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The Wanderings of Odysseus in 3D Scenes

About

Our goal is to populate digital environments, in which digital humans have diverse body shapes, move perpetually, and have plausible body-scene contact. The core challenge is to generate realistic, controllable, and infinitely long motions for diverse 3D bodies. To this end, we propose generative motion primitives via body surface markers, or GAMMA in short. In our solution, we decompose the long-term motion into a time sequence of motion primitives. We exploit body surface markers and conditional variational autoencoder to model each motion primitive, and generate long-term motion by implementing the generative model recursively. To control the motion to reach a goal, we apply a policy network to explore the generative model's latent space and use a tree-based search to preserve the motion quality during testing. Experiments show that our method can produce more realistic and controllable motion than state-of-the-art data-driven methods. With conventional path-finding algorithms, the generated human bodies can realistically move long distances for a long period of time in the scene. Code is released for research purposes at: \url{https://yz-cnsdqz.github.io/eigenmotion/GAMMA/}

Yan Zhang, Siyu Tang• 2021

Related benchmarks

TaskDatasetResultRank
Motion SynthesisSynthesized Dynamic Scenes Moving Obstacles
SR96
3
Motion SynthesisSynthesized Dynamic Scenes 2 Humans
SR (%)95
3
Motion SynthesisSynthesized Dynamic Scenes 4 Humans
SR92
3
Motion Synthesis DiversitySynthesized Dynamic Scenes Diversity Scenario
SR (%)96
3
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