CVGRLGApr 4, 2023

Trace and Pace: Controllable Pedestrian Animation via Guided Trajectory Diffusion

CMU
arXiv:2304.01893v1172 citationsh-index: 96
Originality Highly original
AI Analysis

This addresses the problem of creating realistic and controllable pedestrian animations for simulation and gaming applications, representing a novel integration of diffusion models with physics-based control rather than an incremental improvement.

The authors developed a method to generate controllable pedestrian trajectories and full-body animations using guided diffusion modeling, achieving test-time controllability for user-defined goals like target waypoints, speed, and social groups while integrating with a physics-based humanoid controller for realistic crowd simulation in varied terrains.

We introduce a method for generating realistic pedestrian trajectories and full-body animations that can be controlled to meet user-defined goals. We draw on recent advances in guided diffusion modeling to achieve test-time controllability of trajectories, which is normally only associated with rule-based systems. Our guided diffusion model allows users to constrain trajectories through target waypoints, speed, and specified social groups while accounting for the surrounding environment context. This trajectory diffusion model is integrated with a novel physics-based humanoid controller to form a closed-loop, full-body pedestrian animation system capable of placing large crowds in a simulated environment with varying terrains. We further propose utilizing the value function learned during RL training of the animation controller to guide diffusion to produce trajectories better suited for particular scenarios such as collision avoidance and traversing uneven terrain. Video results are available on the project page at https://nv-tlabs.github.io/trace-pace .

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