anchor pose
Non-rigid Relative Placement through 3D Dense Diffusion
Cai, Eric, Donca, Octavian, Eisner, Ben, Held, David
The task of "relative placement" is to predict the placement of one object in relation to another, e.g. placing a mug onto a mug rack. Through explicit object-centric geometric reasoning, recent methods for relative placement have made tremendous progress towards data-efficient learning for robot manipulation while generalizing to unseen task variations. However, they have yet to represent deformable transformations, despite the ubiquity of non-rigid bodies in real world settings. As a first step towards bridging this gap, we propose ``cross-displacement" - an extension of the principles of relative placement to geometric relationships between deformable objects - and present a novel vision-based method to learn cross-displacement through dense diffusion. To this end, we demonstrate our method's ability to generalize to unseen object instances, out-of-distribution scene configurations, and multimodal goals on multiple highly deformable tasks (both in simulation and in the real world) beyond the scope of prior works. Supplementary information and videos can be found at https://sites.google.com/view/tax3d-corl-2024 .
FDLS: A Deep Learning Approach to Production Quality, Controllable, and Retargetable Facial Performances
Ma, Wan-Duo Kurt, Ghifary, Muhammad, Lewis, J. P., Choi, Byungkuk, Eom, Haekwang
Visual effects commonly requires both the creation of realistic synthetic humans as well as retargeting actors' performances to humanoid characters such as aliens and monsters. Achieving the expressive performances demanded in entertainment requires manipulating complex models with hundreds of parameters. Full creative control requires the freedom to make edits at any stage of the production, which prohibits the use of a fully automatic ``black box'' solution with uninterpretable parameters. On the other hand, producing realistic animation with these sophisticated models is difficult and laborious. This paper describes FDLS (Facial Deep Learning Solver), which is Weta Digital's solution to these challenges. FDLS adopts a coarse-to-fine and human-in-the-loop strategy, allowing a solved performance to be verified and edited at several stages in the solving process. To train FDLS, we first transform the raw motion-captured data into robust graph features. Secondly, based on the observation that the artists typically finalize the jaw pass animation before proceeding to finer detail, we solve for the jaw motion first and predict fine expressions with region-based networks conditioned on the jaw position. Finally, artists can optionally invoke a non-linear finetuning process on top of the FDLS solution to follow the motion-captured virtual markers as closely as possible. FDLS supports editing if needed to improve the results of the deep learning solution and it can handle small daily changes in the actor's face shape. FDLS permits reliable and production-quality performance solving with minimal training and little or no manual effort in many cases, while also allowing the solve to be guided and edited in unusual and difficult cases. The system has been under development for several years and has been used in major movies.
Conditional Motion In-betweening
Kim, Jihoon, Byun, Taehyun, Shin, Seungyoun, Won, Jungdam, Choi, Sungjoon
Motion in-betweening (MIB) is a process of generating intermediate skeletal movement between the given start and target poses while preserving the naturalness of the motion, such as periodic footstep motion while walking. Although state-of-the-art MIB methods are capable of producing plausible motions given sparse key-poses, they often lack the controllability to generate motions satisfying the semantic contexts required in practical applications. We focus on the method that can handle pose or semantic conditioned MIB tasks using a unified model. We also present a motion augmentation method to improve the quality of pose-conditioned motion generation via defining a distribution over smooth trajectories. Our proposed method outperforms the existing state-of-the-art MIB method in pose prediction errors while providing additional controllability.
Out of the Box: A combined approach for handling occlusion in Human Pose Estimation
Human Pose estimation is a challenging problem, especially in the case of 3D pose estimation from 2D images due to many different factors like occlusion, depth ambiguities, intertwining of people, and in general crowds. 2D multi-person human pose estimation in the wild also suffers from the same problems - occlusion, ambiguities, and disentanglement of people's body parts. Being a fundamental problem with loads of applications, including but not limited to surveillance, economical motion capture for video games and movies, and physiotherapy, this is an interesting problem to be solved both from a practical perspective and from an intellectual perspective as well. Although there are cases where no pose estimation can ever predict with 100% accuracy (cases where even humans would fail), there are several algorithms that have brought new state-of-the-art performance in human pose estimation in the wild. We look at a few algorithms with different approaches and also formulate our own approach to tackle a consistently bugging problem, i.e. occlusions.