motion sequence
d607a260b3bc0b9a704a1a04dd64040a-Paper-Conference.pdf
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Gi the ven corresponding an egocentric w scene orld and image generate from the egocentric user, PlayerOne videos can that accurately are strictly construct aligned with the real-scene human motion of the user captured by an exocentric camera. PlayerOne is trained in a coarse-to-fine pipeline that first performs pretraining on ing, lar follo ge-scale wed by egocentric finetuning text-video on synchronous pairs for coarse-le motion-video vel egocentric data extracted understandfrom egocentric-exocentric video datasets with our automatic construction pipeline.
MotionBind Multi Modal Human Motion Alignment for Retrieval Recognition and Generation
Recent advances in multi-modal representation learning have led to unified embedding spaces that align modalities such as images, text, audio, and vision. However, human motion sequences, a modality that is fundamental for understanding dynamic human activities, remains largely unrepresented in these frameworks. Semantic understanding of actions requires multi-modal grounding: text conveys descriptive semantics, vision provides visual context, and audio provides environmental cues. To bridge this gap, we propose MotionBind, a novel architecture that extends the LanguageBind embedding space to incorporate human motion. MotionBind has two major components. The first one is a Multi-Scale Temporal Motion Transformer (MuTMoT) that maps motion sequences to semantically meaningful embeddings. Multimodal alignment is achieved via diverse cross-modal supervision, including motion-text pairs from HumanML3D and KIT-ML, motion-video pairs rendered from AMASS, and motion-video-audio triplets from AIST++. The second component is a Retrieval-Augmented Latent diffusion Model (REALM) that can generate motion sequences conditioned on many modalities. MotionBind achieves state-of-the-art or competitive performance across motion reconstruction, cross-modal retrieval, zero-shot action recognition, and text-to-motion generation benchmarks.
SnapMoGen: Human Motion Generation from Expressive Texts
Text-to-motion generation has experienced remarkable progress in recent years. However, current approaches remain limited to synthesizing motion from short or general text prompts, primarily due to dataset constraints. This limitation undermines fine-grained controllability and generalization to unseen prompts. In this paper, we introduce SnapMoGen, a new text-motion dataset featuring highquality motion capture data paired with accurate, expressive textual annotations. The dataset comprises 20K motion clips totaling 44 hours, accompanied by 122K detailed textual descriptions averaging 48 words per description (vs.
Deep Compositional Phase Diffusion for Long Motion Sequence Generation
Recent research on motion generation has shown significant progress in generating semantically aligned motion with singular semantics. However, when employing these models to create composite sequences containing multiple semantically generated motion clips, they often struggle to preserve the continuity of motion dynamics at the transition boundaries between clips, resulting in awkward transitions and abrupt artifacts. To address these challenges, we present Compositional Phase Diffusion, which leverages the Semantic Phase Diffusion Module (SPDM) and Transitional Phase Diffusion Module (TPDM) to progressively incorporate semantic guidance and phase details from adjacent motion clips into the diffusion process. Specifically, SPDM and TPDM operate within the latent motion frequency domain established by the pre-trained Action-Centric Motion Phase Autoencoder (ACT-PAE). This allows them to learn semantically important and transition-aware phase information from variable-length motion clips during training. Experimental results demonstrate the competitive performance of our proposed framework in generating compositional motion sequences that align semantically with the input conditions, while preserving phase transitional continuity between preceding and succeeding motion clips. Additionally, motion inbetweening task is made possible by keeping the phase parameter of the input motion sequences fixed throughout the diffusion process, showcasing the potential for extending the proposed framework to accommodate various application scenarios.
MotionBind: Multi-Modal Human Motion Alignment for Retrieval, Recognition, and Generation
Recent advances in multi-modal representation learning have led to unified embedding spaces that align modalities such as images, text, audio, and vision. However, human motion sequences, a modality that is fundamental for understanding dynamic human activities, remains largely unrepresented in these frameworks. Semantic understanding of actions requires multi-modal grounding: text conveys descriptive semantics, vision provides visual context, and audio provides environmental cues. To bridge this gap, we propose MotionBind, a novel architecture that extends the LanguageBind embedding space to incorporate human motion. MotionBind has two major components. The first one is a Multi-Scale Temporal Motion Transformer (MuTMoT) that maps motion sequences to semantically meaningful embeddings. Multimodal alignment is achieved via diverse cross-modal supervision, including motion-text pairs from HumanML3D and KIT-ML, motion-video pairs rendered from AMASS, and motion-video-audio triplets from AIST++. The second component is a Retrieval-Augmented Latent diffusion Model (REALM) that can generate motion sequences conditioned on many modalities. MotionBind achieves state-of-the-art or competitive performance across motion reconstruction, cross-modal retrieval, zero-shot action recognition, and text-to-motion generation benchmarks.
CigTime: Corrective Instruction Generation Through Inverse Motion Editing
Recent advancements in models linking natural language with human motions have shown significant promise in motion generation and editing based on instructional text. Motivated by applications in sports coaching and motor skill learning, we investigate the inverse problem: generating corrective instructional text, leveraging motion editing and generation models. We introduce a novel approach that, given a user's current motion (source) and the desired motion (target), generates text instructions to guide the user towards achieving the target motion. We leverage large language models to generate corrective texts and utilize existing motion generation and editing frameworks to compile datasets of triplets (source motion, target motion, and corrective text). Using this data, we propose a new motion-language model for generating corrective instructions. We present both qualitative and quantitative results across a diverse range of applications that largely improve upon baselines. Our approach demonstrates its effectiveness in instructional scenarios, offering text-based guidance to correct and enhance user performance.
NeMF: Neural Motion Fields for Kinematic Animation
We present an implicit neural representation to learn the spatio-temporal space of kinematic motions. Unlike previous work that represents motion as discrete sequential samples, we propose to express the vast motion space as a continuous function over time, hence the name Neural Motion Fields (NeMF). Specifically, we use a neural network to learn this function for miscellaneous sets of motions, which is designed to be a generative model conditioned on a temporal coordinate t and a random vector z for controlling the style. The model is then trained as a Variational Autoencoder (VAE) with motion encoders to sample the latent space. We train our model with a diverse human motion dataset and quadruped dataset to prove its versatility, and finally deploy it as a generic motion prior to solve task-agnostic problems and show its superiority in different motion generation and editing applications, such as motion interpolation, in-betweening, and re-navigating. More details can be found on our project page: https://cs.yale.edu/homes/