Goto

Collaborating Authors

 tog


Person (synthetic) Articulation, rigid motionCar/Motorcycle (synthetic) Non-rigid motion, rigid motionPerson (real-world)Articulation, rigid motionAnimal (synthetic)Articulation, rigid motion

Neural Information Processing Systems

We introduce REDO, a class-agnostic framework to REconstruct the Dynamic Objects from RGBD or calibrated videos. Compared to prior work, our problem setting is more realistic yet more challenging for three reasons: 1) due to occlusion or camera settings an object of interest may never be entirely visible, but we aim to reconstruct the complete shape; 2) we aim to handle different object dynamics including rigid motion, non-rigid motion, and articulation; 3) we aim to reconstruct different categories of objects with one unified framework. To address these challenges, we develop two novel modules. First, we introduce a canonical 4D implicit function which is pixel-aligned with aggregated temporal visual cues. Second, we develop a 4D transformation module which captures object dynamics to support temporal propagation and aggregation. We study the efficacy of REDO in extensive experiments on synthetic RGBD video datasets SAIL-VOS 3D and DeformingThings4D++, and on real-world video data 3DPW. We find REDO outperforms state-of-the-art dynamic reconstruction methods by a margin. In ablation studies we validate each developed component.



06a52a54c8ee03cd86771136bc91eb1f-Paper-Conference.pdf

Neural Information Processing Systems

NDRalsofurther refines thecamera poses in a global optimization manner. Experiments on public datasets and our collected dataset demonstrate that NDR outperforms existing monocular dynamic reconstructionmethods.


Person (synthetic) Articulation, rigid motionCar / Motorcycle (synthetic) Non-rigidmotion, rigid motionPerson (real-world)Articulation, rigid motionAnimal (synthetic)Articulation, rigidmotion

Neural Information Processing Systems

For thefollowingpropagate: transformsproject: transforms 3Dto 2D (imagelift: transforms 3.1 Canonical Outoftheoriginal 178 object weuse 7 dynamicones: human, car, truck, motorcycle, bicycle, airplane, andhelicopter. Figure Flow-fieldREDO forward) components e.g., legs information PIFuHD surface, arestill (e.g., clothing Wealso therigidi.e., mo accurate indicates DeepSDF: Learning Continuous Signed Distance Functionsfor Shape Representation.


Real-time Diverse Motion In-betweening with Space-time Control

arXiv.org Artificial Intelligence

In this work, we present a data-driven framework for generating diverse in-betweening motions for kinematic characters. Our approach injects dynamic conditions and explicit motion controls into the procedure of motion transitions. Notably, this integration enables a finer-grained spatial-temporal control by allowing users to impart additional conditions, such as duration, path, style, etc., into the in-betweening process. We demonstrate that our in-betweening approach can synthesize both locomotion and unstructured motions, enabling rich, versatile, and high-quality animation generation.


EWEK-QA: Enhanced Web and Efficient Knowledge Graph Retrieval for Citation-based Question Answering Systems

arXiv.org Artificial Intelligence

The emerging citation-based QA systems are gaining more attention especially in generative AI search applications. The importance of extracted knowledge provided to these systems is vital from both accuracy (completeness of information) and efficiency (extracting the information in a timely manner). In this regard, citation-based QA systems are suffering from two shortcomings. First, they usually rely only on web as a source of extracted knowledge and adding other external knowledge sources can hamper the efficiency of the system. Second, web-retrieved contents are usually obtained by some simple heuristics such as fixed length or breakpoints which might lead to splitting information into pieces. To mitigate these issues, we propose our enhanced web and efficient knowledge graph (KG) retrieval solution (EWEK-QA) to enrich the content of the extracted knowledge fed to the system. This has been done through designing an adaptive web retriever and incorporating KGs triples in an efficient manner. We demonstrate the effectiveness of EWEK-QA over the open-source state-of-the-art (SoTA) web-based and KG baseline models using a comprehensive set of quantitative and human evaluation experiments. Our model is able to: first, improve the web-retriever baseline in terms of extracting more relevant passages (>20\%), the coverage of answer span (>25\%) and self containment (>35\%); second, obtain and integrate KG triples into its pipeline very efficiently (by avoiding any LLM calls) to outperform the web-only and KG-only SoTA baselines significantly in 7 quantitative QA tasks and our human evaluation.


Think-on-Graph: Deep and Responsible Reasoning of Large Language Model on Knowledge Graph

arXiv.org Artificial Intelligence

Although large language models (LLMs) have achieved significant success in various tasks, they often struggle with hallucination problems, especially in scenarios requiring deep and responsible reasoning. These issues could be partially addressed by introducing external knowledge graphs (KG) in LLM reasoning. In this paper, we propose a new LLM-KG integrating paradigm ``$\hbox{LLM}\otimes\hbox{KG}$'' which treats the LLM as an agent to interactively explore related entities and relations on KGs and perform reasoning based on the retrieved knowledge. We further implement this paradigm by introducing a new approach called Think-on-Graph (ToG), in which the LLM agent iteratively executes beam search on KG, discovers the most promising reasoning paths, and returns the most likely reasoning results. We use a number of well-designed experiments to examine and illustrate the following advantages of ToG: 1) compared with LLMs, ToG has better deep reasoning power; 2) ToG has the ability of knowledge traceability and knowledge correctability by leveraging LLMs reasoning and expert feedback; 3) ToG provides a flexible plug-and-play framework for different LLMs, KGs and prompting strategies without any additional training cost; 4) the performance of ToG with small LLM models could exceed large LLM such as GPT-4 in certain scenarios and this reduces the cost of LLM deployment and application. As a training-free method with lower computational cost and better generality, ToG achieves overall SOTA in 6 out of 9 datasets where most previous SOTAs rely on additional training.


Discovering Fatigued Movements for Virtual Character Animation

arXiv.org Artificial Intelligence

Virtual character animation and movement synthesis have advanced rapidly during recent years, especially through a combination of extensive motion capture datasets and machine learning. A remaining challenge is interactively simulating characters that fatigue when performing extended motions, which is indispensable for the realism of generated animations. However, capturing such movements is problematic, as performing movements like backflips with fatigued variations up to exhaustion raises capture cost and risk of injury. Surprisingly, little research has been done on faithful fatigue modeling. To address this, we propose a deep reinforcement learning-based approach, which -- for the first time in literature -- generates control policies for full-body physically simulated agents aware of cumulative fatigue. For this, we first leverage Generative Adversarial Imitation Learning (GAIL) to learn an expert policy for the skill; Second, we learn a fatigue policy by limiting the generated constant torque bounds based on endurance time to non-linear, state- and time-dependent limits in the joint-actuation space using a Three-Compartment Controller (3CC) model. Our results demonstrate that agents can adapt to different fatigue and rest rates interactively, and discover realistic recovery strategies without the need for any captured data of fatigued movement.


Neural Categorical Priors for Physics-Based Character Control

arXiv.org Artificial Intelligence

Recent advances in learning reusable motion priors have demonstrated their effectiveness in generating naturalistic behaviors. In this paper, we propose a new learning framework in this paradigm for controlling physics-based characters with significantly improved motion quality and diversity over existing state-of-the-art methods. The proposed method uses reinforcement learning (RL) to initially track and imitate life-like movements from unstructured motion clips using the discrete information bottleneck, as adopted in the Vector Quantized Variational AutoEncoder (VQ-VAE). This structure compresses the most relevant information from the motion clips into a compact yet informative latent space, i.e., a discrete space over vector quantized codes. By sampling codes in the space from a trained categorical prior distribution, high-quality life-like behaviors can be generated, similar to the usage of VQ-VAE in computer vision. Although this prior distribution can be trained with the supervision of the encoder's output, it follows the original motion clip distribution in the dataset and could lead to imbalanced behaviors in our setting. To address the issue, we further propose a technique named prior shifting to adjust the prior distribution using curiosity-driven RL. The outcome distribution is demonstrated to offer sufficient behavioral diversity and significantly facilitates upper-level policy learning for downstream tasks. We conduct comprehensive experiments using humanoid characters on two challenging downstream tasks, sword-shield striking and two-player boxing game. Our results demonstrate that the proposed framework is capable of controlling the character to perform considerably high-quality movements in terms of behavioral strategies, diversity, and realism. Videos, codes, and data are available at https://tencent-roboticsx.github.io/NCP/.


CARL: Controllable Agent with Reinforcement Learning for Quadruped Locomotion

arXiv.org Machine Learning

Motion synthesis in a dynamic environment has been a long-standing problem for character animation. Methods using motion capture data tend to scale poorly in complex environments because of their larger capturing and labeling requirement. Physics-based controllers are effective in this regard, albeit less controllable. In this paper, we present CARL, a quadruped agent that can be controlled with high-level directives and react naturally to dynamic environments. Starting with an agent that can imitate individual animation clips, we use Generative Adversarial Networks to adapt high-level controls, such as speed and heading, to action distributions that correspond to the original animations. Further fine-tuning through the deep reinforcement learning enables the agent to recover from unseen external perturbations while producing smooth transitions. It then becomes straightforward to create autonomous agents in dynamic environments by adding navigation modules over the entire process. We evaluate our approach by measuring the agent's ability to follow user control and provide a visual analysis of the generated motion to show its effectiveness.