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 skeletal structure


UniMoGen: Universal Motion Generation

arXiv.org Artificial Intelligence

Motion generation is a cornerstone of computer graphics, animation, gaming, and robotics, enabling the creation of realistic and varied character movements. A significant limitation of existing methods is their reliance on specific skeletal structures, which restricts their versatility across different characters. To overcome this, we introduce UniMoGen, a novel UNet-based diffusion model designed for skeleton-agnostic motion generation. UniMoGen can be trained on motion data from diverse characters, such as humans and animals, without the need for a predefined maximum number of joints. By dynamically processing only the necessary joints for each character, our model achieves both skeleton agnosticism and computational efficiency. Key features of UniMoGen include controllability via style and trajectory inputs, and the ability to continue motions from past frames. We demonstrate UniMoGen's effectiveness on the 100style dataset, where it outperforms state-of-the-art methods in diverse character motion generation. Furthermore, when trained on both the 100style and LAFAN1 datasets, which use different skeletons, UniMoGen achieves high performance and improved efficiency across both skeletons. These results highlight UniMoGen's potential to advance motion generation by providing a flexible, efficient, and controllable solution for a wide range of character animations.


How to Move Your Dragon: Text-to-Motion Synthesis for Large-Vocabulary Objects

arXiv.org Artificial Intelligence

Motion synthesis for diverse object categories holds great potential for 3D content creation but remains underexplored due to two key challenges: (1) the lack of comprehensive motion datasets that include a wide range of high-quality motions and annotations, and (2) the absence of methods capable of handling heterogeneous skeletal templates from diverse objects. To address these challenges, we contribute the following: First, we augment the Truebones Zoo dataset, a high-quality animal motion dataset covering over 70 species, by annotating it with detailed text descriptions, making it suitable for text-based motion synthesis. Second, we introduce rig augmentation techniques that generate diverse motion data while preserving consistent dynamics, enabling models to adapt to various skeletal configurations. Finally, we redesign existing motion diffusion models to dynamically adapt to arbitrary skeletal templates, enabling motion synthesis for a diverse range of objects with varying structures. Experiments show that our method learns to generate high-fidelity motions from textual descriptions for diverse and even unseen objects, setting a strong foundation for motion synthesis across diverse object categories and skeletal templates. Qualitative results are available on this link: t2m4lvo.github.io


AnyTop: Character Animation Diffusion with Any Topology

arXiv.org Artificial Intelligence

Generating motion for arbitrary skeletons is a longstanding challenge in computer graphics, remaining largely unexplored due to the scarcity of diverse datasets and the irregular nature of the data. In this work, we introduce AnyTop, a diffusion model that generates motions for diverse characters with distinct motion dynamics, using only their skeletal structure as input. Our work features a transformer-based denoising network, tailored for arbitrary skeleton learning, integrating topology information into the traditional attention mechanism. Additionally, by incorporating textual joint descriptions into the latent feature representation, AnyTop learns semantic correspondences between joints across diverse skeletons. Our evaluation demonstrates that AnyTop generalizes well, even with as few as three training examples per topology, and can produce motions for unseen skeletons as well. Furthermore, our model's latent space is highly informative, enabling downstream tasks such as joint correspondence, temporal segmentation and motion editing. Our webpage, https://anytop2025.github.io/Anytop-page, includes links to videos and code.


POS-tagging to highlight the skeletal structure of sentences

arXiv.org Artificial Intelligence

The article describes the process of developing a model for applying partial annotation to text using BERT learning transfer. Process of data preparation and evaluation of obtained results. It has been found that the proposed method makes it possible to achieve good results in marking text. Attention Is All You Need // 2023. URL: https://github.com/chakki-works/seqeval. 12. Liao W., Veeramachaneni S. A simple semi-supervised algorithm for named entity recognition Boulder, Colorado: Association for Computational Linguistics, 2009.C. 58-65.


Unsupervised Neural Motion Retargeting for Humanoid Teleoperation

arXiv.org Artificial Intelligence

This study proposes an approach to human-to-humanoid teleoperation using GAN-based online motion retargeting, which obviates the need for the construction of pairwise datasets to identify the relationship between the human and the humanoid kinematics. Consequently, it can be anticipated that our proposed teleoperation system will reduce the complexity and setup requirements typically associated with humanoid controllers, thereby facilitating the development of more accessible and intuitive teleoperation systems for users without robotics knowledge. The experiments demonstrated the efficacy of the proposed method in retargeting a range of upper-body human motions to humanoid, including a body jab motion and a basketball shoot motion. Moreover, the human-in-the-loop teleoperation performance was evaluated by measuring the end-effector position errors between the human and the retargeted humanoid motions. The results demonstrated that the error was comparable to those of conventional motion retargeting methods that require pairwise motion datasets. Finally, a box pick-and-place task was conducted to demonstrate the usability of the developed humanoid teleoperation system.


Transform2Act: Learning a Transform-and-Control Policy for Efficient Agent Design

arXiv.org Artificial Intelligence

An agent's functionality is largely determined by its design, i.e., skeletal structure and joint attributes (e.g., length, size, strength). However, finding the optimal agent design for a given function is extremely challenging since the problem is inherently combinatorial and the design space is prohibitively large. Additionally, it can be costly to evaluate each candidate design which requires solving for its optimal controller. To tackle these problems, our key idea is to incorporate the design procedure of an agent into its decision-making process. Specifically, we learn a conditional policy that, in an episode, first applies a sequence of transform actions to modify an agent's skeletal structure and joint attributes, and then applies control actions under the new design. To handle a variable number of joints across designs, we use a graph-based policy where each graph node represents a joint and uses message passing with its neighbors to output joint-specific actions. Using policy gradient methods, our approach enables first-order optimization of agent design and control as well as experience sharing across different designs, which improves sample efficiency tremendously. Experiments show that our approach, Transform2Act, outperforms prior methods significantly in terms of convergence speed and final performance. Notably, Transform2Act can automatically discover plausible designs similar to giraffes, squids, and spiders. Our project website is at https://sites.google.com/view/transform2act.


University of Tokyo team's robots mimic human exercise, even working up a sweat

The Japan Times

A team of Japanese researchers has built two humanoid robots that can do pushups, situps and stretches just like their human creators. One can even sweat, releasing heat generated by the physical activity. In the latest issue of the U.S. journal Science Robotics released this week, Yuki Asano and colleagues from the graduate school of information science and technology at the University of Tokyo explain how the two robots -- named Kenshiro and Kengoro -- were designed to mimic human systems, including muscle and bone movements. Kenshiro, developed between 2011 and 2014, and Kengoro, developed from 2015 onward, aim to mimic the body proportions, skeletal structure, muscle arrangement and joint performance of average humans. Kengoro, which is 167 cm tall and weighs 56.5 kg, is also equipped with five-fingered hands and feet that can naturally touch the ground, and can even artificially perspire -- a feature that allows it to release motor heat.


VIDEO: Sweating robot efficiently cools itself like a human

#artificialintelligence

When we use our muscles, they produce heat as a byproduct. When we use them a lot, we need to actively cool them, which is why we sweat. By sweating, we pump water out of our bodies, and as that water evaporates, it cools us down. Robots, especially dynamic robots like humanoids that place near-constant high torque demands on their motors, generate enough heat that it regularly becomes a major constraint on their performance. In this paper we propose a novel method to utilize the skeletal structure not only for supporting force but can also cool by using latent heat.