long, Cheng Lin, Lingjie Liu et al.
We present a novel method, called NeuralUDF, for reconstructing surfaces with arbitrary topologies from 2D images via volume rendering. Recent advances in neural rendering based reconstruction have achieved compelling results. However, these methods are limited to objects with closed surfaces since they adopt Signed Distance Function (SDF) as surface representation which requires the target shape to be divided into inside and outside. In this paper, we propose to represent surfaces as the Unsigned Distance Function (UDF) and develop a new volume rendering scheme to learn the neural UDF representation. Specifically, a new density function that correlates the property of UDF with the volume rendering scheme is introduced for robust optimization of the UDF fields. Experiments on the DTU and DeepFashion3D datasets show that our method not only enables high-quality reconstruction of non-closed shapes with complex typologies, but also achieves comparable performance to the SDF based methods on the reconstruction of closed surfaces.
SyncDreamer: Generating Multiview-consistent Images from a Single-view ImageYuan Liu, Cheng Lin, Zijiao Zeng et al.
In this paper, we present a novel diffusion model called that generates multiview-consistent images from a single-view image. Using pretrained large-scale 2D diffusion models, recent work Zero123 demonstrates the ability to generate plausible novel views from a single-view image of an object. However, maintaining consistency in geometry and colors for the generated images remains a challenge. To address this issue, we propose a synchronized multiview diffusion model that models the joint probability distribution of multiview images, enabling the generation of multiview-consistent images in a single reverse process. SyncDreamer synchronizes the intermediate states of all the generated images at every step of the reverse process through a 3D-aware feature attention mechanism that correlates the corresponding features across different views. Experiments show that SyncDreamer generates images with high consistency across different views, thus making it well-suited for various 3D generation tasks such as novel-view-synthesis, text-to-3D, and image-to-3D.
15.6CVJun 25, 2022
Learn to Predict How Humans Manipulate Large-sized Objects from Interactive MotionsWeilin Wan, Lei Yang, Lingjie Liu et al.
Understanding human intentions during interactions has been a long-lasting theme, that has applications in human-robot interaction, virtual reality and surveillance. In this study, we focus on full-body human interactions with large-sized daily objects and aim to predict the future states of objects and humans given a sequential observation of human-object interaction. As there is no such dataset dedicated to full-body human interactions with large-sized daily objects, we collected a large-scale dataset containing thousands of interactions for training and evaluation purposes. We also observe that an object's intrinsic physical properties are useful for the object motion prediction, and thus design a set of object dynamic descriptors to encode such intrinsic properties. We treat the object dynamic descriptors as a new modality and propose a graph neural network, HO-GCN, to fuse motion data and dynamic descriptors for the prediction task. We show the proposed network that consumes dynamic descriptors can achieve state-of-the-art prediction results and help the network better generalize to unseen objects. We also demonstrate the predicted results are useful for human-robot collaborations.
35.8CVJun 12, 2022
SparseNeuS: Fast Generalizable Neural Surface Reconstruction from Sparse ViewsXiaoxiao Long, Cheng Lin, Peng Wang et al.
We introduce SparseNeuS, a novel neural rendering based method for the task of surface reconstruction from multi-view images. This task becomes more difficult when only sparse images are provided as input, a scenario where existing neural reconstruction approaches usually produce incomplete or distorted results. Moreover, their inability of generalizing to unseen new scenes impedes their application in practice. Contrarily, SparseNeuS can generalize to new scenes and work well with sparse images (as few as 2 or 3). SparseNeuS adopts signed distance function (SDF) as the surface representation, and learns generalizable priors from image features by introducing geometry encoding volumes for generic surface prediction. Moreover, several strategies are introduced to effectively leverage sparse views for high-quality reconstruction, including 1) a multi-level geometry reasoning framework to recover the surfaces in a coarse-to-fine manner; 2) a multi-scale color blending scheme for more reliable color prediction; 3) a consistency-aware fine-tuning scheme to control the inconsistent regions caused by occlusion and noise. Extensive experiments demonstrate that our approach not only outperforms the state-of-the-art methods, but also exhibits good efficiency, generalizability, and flexibility.
Zolly: Zoom Focal Length Correctly for Perspective-Distorted Human Mesh ReconstructionWenjia Wang, Yongtao Ge, Haiyi Mei et al.
As it is hard to calibrate single-view RGB images in the wild, existing 3D human mesh reconstruction (3DHMR) methods either use a constant large focal length or estimate one based on the background environment context, which can not tackle the problem of the torso, limb, hand or face distortion caused by perspective camera projection when the camera is close to the human body. The naive focal length assumptions can harm this task with the incorrectly formulated projection matrices. To solve this, we propose Zolly, the first 3DHMR method focusing on perspective-distorted images. Our approach begins with analysing the reason for perspective distortion, which we find is mainly caused by the relative location of the human body to the camera center. We propose a new camera model and a novel 2D representation, termed distortion image, which describes the 2D dense distortion scale of the human body. We then estimate the distance from distortion scale features rather than environment context features. Afterwards, we integrate the distortion feature with image features to reconstruct the body mesh. To formulate the correct projection matrix and locate the human body position, we simultaneously use perspective and weak-perspective projection loss. Since existing datasets could not handle this task, we propose the first synthetic dataset PDHuman and extend two real-world datasets tailored for this task, all containing perspective-distorted human images. Extensive experiments show that Zolly outperforms existing state-of-the-art methods on both perspective-distorted datasets and the standard benchmark (3DPW).
Gen6D: Generalizable Model-Free 6-DoF Object Pose Estimation from RGB ImagesYuan Liu, Yilin Wen, Sida Peng et al.
In this paper, we present a generalizable model-free 6-DoF object pose estimator called Gen6D. Existing generalizable pose estimators either need high-quality object models or require additional depth maps or object masks in test time, which significantly limits their application scope. In contrast, our pose estimator only requires some posed images of the unseen object and is able to accurately predict the poses of the object in arbitrary environments. Gen6D consists of an object detector, a viewpoint selector and a pose refiner, all of which do not require the 3D object model and can generalize to unseen objects. Experiments show that Gen6D achieves state-of-the-art results on two model-free datasets: the MOPED dataset and a new GenMOP dataset collected by us. In addition, on the LINEMOD dataset, Gen6D achieves competitive results compared with instance-specific pose estimators. Project page: https://liuyuan-pal.github.io/Gen6D/.
15.3CVSep 7, 2023
BodyFormer: Semantics-guided 3D Body Gesture Synthesis with TransformerKunkun Pang, Dafei Qin, Yingruo Fan et al.
Automatic gesture synthesis from speech is a topic that has attracted researchers for applications in remote communication, video games and Metaverse. Learning the mapping between speech and 3D full-body gestures is difficult due to the stochastic nature of the problem and the lack of a rich cross-modal dataset that is needed for training. In this paper, we propose a novel transformer-based framework for automatic 3D body gesture synthesis from speech. To learn the stochastic nature of the body gesture during speech, we propose a variational transformer to effectively model a probabilistic distribution over gestures, which can produce diverse gestures during inference. Furthermore, we introduce a mode positional embedding layer to capture the different motion speeds in different speaking modes. To cope with the scarcity of data, we design an intra-modal pre-training scheme that can learn the complex mapping between the speech and the 3D gesture from a limited amount of data. Our system is trained with either the Trinity speech-gesture dataset or the Talking With Hands 16.2M dataset. The results show that our system can produce more realistic, appropriate, and diverse body gestures compared to existing state-of-the-art approaches.
21.0CVNov 19, 2022
TORE: Token Reduction for Efficient Human Mesh Recovery with TransformerZhiyang Dou, Qingxuan Wu, Cheng Lin et al.
In this paper, we introduce a set of simple yet effective TOken REduction (TORE) strategies for Transformer-based Human Mesh Recovery from monocular images. Current SOTA performance is achieved by Transformer-based structures. However, they suffer from high model complexity and computation cost caused by redundant tokens. We propose token reduction strategies based on two important aspects, i.e., the 3D geometry structure and 2D image feature, where we hierarchically recover the mesh geometry with priors from body structure and conduct token clustering to pass fewer but more discriminative image feature tokens to the Transformer. Our method massively reduces the number of tokens involved in high-complexity interactions in the Transformer. This leads to a significantly reduced computational cost while still achieving competitive or even higher accuracy in shape recovery. Extensive experiments across a wide range of benchmarks validate the superior effectiveness of the proposed method. We further demonstrate the generalizability of our method on hand mesh recovery. Visit our project page at https://frank-zy-dou.github.io/projects/Tore/index.html.
Motion In-Betweening with Phase ManifoldsPaul 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.
Hierarchical Temporal Transformer for 3D Hand Pose Estimation and Action Recognition from Egocentric RGB VideosYilin Wen, Hao Pan, Lei Yang et al.
Understanding dynamic hand motions and actions from egocentric RGB videos is a fundamental yet challenging task due to self-occlusion and ambiguity. To address occlusion and ambiguity, we develop a transformer-based framework to exploit temporal information for robust estimation. Noticing the different temporal granularity of and the semantic correlation between hand pose estimation and action recognition, we build a network hierarchy with two cascaded transformer encoders, where the first one exploits the short-term temporal cue for hand pose estimation, and the latter aggregates per-frame pose and object information over a longer time span to recognize the action. Our approach achieves competitive results on two first-person hand action benchmarks, namely FPHA and H2O. Extensive ablation studies verify our design choices.
3.9CVMar 11, 2023
Online Neural Path Guiding with Normalized Anisotropic Spherical GaussiansJiawei Huang, Akito Iizuka, Hajime Tanaka et al.
The variance reduction speed of physically-based rendering is heavily affected by the adopted importance sampling technique. In this paper we propose a novel online framework to learn the spatial-varying density model with a single small neural network using stochastic ray samples. To achieve this task, we propose a novel closed-form density model called the normalized anisotropic spherical gaussian mixture, that can express complex irradiance fields with a small number of parameters. Our framework learns the distribution in a progressive manner and does not need any warm-up phases. Due to the compact and expressive representation of our density model, our framework can be implemented entirely on the GPU, allowing it produce high quality images with limited computational resources.
21.6GRSep 20, 2023
C$\cdot$ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based CharactersZhiyang Dou, Xuelin Chen, Qingnan Fan et al.
We present C$\cdot$ASE, an efficient and effective framework that learns conditional Adversarial Skill Embeddings for physics-based characters. Our physically simulated character can learn a diverse repertoire of skills while providing controllability in the form of direct manipulation of the skills to be performed. C$\cdot$ASE divides the heterogeneous skill motions into distinct subsets containing homogeneous samples for training a low-level conditional model to learn conditional behavior distribution. The skill-conditioned imitation learning naturally offers explicit control over the character's skills after training. The training course incorporates the focal skill sampling, skeletal residual forces, and element-wise feature masking to balance diverse skills of varying complexities, mitigate dynamics mismatch to master agile motions and capture more general behavior characteristics, respectively. Once trained, the conditional model can produce highly diverse and realistic skills, outperforming state-of-the-art models, and can be repurposed in various downstream tasks. In particular, the explicit skill control handle allows a high-level policy or user to direct the character with desired skill specifications, which we demonstrate is advantageous for interactive character animation.
28.8CVNov 28, 2023
TLControl: Trajectory and Language Control for Human Motion SynthesisWeilin Wan, Zhiyang Dou, Taku Komura et al.
Controllable human motion synthesis is essential for applications in AR/VR, gaming and embodied AI. Existing methods often focus solely on either language or full trajectory control, lacking precision in synthesizing motions aligned with user-specified trajectories, especially for multi-joint control. To address these issues, we present TLControl, a novel method for realistic human motion synthesis, incorporating both low-level Trajectory and high-level Language semantics controls, through the integration of neural-based and optimization-based techniques. Specifically, we begin with training a VQ-VAE for a compact and well-structured latent motion space organized by body parts. We then propose a Masked Trajectories Transformer (MTT) for predicting a motion distribution conditioned on language and trajectory. Once trained, we use MTT to sample initial motion predictions given user-specified partial trajectories and text descriptions as conditioning. Finally, we introduce a test-time optimization to refine these coarse predictions for precise trajectory control, which offers flexibility by allowing users to specify various optimization goals and ensures high runtime efficiency. Comprehensive experiments show that TLControl significantly outperforms the state-of-the-art in trajectory accuracy and time efficiency, making it practical for interactive and high-quality animation generation.
11.0CVNov 28, 2023
Surf-D: Generating High-Quality Surfaces of Arbitrary Topologies Using Diffusion ModelsZhengming Yu, Zhiyang Dou, Xiaoxiao Long et al.
We present Surf-D, a novel method for generating high-quality 3D shapes as Surfaces with arbitrary topologies using Diffusion models. Previous methods explored shape generation with different representations and they suffer from limited topologies and poor geometry details. To generate high-quality surfaces of arbitrary topologies, we use the Unsigned Distance Field (UDF) as our surface representation to accommodate arbitrary topologies. Furthermore, we propose a new pipeline that employs a point-based AutoEncoder to learn a compact and continuous latent space for accurately encoding UDF and support high-resolution mesh extraction. We further show that our new pipeline significantly outperforms the prior approaches to learning the distance fields, such as the grid-based AutoEncoder, which is not scalable and incapable of learning accurate UDF. In addition, we adopt a curriculum learning strategy to efficiently embed various surfaces. With the pretrained shape latent space, we employ a latent diffusion model to acquire the distribution of various shapes. Extensive experiments are presented on using Surf-D for unconditional generation, category conditional generation, image conditional generation, and text-to-shape tasks. The experiments demonstrate the superior performance of Surf-D in shape generation across multiple modalities as conditions. Visit our project page at https://yzmblog.github.io/projects/SurfD/.
7.3GRApr 9
SmokeSVD: Smoke Reconstruction from A Single View via Progressive Novel View Synthesis and Refinement with Diffusion ModelsChen Li, Shanshan Dong, Sheng Qiu et al.
Reconstructing dynamic fluids from sparse views is a long-standing and challenging problem, due to the severe lack of 3D information from insufficient view coverage. While several pioneering approaches have attempted to address this issue using differentiable rendering or novel view synthesis, they are often limited by time-consuming optimization under ill-posed conditions. We propose SmokeSVD, an efficient and effective framework to progressively reconstruct dynamic smoke from a single video by integrating the generative capabilities of diffusion models with physically guided consistency optimization. Specifically, we first propose a physically guided side-view synthesizer based on diffusion models, which explicitly incorporates velocity field constraints to generate spatio-temporally consistent side-view images frame by frame, significantly alleviating the ill-posedness of single-view reconstruction. Subsequently, we iteratively refine novel-view images and reconstruct 3D density fields through a progressive multi-stage process that renders and enhances images from increasing viewing angles, generating high-quality multi-view sequences. Finally, we estimate fine-grained density and velocity fields via differentiable advection by leveraging the Navier-Stokes equations. Our approach supports re-simulation and downstream applications while achieving superior reconstruction quality and computational efficiency compared to state-of-the-art methods.
6.5GRMay 6
AGIPC: Adaptive In-Solve Algebraic Coarsening for GPU IPCXuan Wang, Zhaofeng Luo, Minchen Li et al.
Implicit time integration is key to robustly simulating stiff materials and large deformations, but its performance is often dominated by repeatedly solving large linear systems. Adaptive coarsening can reduce this cost by concentrating degrees of freedom (DoF) to where it is most needed, yet conventional explicit remeshing changes connectivity (and often vertex ordering), complicating parallel implementations, harming memory locality, and sometimes being disallowed when it may introduce local geometry intersections. Adaptive subspace approaches avoid topological changes, but basis construction and updates incur irregular data access patterns and typically produce dense system matrices, limiting GPU efficiency and keeping many practical systems CPU-centric. We present algebraic adaptive in-solve coarsening, a GPU-oriented method that dynamically reduces DoF within the Newton solve of implicit time integration without explicit topological modification. Starting from a fine mesh, we express adaptivity as a selective edge-collapse process governed by per-edge tags. Collapsible edges are aggregated in parallel using a warp-level hash mapping scheme that groups fine vertices into coarse super-nodes, while protected edges preserve local detail. This defines an implicit coarse mesh whose linear system is assembled algebraically by mapping and reducing fine-scale gradients and Hessians via efficient GPU reduction kernels. We solve the resulting coarse system with a preconditioned conjugate gradient (PCG) method and then prolongate the solution back to the fine mesh. Our approach integrates seamlessly with IPC's barrier energy and exploits GPU parallelism end-to-end. Across a range of challenging scenarios, we achieve up to 3x speedup over a state-of-the-art GPU IPC solver while producing visually indistinguishable results.
EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion GenerationWenyang Zhou, Zhiyang Dou, Zeyu Cao et al.
We introduce Efficient Motion Diffusion Model (EMDM) for fast and high-quality human motion generation. Current state-of-the-art generative diffusion models have produced impressive results but struggle to achieve fast generation without sacrificing quality. On the one hand, previous works, like motion latent diffusion, conduct diffusion within a latent space for efficiency, but learning such a latent space can be a non-trivial effort. On the other hand, accelerating generation by naively increasing the sampling step size, e.g., DDIM, often leads to quality degradation as it fails to approximate the complex denoising distribution. To address these issues, we propose EMDM, which captures the complex distribution during multiple sampling steps in the diffusion model, allowing for much fewer sampling steps and significant acceleration in generation. This is achieved by a conditional denoising diffusion GAN to capture multimodal data distributions among arbitrary (and potentially larger) step sizes conditioned on control signals, enabling fewer-step motion sampling with high fidelity and diversity. To minimize undesired motion artifacts, geometric losses are imposed during network learning. As a result, EMDM achieves real-time motion generation and significantly improves the efficiency of motion diffusion models compared to existing methods while achieving high-quality motion generation. Our code will be publicly available upon publication.
2.8CVNov 29, 2023
StructRe: Rewriting for Structured Shape ModelingJiepeng Wang, Hao Pan, Yang Liu et al.
Man-made 3D shapes are naturally organized in parts and hierarchies; such structures provide important constraints for shape reconstruction and generation. Modeling shape structures is difficult, because there can be multiple hierarchies for a given shape, causing ambiguity, and across different categories the shape structures are correlated with semantics, limiting generalization. We present StructRe, a structure rewriting system, as a novel approach to structured shape modeling. Given a 3D object represented by points and components, StructRe can rewrite it upward into more concise structures, or downward into more detailed structures; by iterating the rewriting process, hierarchies are obtained. Such a localized rewriting process enables probabilistic modeling of ambiguous structures and robust generalization across object categories. We train StructRe on PartNet data and show its generalization to cross-category and multiple object hierarchies, and test its extension to ShapeNet. We also demonstrate the benefits of probabilistic and generalizable structure modeling for shape reconstruction, generation and editing tasks.
5.1GRJul 17, 2024
SENC: Handling Self-collision in Neural Cloth SimulationZhouyingcheng Liao, Sinan Wang, Taku Komura
We present SENC, a novel self-supervised neural cloth simulator that addresses the challenge of cloth self-collision. This problem has remained unresolved due to the gap in simulation setup between recent collision detection and response approaches and self-supervised neural simulators. The former requires collision-free initial setups, while the latter necessitates random cloth instantiation during training. To tackle this issue, we propose a novel loss based on Global Intersection Analysis (GIA). This loss extracts the volume surrounded by the cloth region that forms the penetration. By constructing an energy based on this volume, our self-supervised neural simulator can effectively address cloth self-collisions. Moreover, we develop a self-collision-aware graph neural network capable of learning to handle self-collisions, even for parts that are topologically distant from one another. Additionally, we introduce an effective external force scheme that enables the simulation to learn the cloth's behavior in response to random external forces. We validate the efficacy of SENC through extensive quantitative and qualitative experiments, demonstrating that it effectively reduces cloth self-collision while maintaining high-quality animation results.
3.9CVNov 29, 2023
Generative Hierarchical Temporal Transformer for Hand Pose and Action ModelingYilin Wen, Hao Pan, Takehiko Ohkawa et al.
We present a novel unified framework that concurrently tackles recognition and future prediction for human hand pose and action modeling. Previous works generally provide isolated solutions for either recognition or prediction, which not only increases the complexity of integration in practical applications, but more importantly, cannot exploit the synergy of both sides and suffer suboptimal performances in their respective domains. To address this problem, we propose a generative Transformer VAE architecture to model hand pose and action, where the encoder and decoder capture recognition and prediction respectively, and their connection through the VAE bottleneck mandates the learning of consistent hand motion from the past to the future and vice versa. Furthermore, to faithfully model the semantic dependency and different temporal granularity of hand pose and action, we decompose the framework into two cascaded VAE blocks: the first and latter blocks respectively model the short-span poses and long-span action, and are connected by a mid-level feature representing a sub-second series of hand poses. This decomposition into block cascades facilitates capturing both short-term and long-term temporal regularity in pose and action modeling, and enables training two blocks separately to fully utilize datasets with annotations of different temporal granularities. We train and evaluate our framework across multiple datasets; results show that our joint modeling of recognition and prediction improves over isolated solutions, and that our semantic and temporal hierarchy facilitates long-term pose and action modeling.
Coverage Axis++: Efficient Inner Point Selection for 3D Shape SkeletonizationZimeng Wang, Zhiyang Dou, Rui Xu et al.
We introduce Coverage Axis++, a novel and efficient approach to 3D shape skeletonization. The current state-of-the-art approaches for this task often rely on the watertightness of the input or suffer from substantial computational costs, thereby limiting their practicality. To address this challenge, Coverage Axis++ proposes a heuristic algorithm to select skeletal points, offering a high-accuracy approximation of the Medial Axis Transform (MAT) while significantly mitigating computational intensity for various shape representations. We introduce a simple yet effective strategy that considers shape coverage, uniformity, and centrality to derive skeletal points. The selection procedure enforces consistency with the shape structure while favoring the dominant medial balls, which thus introduces a compact underlying shape representation in terms of MAT. As a result, Coverage Axis++ allows for skeletonization for various shape representations (e.g., water-tight meshes, triangle soups, point clouds), specification of the number of skeletal points, few hyperparameters, and highly efficient computation with improved reconstruction accuracy. Extensive experiments across a wide range of 3D shapes validate the efficiency and effectiveness of Coverage Axis++. Our codes are available at https://github.com/Frank-ZY-Dou/Coverage_Axis.
10.5CVDec 17, 2024Code
Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion GenerationHuaijin Pi, Ruoxi Guo, Zehong Shen et al.
Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.
MOSPA: Human Motion Generation Driven by Spatial AudioShuyang Xu, Zhiyang Dou, Mingyi Shi et al.
Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As of yet, these models typically overlook the impact of spatial features encoded in spatial audio signals on human motion. To bridge this gap and enable high-quality modeling of human movements in response to spatial audio, we introduce the first comprehensive Spatial Audio-Driven Human Motion (SAM) dataset, which contains diverse and high-quality spatial audio and motion data. For benchmarking, we develop a simple yet effective diffusion-based generative framework for human MOtion generation driven by SPatial Audio, termed MOSPA, which faithfully captures the relationship between body motion and spatial audio through an effective fusion mechanism. Once trained, MOSPA can generate diverse, realistic human motions conditioned on varying spatial audio inputs. We perform a thorough investigation of the proposed dataset and conduct extensive experiments for benchmarking, where our method achieves state-of-the-art performance on this task. Our code and model are publicly available at https://github.com/xsy27/Mospa-Acoustic-driven-Motion-Generation
11.3CVNov 25, 2024Code
MotionWavelet: Human Motion Prediction via Wavelet Manifold LearningYuming Feng, Zhiyang Dou, Ling-Hao Chen et al. · tsinghua
Modeling temporal characteristics and the non-stationary dynamics of body movement plays a significant role in predicting human future motions. However, it is challenging to capture these features due to the subtle transitions involved in the complex human motions. This paper introduces MotionWavelet, a human motion prediction framework that utilizes Wavelet Transformation and studies human motion patterns in the spatial-frequency domain. In MotionWavelet, a Wavelet Diffusion Model (WDM) learns a Wavelet Manifold by applying Wavelet Transformation on the motion data therefore encoding the intricate spatial and temporal motion patterns. Once the Wavelet Manifold is built, WDM trains a diffusion model to generate human motions from Wavelet latent vectors. In addition to the WDM, MotionWavelet also presents a Wavelet Space Shaping Guidance mechanism to refine the denoising process to improve conformity with the manifold structure. WDM also develops Temporal Attention-Based Guidance to enhance prediction accuracy. Extensive experiments validate the effectiveness of MotionWavelet, demonstrating improved prediction accuracy and enhanced generalization across various benchmarks. Our code and models will be released upon acceptance.
PDT: Point Distribution Transformation with Diffusion ModelsJionghao Wang, Cheng Lin, Yuan Liu et al.
Point-based representations have consistently played a vital role in geometric data structures. Most point cloud learning and processing methods typically leverage the unordered and unconstrained nature to represent the underlying geometry of 3D shapes. However, how to extract meaningful structural information from unstructured point cloud distributions and transform them into semantically meaningful point distributions remains an under-explored problem. We present PDT, a novel framework for point distribution transformation with diffusion models. Given a set of input points, PDT learns to transform the point set from its original geometric distribution into a target distribution that is semantically meaningful. Our method utilizes diffusion models with novel architecture and learning strategy, which effectively correlates the source and the target distribution through a denoising process. Through extensive experiments, we show that our method successfully transforms input point clouds into various forms of structured outputs - ranging from surface-aligned keypoints, and inner sparse joints to continuous feature lines. The results showcase our framework's ability to capture both geometric and semantic features, offering a powerful tool for various 3D geometry processing tasks where structured point distributions are desired. Code will be available at this link: https://github.com/shanemankiw/PDT.
NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview ImagesYuan Liu, Peng Wang, Cheng Lin et al.
We present a neural rendering-based method called NeRO for reconstructing the geometry and the BRDF of reflective objects from multiview images captured in an unknown environment. Multiview reconstruction of reflective objects is extremely challenging because specular reflections are view-dependent and thus violate the multiview consistency, which is the cornerstone for most multiview reconstruction methods. Recent neural rendering techniques can model the interaction between environment lights and the object surfaces to fit the view-dependent reflections, thus making it possible to reconstruct reflective objects from multiview images. However, accurately modeling environment lights in the neural rendering is intractable, especially when the geometry is unknown. Most existing neural rendering methods, which can model environment lights, only consider direct lights and rely on object masks to reconstruct objects with weak specular reflections. Therefore, these methods fail to reconstruct reflective objects, especially when the object mask is not available and the object is illuminated by indirect lights. We propose a two-step approach to tackle this problem. First, by applying the split-sum approximation and the integrated directional encoding to approximate the shading effects of both direct and indirect lights, we are able to accurately reconstruct the geometry of reflective objects without any object masks. Then, with the object geometry fixed, we use more accurate sampling to recover the environment lights and the BRDF of the object. Extensive experiments demonstrate that our method is capable of accurately reconstructing the geometry and the BRDF of reflective objects from only posed RGB images without knowing the environment lights and the object masks. Codes and datasets are available at https://github.com/liuyuan-pal/NeRO.
22.6GRApr 23, 2024
Taming Diffusion Probabilistic Models for Character ControlRui Chen, Mingyi Shi, Shaoli Huang et al.
We present a novel character control framework that effectively utilizes motion diffusion probabilistic models to generate high-quality and diverse character animations, responding in real-time to a variety of dynamic user-supplied control signals. At the heart of our method lies a transformer-based Conditional Autoregressive Motion Diffusion Model (CAMDM), which takes as input the character's historical motion and can generate a range of diverse potential future motions conditioned on high-level, coarse user control. To meet the demands for diversity, controllability, and computational efficiency required by a real-time controller, we incorporate several key algorithmic designs. These include separate condition tokenization, classifier-free guidance on past motion, and heuristic future trajectory extension, all designed to address the challenges associated with taming motion diffusion probabilistic models for character control. As a result, our work represents the first model that enables real-time generation of high-quality, diverse character animations based on user interactive control, supporting animating the character in multiple styles with a single unified model. We evaluate our method on a diverse set of locomotion skills, demonstrating the merits of our method over existing character controllers. Project page and source codes: https://aiganimation.github.io/CAMDM/
8.6GRApr 24, 2024
CWF: Consolidating Weak Features in High-quality Mesh SimplificationRui Xu, Longdu Liu, Ningna Wang et al.
In mesh simplification, common requirements like accuracy, triangle quality, and feature alignment are often considered as a trade-off. Existing algorithms concentrate on just one or a few specific aspects of these requirements. For example, the well-known Quadric Error Metrics (QEM) approach prioritizes accuracy and can preserve strong feature lines/points as well but falls short in ensuring high triangle quality and may degrade weak features that are not as distinctive as strong ones. In this paper, we propose a smooth functional that simultaneously considers all of these requirements. The functional comprises a normal anisotropy term and a Centroidal Voronoi Tessellation (CVT) energy term, with the variables being a set of movable points lying on the surface. The former inherits the spirit of QEM but operates in a continuous setting, while the latter encourages even point distribution, allowing various surface metrics. We further introduce a decaying weight to automatically balance the two terms. We selected 100 CAD models from the ABC dataset, along with 21 organic models, to compare the existing mesh simplification algorithms with ours. Experimental results reveal an important observation: the introduction of a decaying weight effectively reduces the conflict between the two terms and enables the alignment of weak features. This distinctive feature sets our approach apart from most existing mesh simplification methods and demonstrates significant potential in shape understanding.
16.8CVNov 29, 2024
GausSurf: Geometry-Guided 3D Gaussian Splatting for Surface ReconstructionJiepeng Wang, Yuan Liu, Peng Wang et al.
3D Gaussian Splatting has achieved impressive performance in novel view synthesis with real-time rendering capabilities. However, reconstructing high-quality surfaces with fine details using 3D Gaussians remains a challenging task. In this work, we introduce GausSurf, a novel approach to high-quality surface reconstruction by employing geometry guidance from multi-view consistency in texture-rich areas and normal priors in texture-less areas of a scene. We observe that a scene can be mainly divided into two primary regions: 1) texture-rich and 2) texture-less areas. To enforce multi-view consistency at texture-rich areas, we enhance the reconstruction quality by incorporating a traditional patch-match based Multi-View Stereo (MVS) approach to guide the geometry optimization in an iterative scheme. This scheme allows for mutual reinforcement between the optimization of Gaussians and patch-match refinement, which significantly improves the reconstruction results and accelerates the training process. Meanwhile, for the texture-less areas, we leverage normal priors from a pre-trained normal estimation model to guide optimization. Extensive experiments on the DTU and Tanks and Temples datasets demonstrate that our method surpasses state-of-the-art methods in terms of reconstruction quality and computation time.
13.1CVDec 7, 2023
DiffusionPhase: Motion Diffusion in Frequency DomainWeilin Wan, Yiming Huang, Shutong Wu et al.
In this study, we introduce a learning-based method for generating high-quality human motion sequences from text descriptions (e.g., ``A person walks forward"). Existing techniques struggle with motion diversity and smooth transitions in generating arbitrary-length motion sequences, due to limited text-to-motion datasets and the pose representations used that often lack expressiveness or compactness. To address these issues, we propose the first method for text-conditioned human motion generation in the frequency domain of motions. We develop a network encoder that converts the motion space into a compact yet expressive parameterized phase space with high-frequency details encoded, capturing the local periodicity of motions in time and space with high accuracy. We also introduce a conditional diffusion model for predicting periodic motion parameters based on text descriptions and a start pose, efficiently achieving smooth transitions between motion sequences associated with different text descriptions. Experiments demonstrate that our approach outperforms current methods in generating a broader variety of high-quality motions, and synthesizing long sequences with natural transitions.
SuperGaussians: Enhancing Gaussian Splatting Using Primitives with Spatially Varying ColorsRui Xu, Wenyue Chen, Jiepeng Wang et al.
Gaussian Splattings demonstrate impressive results in multi-view reconstruction based on Gaussian explicit representations. However, the current Gaussian primitives only have a single view-dependent color and an opacity to represent the appearance and geometry of the scene, resulting in a non-compact representation. In this paper, we introduce a new method called SuperGaussians that utilizes spatially varying colors and opacity in a single Gaussian primitive to improve its representation ability. We have implemented bilinear interpolation, movable kernels, and even tiny neural networks as spatially varying functions. Quantitative and qualitative experimental results demonstrate that all three functions outperform the baseline, with the best movable kernels achieving superior novel view synthesis performance on multiple datasets, highlighting the strong potential of spatially varying functions.
10.5CVMay 19, 2024
InterAct: Capture and Modelling of Realistic, Expressive and Interactive Activities between Two Persons in Daily ScenariosYinghao Huang, Leo Ho, Dafei Qin et al.
We address the problem of accurate capture and expressive modelling of interactive behaviors happening between two persons in daily scenarios. Different from previous works which either only consider one person or focus on conversational gestures, we propose to simultaneously model the activities of two persons, and target objective-driven, dynamic, and coherent interactions which often span long duration. To this end, we capture a new dataset dubbed InterAct, which is composed of 241 motion sequences where two persons perform a realistic scenario over the whole sequence. The audios, body motions, and facial expressions of both persons are all captured in our dataset. We also demonstrate the first diffusion model based approach that directly estimates the interactive motions between two persons from their audios alone. All the data and code will be available at: https://hku-cg.github.io/interact.
6.6GRMar 25, 2025
Zero-Shot Human-Object Interaction Synthesis with Multimodal PriorsYuke Lou, Yiming Wang, Zhen Wu et al.
Human-object interaction (HOI) synthesis is important for various applications, ranging from virtual reality to robotics. However, acquiring 3D HOI data is challenging due to its complexity and high cost, limiting existing methods to the narrow diversity of object types and interaction patterns in training datasets. This paper proposes a novel zero-shot HOI synthesis framework without relying on end-to-end training on currently limited 3D HOI datasets. The core idea of our method lies in leveraging extensive HOI knowledge from pre-trained Multimodal Models. Given a text description, our system first obtains temporally consistent 2D HOI image sequences using image or video generation models, which are then uplifted to 3D HOI milestones of human and object poses. We employ pre-trained human pose estimation models to extract human poses and introduce a generalizable category-level 6-DoF estimation method to obtain the object poses from 2D HOI images. Our estimation method is adaptive to various object templates obtained from text-to-3D models or online retrieval. A physics-based tracking of the 3D HOI kinematic milestone is further applied to refine both body motions and object poses, yielding more physically plausible HOI generation results. The experimental results demonstrate that our method is capable of generating open-vocabulary HOIs with physical realism and semantic diversity.
6.7SDDec 3, 2024
It Takes Two: Real-time Co-Speech Two-person's Interaction Generation via Reactive Auto-regressive Diffusion ModelMingyi Shi, Dafei Qin, Leo Ho et al.
Conversational scenarios are very common in real-world settings, yet existing co-speech motion synthesis approaches often fall short in these contexts, where one person's audio and gestures will influence the other's responses. Additionally, most existing methods rely on offline sequence-to-sequence frameworks, which are unsuitable for online applications. In this work, we introduce an audio-driven, auto-regressive system designed to synthesize dynamic movements for two characters during a conversation. At the core of our approach is a diffusion-based full-body motion synthesis model, which is conditioned on the past states of both characters, speech audio, and a task-oriented motion trajectory input, allowing for flexible spatial control. To enhance the model's ability to learn diverse interactions, we have enriched existing two-person conversational motion datasets with more dynamic and interactive motions. We evaluate our system through multiple experiments to show it outperforms across a variety of tasks, including single and two-person co-speech motion generation, as well as interactive motion generation. To the best of our knowledge, this is the first system capable of generating interactive full-body motions for two characters from speech in an online manner.
8.0GRMay 27, 2025
CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated ObjectsHuaijin Pi, Zhi Cen, Zhiyang Dou et al.
Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation. Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts. To address these challenges, we propose a novel coordinated diffusion noise optimization framework. Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization. Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity. To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry. This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion. We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.
9.6CVDec 5, 2024
RMD: A Simple Baseline for More General Human Motion Generation via Training-free Retrieval-Augmented Motion DiffuseZhouyingcheng Liao, Mingyuan Zhang, Wenjia Wang et al.
While motion generation has made substantial progress, its practical application remains constrained by dataset diversity and scale, limiting its ability to handle out-of-distribution scenarios. To address this, we propose a simple and effective baseline, RMD, which enhances the generalization of motion generation through retrieval-augmented techniques. Unlike previous retrieval-based methods, RMD requires no additional training and offers three key advantages: (1) the external retrieval database can be flexibly replaced; (2) body parts from the motion database can be reused, with an LLM facilitating splitting and recombination; and (3) a pre-trained motion diffusion model serves as a prior to improve the quality of motions obtained through retrieval and direct combination. Without any training, RMD achieves state-of-the-art performance, with notable advantages on out-of-distribution data.
6.6GRMar 31, 2025
CBIL: Collective Behavior Imitation Learning for Fish from Real VideosYifan Wu, Zhiyang Dou, Yuko Ishiwaka et al.
Reproducing realistic collective behaviors presents a captivating yet formidable challenge. Traditional rule-based methods rely on hand-crafted principles, limiting motion diversity and realism in generated collective behaviors. Recent imitation learning methods learn from data but often require ground truth motion trajectories and struggle with authenticity, especially in high-density groups with erratic movements. In this paper, we present a scalable approach, Collective Behavior Imitation Learning (CBIL), for learning fish schooling behavior directly from videos, without relying on captured motion trajectories. Our method first leverages Video Representation Learning, where a Masked Video AutoEncoder (MVAE) extracts implicit states from video inputs in a self-supervised manner. The MVAE effectively maps 2D observations to implicit states that are compact and expressive for following the imitation learning stage. Then, we propose a novel adversarial imitation learning method to effectively capture complex movements of the schools of fish, allowing for efficient imitation of the distribution for motion patterns measured in the latent space. It also incorporates bio-inspired rewards alongside priors to regularize and stabilize training. Once trained, CBIL can be used for various animation tasks with the learned collective motion priors. We further show its effectiveness across different species. Finally, we demonstrate the application of our system in detecting abnormal fish behavior from in-the-wild videos.
2.0CVDec 15, 2024
Facial Surgery Preview Based on the Orthognathic Treatment PredictionHuijun Han, Congyi Zhang, Lifeng Zhu et al.
Orthognathic surgery consultation is essential to help patients understand the changes to their facial appearance after surgery. However, current visualization methods are often inefficient and inaccurate due to limited pre- and post-treatment data and the complexity of the treatment. To overcome these challenges, this study aims to develop a fully automated pipeline that generates accurate and efficient 3D previews of postsurgical facial appearances for patients with orthognathic treatment without requiring additional medical images. The study introduces novel aesthetic losses, such as mouth-convexity and asymmetry losses, to improve the accuracy of facial surgery prediction. Additionally, it proposes a specialized parametric model for 3D reconstruction of the patient, medical-related losses to guide latent code prediction network optimization, and a data augmentation scheme to address insufficient data. The study additionally employs FLAME, a parametric model, to enhance the quality of facial appearance previews by extracting facial latent codes and establishing dense correspondences between pre- and post-surgery geometries. Quantitative comparisons showed the algorithm's effectiveness, and qualitative results highlighted accurate facial contour and detail predictions. A user study confirmed that doctors and the public could not distinguish between machine learning predictions and actual postoperative results. This study aims to offer a practical, effective solution for orthognathic surgery consultations, benefiting doctors and patients.
7.9LGMay 22, 2024
ComboStoc: Combinatorial Stochasticity for Diffusion Generative ModelsRui Xu, Jiepeng Wang, Hao Pan et al.
In this paper, we study an under-explored but important factor of diffusion generative models, i.e., the combinatorial complexity. Data samples are generally high-dimensional, and for various structured generation tasks, there are additional attributes which are combined to associate with data samples. We show that the space spanned by the combination of dimensions and attributes is insufficiently sampled by existing training scheme of diffusion generative models, causing degraded test time performance. We present a simple fix to this problem by constructing stochastic processes that fully exploit the combinatorial structures, hence the name ComboStoc. Using this simple strategy, we show that network training is significantly accelerated across diverse data modalities, including images and 3D structured shapes. Moreover, ComboStoc enables a new way of test time generation which uses insynchronized time steps for different dimensions and attributes, thus allowing for varying degrees of control over them.
2.0CVJan 2, 2024
On Optimal Sampling for Learning SDF Using MLPs Equipped with Positional EncodingGuying Lin, Lei Yang, Yuan Liu et al.
Neural implicit fields, such as the neural signed distance field (SDF) of a shape, have emerged as a powerful representation for many applications, e.g., encoding a 3D shape and performing collision detection. Typically, implicit fields are encoded by Multi-layer Perceptrons (MLP) with positional encoding (PE) to capture high-frequency geometric details. However, a notable side effect of such PE-equipped MLPs is the noisy artifacts present in the learned implicit fields. While increasing the sampling rate could in general mitigate these artifacts, in this paper we aim to explain this adverse phenomenon through the lens of Fourier analysis. We devise a tool to determine the appropriate sampling rate for learning an accurate neural implicit field without undesirable side effects. Specifically, we propose a simple yet effective method to estimate the intrinsic frequency of a given network with randomized weights based on the Fourier analysis of the network's responses. It is observed that a PE-equipped MLP has an intrinsic frequency much higher than the highest frequency component in the PE layer. Sampling against this intrinsic frequency following the Nyquist-Sannon sampling theorem allows us to determine an appropriate training sampling rate. We empirically show in the setting of SDF fitting that this recommended sampling rate is sufficient to secure accurate fitting results, while further increasing the sampling rate would not further noticeably reduce the fitting error. Training PE-equipped MLPs simply with our sampling strategy leads to performances superior to the existing methods.
14.4CVNov 26, 2025
PAT3D: Physics-Augmented Text-to-3D Scene GenerationGuying Lin, Kemeng Huang, Michael Liu et al.
We introduce PAT3D, the first physics-augmented text-to-3D scene generation framework that integrates vision-language models with physics-based simulation to produce physically plausible, simulation-ready, and intersection-free 3D scenes. Given a text prompt, PAT3D generates 3D objects, infers their spatial relations, and organizes them into a hierarchical scene tree, which is then converted into initial conditions for simulation. A differentiable rigid-body simulator ensures realistic object interactions under gravity, driving the scene toward static equilibrium without interpenetrations. To further enhance scene quality, we introduce a simulation-in-the-loop optimization procedure that guarantees physical stability and non-intersection, while improving semantic consistency with the input prompt. Experiments demonstrate that PAT3D substantially outperforms prior approaches in physical plausibility, semantic consistency, and visual quality. Beyond high-quality generation, PAT3D uniquely enables simulation-ready 3D scenes for downstream tasks such as scene editing and robotic manipulation. Code and data will be released upon acceptance.
8.4CVSep 6, 2025
InterAct: A Large-Scale Dataset of Dynamic, Expressive and Interactive Activities between Two People in Daily ScenariosLeo Ho, Yinghao Huang, Dafei Qin et al.
We address the problem of accurate capture of interactive behaviors between two people in daily scenarios. Most previous works either only consider one person or solely focus on conversational gestures of two people, assuming the body orientation and/or position of each actor are constant or barely change over each interaction. In contrast, we propose to simultaneously model two people's activities, and target objective-driven, dynamic, and semantically consistent interactions which often span longer duration and cover bigger space. To this end, we capture a new multi-modal dataset dubbed InterAct, which is composed of 241 motion sequences where two people perform a realistic and coherent scenario for one minute or longer over a complete interaction. For each sequence, two actors are assigned different roles and emotion labels, and collaborate to finish one task or conduct a common interaction activity. The audios, body motions, and facial expressions of both persons are captured. InterAct contains diverse and complex motions of individuals and interesting and relatively long-term interaction patterns barely seen before. We also demonstrate a simple yet effective diffusion-based method that estimates interactive face expressions and body motions of two people from speech inputs. Our method regresses the body motions in a hierarchical manner, and we also propose a novel fine-tuning mechanism to improve the lip accuracy of facial expressions. To facilitate further research, the data and code is made available at https://hku-cg.github.io/interact/ .
19.0CVAug 18, 2025
Motion2Motion: Cross-topology Motion Transfer with Sparse CorrespondenceLing-Hao Chen, Yuhong Zhang, Zixin Yin et al.
This work studies the challenge of transfer animations between characters whose skeletal topologies differ substantially. While many techniques have advanced retargeting techniques in decades, transfer motions across diverse topologies remains less-explored. The primary obstacle lies in the inherent topological inconsistency between source and target skeletons, which restricts the establishment of straightforward one-to-one bone correspondences. Besides, the current lack of large-scale paired motion datasets spanning different topological structures severely constrains the development of data-driven approaches. To address these limitations, we introduce Motion2Motion, a novel, training-free framework. Simply yet effectively, Motion2Motion works with only one or a few example motions on the target skeleton, by accessing a sparse set of bone correspondences between the source and target skeletons. Through comprehensive qualitative and quantitative evaluations, we demonstrate that Motion2Motion achieves efficient and reliable performance in both similar-skeleton and cross-species skeleton transfer scenarios. The practical utility of our approach is further evidenced by its successful integration in downstream applications and user interfaces, highlighting its potential for industrial applications. Code and data are available at https://lhchen.top/Motion2Motion.
11.3CVJun 26, 2024
DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single ImageQingxuan Wu, Zhiyang Dou, Sirui Xu et al.
Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The first and only method for hand-face interaction recovery, Decaf, introduces a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the-wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. Our code will be publicly available upon publication.
Neural Face Rigging for Animating and Retargeting Facial Meshes in the WildDafei Qin, Jun Saito, Noam Aigerman et al.
We propose an end-to-end deep-learning approach for automatic rigging and retargeting of 3D models of human faces in the wild. Our approach, called Neural Face Rigging (NFR), holds three key properties: (i) NFR's expression space maintains human-interpretable editing parameters for artistic controls; (ii) NFR is readily applicable to arbitrary facial meshes with different connectivity and expressions; (iii) NFR can encode and produce fine-grained details of complex expressions performed by arbitrary subjects. To the best of our knowledge, NFR is the first approach to provide realistic and controllable deformations of in-the-wild facial meshes, without the manual creation of blendshapes or correspondence. We design a deformation autoencoder and train it through a multi-dataset training scheme, which benefits from the unique advantages of two data sources: a linear 3DMM with interpretable control parameters as in FACS, and 4D captures of real faces with fine-grained details. Through various experiments, we show NFR's ability to automatically produce realistic and accurate facial deformations across a wide range of existing datasets as well as noisy facial scans in-the-wild, while providing artist-controlled, editable parameters.
Real-Time Style Modelling of Human Locomotion via Feature-Wise Transformations and Local Motion PhasesIan 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.
FaceFormer: Speech-Driven 3D Facial Animation with TransformersYingruo Fan, Zhaojiang Lin, Jun Saito et al.
Speech-driven 3D facial animation is challenging due to the complex geometry of human faces and the limited availability of 3D audio-visual data. Prior works typically focus on learning phoneme-level features of short audio windows with limited context, occasionally resulting in inaccurate lip movements. To tackle this limitation, we propose a Transformer-based autoregressive model, FaceFormer, which encodes the long-term audio context and autoregressively predicts a sequence of animated 3D face meshes. To cope with the data scarcity issue, we integrate the self-supervised pre-trained speech representations. Also, we devise two biased attention mechanisms well suited to this specific task, including the biased cross-modal multi-head (MH) attention and the biased causal MH self-attention with a periodic positional encoding strategy. The former effectively aligns the audio-motion modalities, whereas the latter offers abilities to generalize to longer audio sequences. Extensive experiments and a perceptual user study show that our approach outperforms the existing state-of-the-arts. The code will be made available.