Generating natural human grasps necessitates consideration of not just object geometry but also semantic information. Solely depending on object shape for grasp generation confines the applications of prior methods in downstream tasks. This paper presents a novel semantic-based grasp generation method, termed SemGrasp, which generates a static human grasp pose by incorporating semantic information into the grasp representation. We introduce a discrete representation that aligns the grasp space with semantic space, enabling the generation of grasp postures in accordance with language instructions. A Multimodal Large Language Model (MLLM) is subsequently fine-tuned, integrating object, grasp, and language within a unified semantic space. To facilitate the training of SemGrasp, we have compiled a large-scale, grasp-text-aligned dataset named CapGrasp, featuring about 260k detailed captions and 50k diverse grasps. Experimental findings demonstrate that SemGrasp efficiently generates natural human grasps in alignment with linguistic intentions. Our code, models, and dataset are available publicly at: https://kailinli.github.io/SemGrasp.
Advanced by transformer architecture, vision foundation models (VFMs) achieve remarkable progress in performance and generalization ability. Segment Anything Model (SAM) is one remarkable model that can achieve generalized segmentation. However, most VFMs cannot run in realtime, which makes it difficult to transfer them into several products. On the other hand, current real-time segmentation mainly has one purpose, such as semantic segmentation on the driving scene. We argue that diverse outputs are needed for real applications. Thus, this work explores a new real-time segmentation setting, named all-purpose segmentation in real-time, to transfer VFMs in real-time deployment. It contains three different tasks, including interactive segmentation, panoptic segmentation, and video segmentation. We aim to use one model to achieve the above tasks in real-time. We first benchmark several strong baselines. Then, we present Real-Time All Purpose SAM (RAP-SAM). It contains an efficient encoder and an efficient decoupled decoder to perform prompt-driven decoding. Moreover, we further explore different training strategies and tuning methods to boost co-training performance further. Our code and model are available at https://github.com/xushilin1/RAP-SAM/.
We introduce Efficient Motion Diffusion Model (EMDM) for fast and high-quality human motion generation. Although previous motion diffusion models have shown impressive results, they struggle to achieve fast generation while maintaining high-quality human motions. Motion latent diffusion has been proposed for efficient motion generation. However, effectively learning a latent space can be non-trivial in such a two-stage manner. Meanwhile, accelerating motion sampling by increasing the step size, e.g., DDIM, typically leads to a decline in motion quality due to the inapproximation of complex data distributions when naively increasing the step size. In this paper, we propose EMDM that allows for much fewer sample steps for fast motion generation by modeling the complex denoising distribution during multiple sampling steps. Specifically, we develop a Conditional Denoising Diffusion GAN to capture multimodal data distributions conditioned on both control signals, i.e., textual description and denoising time step. By modeling the complex data distribution, a larger sampling step size and fewer steps are achieved during motion synthesis, significantly accelerating the generation process. To effectively capture the human dynamics and reduce undesired artifacts, we employ motion geometric loss during network training, which improves the motion quality and training efficiency. As a result, EMDM achieves a remarkable speed-up at the generation stage while maintaining high-quality motion generation in terms of fidelity and diversity.
In the evolving landscape of digital media and video production, the precise manipulation and reproduction of visual elements like camera movements and character actions are highly desired. Existing SLAM methods face limitations in dynamic scenes and human pose estimation often focuses on 2D projections, neglecting 3D statuses. To address these issues, we first introduce a reverse filming behavior estimation technique. It optimizes camera trajectories by leveraging NeRF as a differentiable renderer and refining SMPL tracks. We then introduce a cinematic transfer pipeline that is able to transfer various shot types to a new 2D video or a 3D virtual environment. The incorporation of 3D engine workflow enables superior rendering and control abilities, which also achieves a higher rating in the user study.
Text-conditioned human motion generation model has achieved great progress by introducing diffusion models and corresponding control signals. However, the interaction between humans are still under explored. To model interactions of arbitrary number of humans, we define interactions as human joint pairs that are either in contact or separated, and leverage {\em Large Language Model (LLM) Planner} to translate interaction descriptions into contact plans. Based on the contact plans, interaction generation could be achieved by spatially controllable motion generation methods by taking joint contacts as spatial conditions. We present a novel approach named InterControl for flexible spatial control of every joint in every person at any time by leveraging motion diffusion model only trained on single-person data. We incorporate a motion controlnet to generate coherent and realistic motions given sparse spatial control signals and a loss guidance module to precisely align any joint to the desired position in a classifier guidance manner via Inverse Kinematics (IK). Extensive experiments on HumanML3D and KIT-ML dataset demonstrate its effectiveness in versatile joint control. We also collect data of joint contact pairs by LLMs to show InterControl's ability in human interaction generation.
Human-Scene Interaction (HSI) is a vital component of fields like embodied AI and virtual reality. Despite advancements in motion quality and physical plausibility, two pivotal factors, versatile interaction control and the development of a user-friendly interface, require further exploration before the practical application of HSI. This paper presents a unified HSI framework, UniHSI, which supports unified control of diverse interactions through language commands. This framework is built upon the definition of interaction as Chain of Contacts (CoC): steps of human joint-object part pairs, which is inspired by the strong correlation between interaction types and human-object contact regions. Based on the definition, UniHSI constitutes a Large Language Model (LLM) Planner to translate language prompts into task plans in the form of CoC, and a Unified Controller that turns CoC into uniform task execution. To facilitate training and evaluation, we collect a new dataset named ScenePlan that encompasses thousands of task plans generated by LLMs based on diverse scenarios. Comprehensive experiments demonstrate the effectiveness of our framework in versatile task execution and generalizability to real scanned scenes. The project page is at https://github.com/OpenRobotLab/UniHSI .
Synthesizing physically plausible human motions in 3D scenes is a challenging problem. Kinematics-based methods cannot avoid inherent artifacts (e.g., penetration and foot skating) due to the lack of physical constraints. Meanwhile, existing physics-based methods cannot generalize to multi-object scenarios since the policy trained with reinforcement learning has limited modeling capacity. In this work, we present a framework that enables physically simulated characters to perform long-term interaction tasks in diverse, cluttered, and unseen scenes. The key idea is to decompose human-scene interactions into two fundamental processes, Interacting and Navigating, which motivates us to construct two reusable Controller, i.e., InterCon and NavCon. Specifically, InterCon contains two complementary policies that enable characters to enter and leave the interacting state (e.g., sitting on a chair and getting up). To generate interaction with objects at different places, we further design NavCon, a trajectory following policy, to keep characters' locomotion in the free space of 3D scenes. Benefiting from the divide and conquer strategy, we can train the policies in simple environments and generalize to complex multi-object scenes. Experimental results demonstrate that our framework can synthesize physically plausible long-term human motions in complex 3D scenes. Code will be publicly released at https://github.com/liangpan99/InterScene.
Realistic human-centric rendering plays a key role in both computer vision and computer graphics. Rapid progress has been made in the algorithm aspect over the years, yet existing human-centric rendering datasets and benchmarks are rather impoverished in terms of diversity, which are crucial for rendering effect. Researchers are usually constrained to explore and evaluate a small set of rendering problems on current datasets, while real-world applications require methods to be robust across different scenarios. In this work, we present DNA-Rendering, a large-scale, high-fidelity repository of human performance data for neural actor rendering. DNA-Rendering presents several alluring attributes. First, our dataset contains over 1500 human subjects, 5000 motion sequences, and 67.5M frames' data volume. Second, we provide rich assets for each subject -- 2D/3D human body keypoints, foreground masks, SMPLX models, cloth/accessory materials, multi-view images, and videos. These assets boost the current method's accuracy on downstream rendering tasks. Third, we construct a professional multi-view system to capture data, which contains 60 synchronous cameras with max 4096 x 3000 resolution, 15 fps speed, and stern camera calibration steps, ensuring high-quality resources for task training and evaluation. Along with the dataset, we provide a large-scale and quantitative benchmark in full-scale, with multiple tasks to evaluate the existing progress of novel view synthesis, novel pose animation synthesis, and novel identity rendering methods. In this manuscript, we describe our DNA-Rendering effort as a revealing of new observations, challenges, and future directions to human-centric rendering. The dataset, code, and benchmarks will be publicly available at https://dna-rendering.github.io/
Data poisoning aims to compromise a machine learning based software component by contaminating its training set to change its prediction results for test inputs. Existing methods for deciding data-poisoning robustness have either poor accuracy or long running time and, more importantly, they can only certify some of the truly-robust cases, but remain inconclusive when certification fails. In other words, they cannot falsify the truly-non-robust cases. To overcome this limitation, we propose a systematic testing based method, which can falsify as well as certify data-poisoning robustness for a widely used supervised-learning technique named k-nearest neighbors (KNN). Our method is faster and more accurate than the baseline enumeration method, due to a novel over-approximate analysis in the abstract domain, to quickly narrow down the search space, and systematic testing in the concrete domain, to find the actual violations. We have evaluated our method on a set of supervised-learning datasets. Our results show that the method significantly outperforms state-of-the-art techniques, and can decide data-poisoning robustness of KNN prediction results for most of the test inputs.