The Wanderings of Odysseus in 3D Scenes

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official implementation of [Zhang and Tang, The Wanderings of Odysseus in 3D Scenes, CVPR'22]

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The wanderings of odysseus in 3d scenes.

CVPR 2022  ·  Yan Zhang , Siyu Tang · Edit social preview

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/}

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The Wanderings of Odysseus in 3D Scenes

Conference:  conference on computer vision and pattern recognition (cvpr 2022).

the wanderings of odysseus in 3d scenes

Our goal is to populate digital environments, in which the 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, shortened as GAMMA. 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 model 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 method. With conventional path-finding algorithms, the generated human bodies can realistically move in the scene for a long distance and a long time.

the wanderings of odysseus in 3d scenes

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The Wanderings of Odysseus in 3D Scenes

the wanderings of odysseus in 3d scenes

Our goal is to populate digital environments, in which the 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, shortened as GAMMA. 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 model 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 method. With conventional path-finding algorithms, the generated human bodies can realistically move long distances for a long period of time in the scene. Code will be released for research purposes at: <https://yz-cnsdqz.github.io/eigenmotion/GAMMA/>

the wanderings of odysseus in 3d scenes

Related Research

Mime: human-aware 3d scene generation, correspondence-free online human motion retargeting, temos: generating diverse human motions from textual descriptions, learning disentangled representations for controllable human motion prediction, generative tweening: long-term inbetweening of 3d human motions, contextually learnt detection of unusual motion-based behaviour in crowded public spaces, narrator: towards natural control of human-scene interaction generation via relationship reasoning.

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the wanderings of odysseus in 3d scenes

Synthesizing Diverse Human Motions in 3D Indoor Scenes

In this work, we propose a method to generate a sequence of natural human-scene interaction events in real-world complex scenes as illustrated in this figure. The human first walks to sit on a stool ( yellow to red ), then walk to another chair to sit down ( red to magenta ), and finally walk to and lie on the sofa ( magenta to blue ).

teaser

We formulate synthesizing human behaviors in 3D scenes as a Markov decision process with a latent action space, which is learned from motion capture datasets. We train scene-aware and goal-driven agent policies to synthesize various human behaviors in indoor scenes including wandering in the room, sitting or lying on an object, and sequential combinations of these actions.

Illustration of the motion primitive generative model that generates future motions conditioned on the history motions.

Illustration of generating random but perpetual motions by recursively sampling the learned motion primitive model.

pipeline

Illustration of our proposed human-scene interaction synthesis framework, which consists of learned motion primitive (actions), alongside locomotion and interaction policies generating latent actions conditioned on scenes and interaction goals. By integrating navigation mesh-based path-finding and static human-scene interaction generation methods, we can synthesize realistic motion sequences for virtual humans with fine-grained controls.

pipeline

Illustration of the scene-aware locomotion policy network. The locomotion policy state consists of the body markers, the goal-reaching feature of normalized direction vectors from markers to the goal pelvis, and the interaction feature of a 2D binary map indicating the walkability ( red : non-walkable area, blue : walkable area) of the local 1.6m * 1.6m square area. The locomotion policy network employs the actor-critic architecture and shares the state encoder.

pipeline

Illustration of the object interaction policy network. The interaction policy state consists of the body markers, the goal-reaching features of both distance and direction from current markers to the goal markers, and the interaction features of the signed distances from each marker to the object surfaces and the signed distance gradient at each marker location. Such interaction features encode the human-object proximity relationship.

Our method generalize to novel objects and real world scenes.

Sitting on a novel chair with unique shape and low height.

Inhabiting reconstructed scenes.

Walking to sit on a bus stop bench in a Paris street point cloud from Paris-CARLA-3D .

Walking to sit on a bed in a reconstructed room from PROX .

Interaction with unusual-shaped objects generated by text-to-3D method Shap-E .

Sit on avacado-shaped chairs.

Sit on dog-shaped chairs.

Policy learning process.

Limitations.

As a kinematics-based method, human-scene penetration remains observable in synthesis results.

Insufficient training motion data for lying leads to degraded motion results with unnatural poses.

Comparison with more related works.

Related Projects

This project is developed on top of prior works, please also consider citing the following projects:

We are More than Our Joints

Predicting how 3d bodies move.

"We are more than our joints", or MOJO for short, is a solution to stochastic motion prediction of expressive 3D bodies. Given a short motion from the past, MOJO generates diverse plausible motions in the near future.

teaser

  • A body surface marker-based representation. Compared to joint locations, body surface markers contain richer information of the body shape, and provide more body degree-of-freedom constraints. Compared to joint rotations, markers are located in the Euclidean space, which are easier for neural networks to learn.
  • A conditional VAE with latent frequencies. With latent frequencies, the generated motion has more high-frequency components and hence looks more realistic. Boosted by DLow as an advanced sampler in the latent space, MOJO produces highly diverse future motions based on the same motion seed.
  • A recursive marker reprojection scheme. This scheme is to recover the body meshes from the generated markers during testing. After reprojecting the markers to the mesh template at each time step, it always keeps the markers in the valid body space, and hence can eliminate error accumulation of the recurrent network.
  • The Wanderings of Odysseus in 3D Scenes (GAMMA)
  • Learning Motion Priors for 4D Human Body Capture in 3D Scenes (LEMO)
  • SAGA: Stochastic Whole-Body Grasping with Contact
  • EgoBody: Human Body Shape and Motion of Interacting People from Head-Mounted Devices
  • Synthesizing Diverse Human Motions in 3D Indoor Scenes (DIMOS)

Coming soon ...

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IMAGES

  1. (PDF) The Wanderings of Odysseus in 3D Scenes

    the wanderings of odysseus in 3d scenes

  2. [CVPR22] The Wanderings of Odysseus in 3D Scenes

    the wanderings of odysseus in 3d scenes

  3. Homer’s Odyssey: The Voyages of Odysseus Described in 15 Artworks

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  4. The Wanderings of Odysseus in 3D Scenes

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  5. THE MYTHICAL WANDERINGS OF ODYSSEUS AND AENEAS IN THESPROTIA

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COMMENTS

  1. [2112.09251] The Wanderings of Odysseus in 3D Scenes

    A computer vision paper that proposes generative motion primitives for digital humans in 3D environments. The paper uses body surface markers and variational autoencoder to generate realistic and controllable motions for diverse 3D bodies.

  2. The Wanderings of Odysseus in 3D Scenes

    The Wanderings of Odysseus in 3D Scenes Abstract: Our goal is to populate digital environments, in which digital humans have diverse body shapes, move perpetu-ally, 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 ...

  3. GAMMA: The Wanderings of Odysseus in 3D Scenes

    @inproceedings{zhang2022wanderings, title={The Wanderings of Odysseus in 3D Scenes}, author={Zhang, Yan and Tang, Siyu}, booktitle={Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition}, pages={20481--20491}, year={2022} } License. Third-party software employs their respective license. ...

  4. The Wanderings of Odysseus in 3D Scenes

    The Wanderings of Odysseus in 3D Scenes. Yan Zhang, Siyu Tang. Published in Computer Vision and Pattern… 16 December 2021. Computer Science. TLDR. The goal is to populate digital environments, in which digital humans have diverse body shapes, move perpetu-ally, and have plausible body-scene contact, through generative motion primitives via ...

  5. The Wanderings of Odysseus in 3D Scenes

    The Wanderings of Odysseus in 3D Scenes. We propose GAMMA, an automatic and scalable solution, to populate the 3D scene with diverse digital humans. The digital humans have 1) varied body shapes, 2) realistic and perpetual motions to reach goals, and 3) plausible body-ground contact.

  6. (PDF) The Wanderings of Odysseus in 3D Scenes

    The Wanderings of Odysseus in 3D Scenes. December 2021; License; CC BY-NC-ND 4.0; Authors: Yan Zhang. Yan Zhang. ... The W anderings of Odysseus in 3D Scenes. Y an Zhang Siyu T ang.

  7. The Wanderings of Odysseus in 3D Scenes

    Our goal is to populate digital environments, in which digital humans have diverse body shapes, move perpetu-ally, 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 ...

  8. CVPR 2022 Open Access Repository

    The Wanderings of Odysseus in 3D Scenes. Yan Zhang, Siyu Tang; Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2022, pp. 20481-20491. Abstract. Our goal is to populate digital environments, in which digital humans have diverse body shapes, move perpetually, and have plausible body-scene contact.

  9. The Wanderings of Odysseus in 3D Scenes

    See respective sections for detailed demonstrations. - "The Wanderings of Odysseus in 3D Scenes" Figure 2. GAMMA architectures. The first two diagrams illustrate the marker predictor and the body regressor, respectively. The bottom two show their combinations. Random motion can be synthesized via sampling z from the standard normal distribution ...

  10. The Wanderings of Odysseus in 3D Scenes

    The Wanderings of Odysseus in 3D Scenes. 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 ...

  11. The Wanderings of Odysseus in 3D Scenes

    The Wanderings of Odysseus in 3D Scenes Conference: Conference on Computer Vision and Pattern Recognition (CVPR 2022) Authors:Yan Zhang, and Siyu Tang. Abstract. Our goal is to populate digital environments, in which the digital humans have diverse body shapes, move perpetually, and have plausible body-scene contact. The core challenge is to ...

  12. The Wanderings of Odysseus in 3D Scenes

    The Wanderings of Odysseus in 3D Scenes. 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 ...

  13. The Wanderings of Odysseus in 3D Scenes

    The Wanderings of Odysseus in 3D Scenes. June 2022. DOI: 10.1109/CVPR52688.2022.01983. Conference: 2022 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR) Authors: Yan Zhang ...

  14. The Wanderings of Odysseus in 3D Scenes

    The Wanderings of Odysseus in 3D Scenes. Our goal is to populate digital environments, in which the 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 ...

  15. The Wanderings of Odysseus in 3D Scenes

    Table 1. Comparison between motion control methods. The up/down arrows denote the score is the higher/lower the better. Best results are in bold, second best in blue. - "The Wanderings of Odysseus in 3D Scenes"

  16. The Wanderings of Odysseus in 3D Scenes

    Upper Right Menu. Login. Help

  17. arXiv:2112.09251v1 [cs.CV] 16 Dec 2021

    humans to cruise within a 3D digital environment, similar to Odysseus who arrived home after wanderings and haz-ards. The virtual humans follow randomized routes, pass individual waypoints, and reach the destination, while re-taining realistic body shape, pose, and body-scene contact. Such technology can considerably enrich AR/VR user expe-

  18. [GAMMA, CVPR22] The Wanderings of Odysseus in 3D Scenes

    The 5-min video with narration. See more details at our project page: https://yz-cnsdqz.github.io/eigenmotion/GAMMA/index.html

  19. Yan Zhang

    The wanderings of odysseus in 3D scenes. Yan Zhang, Siyu Tang. IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2022. ... Marker motion priors to capture body motions in 3D scenes. PDF Code Project Page. Services Chair & Review. Area Chair: 3DV'24, CVPR'24; Reviewers of Siggraph Asia'23, CVPR, ICCV, ECCV, 3DV regularly ;

  20. DIMOS: Synthesizing Diverse Human Motions in 3D Indoor Scenes

    We formulate synthesizing human behaviors in 3D scenes as a Markov decision process with a latent action space, which is learned from motion capture datasets. ... {The Wanderings of Odysseus in 3D Scenes}, author={Zhang, Yan and Tang, Siyu}, booktitle={Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition}, pages ...

  21. We are More than Our Joints: Predicting How 3D Bodies Move

    The Wanderings of Odysseus in 3D Scenes (GAMMA) Learning Motion Priors for 4D Human Body Capture in 3D Scenes (LEMO) SAGA: Stochastic Whole-Body Grasping with Contact; EgoBody: Human Body Shape and Motion of Interacting People from Head-Mounted Devices; Synthesizing Diverse Human Motions in 3D Indoor Scenes (DIMOS)