We present SimXR, a method for controlling a simulated avatar from information (headset pose and cameras) obtained from AR / VR headsets. Due to the challenging viewpoint of head-mounted cameras, the human body is often clipped out of view, making traditional image-based egocentric pose estimation challenging. On the other hand, headset poses provide valuable information about overall body motion, but lack fine-grained details about the hands and feet. To synergize headset poses with cameras, we control a humanoid to track headset movement while analyzing input images to decide body movement. When body parts are seen, the movements of hands and feet will be guided by the images; when unseen, the laws of physics guide the controller to generate plausible motion. We design an end-to-end method that does not rely on any intermediate representations and learns to directly map from images and headset poses to humanoid control signals. To train our method, we also propose a large-scale synthetic dataset created using camera configurations compatible with a commercially available VR headset (Quest 2) and show promising results on real-world captures. To demonstrate the applicability of our framework, we also test it on an AR headset with a forward-facing camera.
We propose a new visual hierarchical representation paradigm for multi-object tracking. It is more effective to discriminate between objects by attending to objects' compositional visual regions and contrasting with the background contextual information instead of sticking to only the semantic visual cue such as bounding boxes. This compositional-semantic-contextual hierarchy is flexible to be integrated in different appearance-based multi-object tracking methods. We also propose an attention-based visual feature module to fuse the hierarchical visual representations. The proposed method achieves state-of-the-art accuracy and time efficiency among query-based methods on multiple multi-object tracking benchmarks.
Existing trajectory prediction studies intensively leverage generative models. Normalizing flow is one of the genres with the advantage of being invertible to derive the probability density of predicted trajectories. However, mapping from a standard Gaussian by a flow-based model hurts the capacity to capture complicated patterns of trajectories, ignoring the under-represented motion intentions in the training data. To solve the problem, we propose a flow-based model to transform a mixed Gaussian prior into the future trajectory manifold. The model shows a better capacity for generating diverse trajectory patterns. Also, by associating each sub-Gaussian with a certain subspace of trajectories, we can generate future trajectories with controllable motion intentions. In such a fashion, the flow-based model is not encouraged to simply seek the most likelihood of the intended manifold anymore but a family of controlled manifolds with explicit interpretability. Our proposed method is demonstrated to show state-of-the-art performance in the quantitative evaluation of sampling well-aligned trajectories in top-M generated candidates. We also demonstrate that it can generate diverse, controllable, and out-of-distribution trajectories. Code is available at https://github.com/mulplue/MGF.
We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.
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 .
We present a physics-based humanoid controller that achieves high-fidelity motion imitation and fault-tolerant behavior in the presence of noisy input (e.g. pose estimates from video or generated from language) and unexpected falls. Our controller scales up to learning ten thousand motion clips without using any external stabilizing forces and learns to naturally recover from fail-state. Given reference motion, our controller can perpetually control simulated avatars without requiring resets. At its core, we propose the progressive multiplicative control policy (PMCP), which dynamically allocates new network capacity to learn harder and harder motion sequences. PMCP allows efficient scaling for learning from large-scale motion databases and adding new tasks, such as fail-state recovery, without catastrophic forgetting. We demonstrate the effectiveness of our controller by using it to imitate noisy poses from video-based pose estimators and language-based motion generators in a live and real-time multi-person avatar use case.
This paper introduces the Masked Voxel Jigsaw and Reconstruction (MV-JAR) method for LiDAR-based self-supervised pre-training and a carefully designed data-efficient 3D object detection benchmark on the Waymo dataset. Inspired by the scene-voxel-point hierarchy in downstream 3D object detectors, we design masking and reconstruction strategies accounting for voxel distributions in the scene and local point distributions within the voxel. We employ a Reversed-Furthest-Voxel-Sampling strategy to address the uneven distribution of LiDAR points and propose MV-JAR, which combines two techniques for modeling the aforementioned distributions, resulting in superior performance. Our experiments reveal limitations in previous data-efficient experiments, which uniformly sample fine-tuning splits with varying data proportions from each LiDAR sequence, leading to similar data diversity across splits. To address this, we propose a new benchmark that samples scene sequences for diverse fine-tuning splits, ensuring adequate model convergence and providing a more accurate evaluation of pre-training methods. Experiments on our Waymo benchmark and the KITTI dataset demonstrate that MV-JAR consistently and significantly improves 3D detection performance across various data scales, achieving up to a 6.3% increase in mAPH compared to training from scratch. Codes and the benchmark will be available at https://github.com/SmartBot-PJLab/MV-JAR .
Motion-based association for Multi-Object Tracking (MOT) has recently re-achieved prominence with the rise of powerful object detectors. Despite this, little work has been done to incorporate appearance cues beyond simple heuristic models that lack robustness to feature degradation. In this paper, we propose a novel way to leverage objects' appearances to adaptively integrate appearance matching into existing high-performance motion-based methods. Building upon the pure motion-based method OC-SORT, we achieve 1st place on MOT20 and 2nd place on MOT17 with 63.9 and 64.9 HOTA, respectively. We also achieve 61.3 HOTA on the challenging DanceTrack benchmark as a new state-of-the-art even compared to more heavily-designed methods. The code and models are available at \url{https://github.com/GerardMaggiolino/Deep-OC-SORT}.