Creating believable motions for various characters has long been a goal in computer graphics. Current learning-based motion synthesis methods depend on extensive motion datasets, which are often challenging, if not impossible, to obtain. On the other hand, pose data is more accessible, since static posed characters are easier to create and can even be extracted from images using recent advancements in computer vision. In this paper, we utilize this alternative data source and introduce a neural motion synthesis approach through retargeting. Our method generates plausible motions for characters that have only pose data by transferring motion from an existing motion capture dataset of another character, which can have drastically different skeletons. Our experiments show that our method effectively combines the motion features of the source character with the pose features of the target character, and performs robustly with small or noisy pose data sets, ranging from a few artist-created poses to noisy poses estimated directly from images. Additionally, a conducted user study indicated that a majority of participants found our retargeted motion to be more enjoyable to watch, more lifelike in appearance, and exhibiting fewer artifacts. Project page: https://cyanzhao42.github.io/pose2motion
We present SENS, a novel method for generating and editing 3D models from hand-drawn sketches, including those of an abstract nature. Our method allows users to quickly and easily sketch a shape, and then maps the sketch into the latent space of a part-aware neural implicit shape architecture. SENS analyzes the sketch and encodes its parts into ViT patch encoding, then feeds them into a transformer decoder that converts them to shape embeddings, suitable for editing 3D neural implicit shapes. SENS not only provides intuitive sketch-based generation and editing, but also excels in capturing the intent of the user's sketch to generate a variety of novel and expressive 3D shapes, even from abstract sketches. We demonstrate the effectiveness of our model compared to the state-of-the-art using objective metric evaluation criteria and a decisive user study, both indicating strong performance on sketches with a medium level of abstraction. Furthermore, we showcase its intuitive sketch-based shape editing capabilities.
We present GenMM, a generative model that "mines" as many diverse motions as possible from a single or few example sequences. In stark contrast to existing data-driven methods, which typically require long offline training time, are prone to visual artifacts, and tend to fail on large and complex skeletons, GenMM inherits the training-free nature and the superior quality of the well-known Motion Matching method. GenMM can synthesize a high-quality motion within a fraction of a second, even with highly complex and large skeletal structures. At the heart of our generative framework lies the generative motion matching module, which utilizes the bidirectional visual similarity as a generative cost function to motion matching, and operates in a multi-stage framework to progressively refine a random guess using exemplar motion matches. In addition to diverse motion generation, we show the versatility of our generative framework by extending it to a number of scenarios that are not possible with motion matching alone, including motion completion, key frame-guided generation, infinite looping, and motion reassembly. Code and data for this paper are at https://wyysf-98.github.io/GenMM/
Restoring the original, flat appearance of a printed document from casual photographs of bent and wrinkled pages is a common everyday problem. In this paper we propose a novel method for grid-based single-image document unwarping. Our method performs geometric distortion correction via a deep fully convolutional neural network that learns to predict the 3D grid mesh of the document and the corresponding 2D unwarping grid in a multi-task fashion, implicitly encoding the coupling between the shape of a 3D object and its 2D image. We additionally create and publish our own dataset, called UVDoc, which combines pseudo-photorealistic document images with ground truth grid-based physical 3D and unwarping information, allowing unwarping models to train on data that is more realistic in appearance than the commonly used synthetic Doc3D dataset, whilst also being more physically accurate. Our dataset is labeled with all the information necessary to train our unwarping network, without having to engineer separate loss functions that can deal with the lack of ground-truth typically found in document in the wild datasets. We include a thorough evaluation that demonstrates that our dual-task unwarping network trained on a mix of synthetic and pseudo-photorealistic images achieves state-of-the-art performance on the DocUNet benchmark dataset. Our code, results and UVDoc dataset will be made publicly available upon publication.
We introduce pointwise map smoothness via the Dirichlet energy into the functional map pipeline, and propose an algorithm for optimizing it efficiently, which leads to high-quality results in challenging settings. Specifically, we first formulate the Dirichlet energy of the pulled-back shape coordinates, as a way to evaluate smoothness of a pointwise map across discrete surfaces. We then extend the recently proposed discrete solver and show how a strategy based on auxiliary variable reformulation allows us to optimize pointwise map smoothness alongside desirable functional map properties such as bijectivity. This leads to an efficient map refinement strategy that simultaneously improves functional and point-to-point correspondences, obtaining smooth maps even on non-isometric shape pairs. Moreover, we demonstrate that several previously proposed methods for computing smooth maps can be reformulated as variants of our approach, which allows us to compare different formulations in a consistent framework. Finally, we compare these methods both on existing benchmarks and on a new rich dataset that we introduce, which contains non-rigid, non-isometric shape pairs with inter-category and cross-category correspondences. Our work leads to a general framework for optimizing and analyzing map smoothness both conceptually and in challenging practical settings.
The emergence of neural networks has revolutionized the field of motion synthesis. Yet, learning to unconditionally synthesize motions from a given distribution remains a challenging task, especially when the motions are highly diverse. We present MoDi, an unconditional generative model that synthesizes diverse motions. Our model is trained in a completely unsupervised setting from a diverse, unstructured and unlabeled motion dataset and yields a well-behaved, highly semantic latent space. The design of our model follows the prolific architecture of StyleGAN and adapts two of its key technical components into the motion domain: a set of style-codes injected into each level of the generator hierarchy and a mapping function that learns and forms a disentangled latent space. We show that despite the lack of any structure in the dataset, the latent space can be semantically clustered, and facilitates semantic editing and motion interpolation. In addition, we propose a technique to invert unseen motions into the latent space, and demonstrate latent-based motion editing operations that otherwise cannot be achieved by naive manipulation of explicit motion representations. Our qualitative and quantitative experiments show that our framework achieves state-of-the-art synthesis quality that can follow the distribution of highly diverse motion datasets. Code and trained models will be released at https://sigal-raab.github.io/MoDi.
We present GANimator, a generative model that learns to synthesize novel motions from a single, short motion sequence. GANimator generates motions that resemble the core elements of the original motion, while simultaneously synthesizing novel and diverse movements. Existing data-driven techniques for motion synthesis require a large motion dataset which contains the desired and specific skeletal structure. By contrast, GANimator only requires training on a single motion sequence, enabling novel motion synthesis for a variety of skeletal structures e.g., bipeds, quadropeds, hexapeds, and more. Our framework contains a series of generative and adversarial neural networks, each responsible for generating motions in a specific frame rate. The framework progressively learns to synthesize motion from random noise, enabling hierarchical control over the generated motion content across varying levels of detail. We show a number of applications, including crowd simulation, key-frame editing, style transfer, and interactive control, which all learn from a single input sequence. Code and data for this paper are at https://peizhuoli.github.io/ganimator.
Neural implicit fields are quickly emerging as an attractive representation for learning based techniques. However, adopting them for 3D shape modeling and editing is challenging. We introduce a method for $\mathbf{E}$diting $\mathbf{I}$mplicit $\mathbf{S}$hapes $\mathbf{T}$hrough $\mathbf{P}$art $\mathbf{A}$ware $\mathbf{G}$enera$\mathbf{T}$ion, permuted in short as SPAGHETTI. Our architecture allows for manipulation of implicit shapes by means of transforming, interpolating and combining shape segments together, without requiring explicit part supervision. SPAGHETTI disentangles shape part representation into extrinsic and intrinsic geometric information. This characteristic enables a generative framework with part-level control. The modeling capabilities of SPAGHETTI are demonstrated using an interactive graphical interface, where users can directly edit neural implicit shapes.
Despite recent advances in geometric modeling, 3D mesh modeling still involves a considerable amount of manual labor by experts. In this paper, we introduce Mesh Draping: a neural method for transferring existing mesh structure from one shape to another. The method drapes the source mesh over the target geometry and at the same time seeks to preserve the carefully designed characteristics of the source mesh. At its core, our method deforms the source mesh using progressive positional encoding. We show that by leveraging gradually increasing frequencies to guide the neural optimization, we are able to achieve stable and high quality mesh transfer. Our approach is simple and requires little user guidance, compared to contemporary surface mapping techniques which rely on parametrization or careful manual tuning. Most importantly, Mesh Draping is a parameterization-free method, and thus applicable to a variety of target shape representations, including point clouds, polygon soups, and non-manifold meshes. We demonstrate that the transferred meshing remains faithful to the source mesh design characteristics, and at the same time fits the target geometry well.
We present implicit displacement fields, a novel representation for detailed 3D geometry. Inspired by a classic surface deformation technique, displacement mapping, our method represents a complex surface as a smooth base surface plus a displacement along the base's normal directions, resulting in a frequency-based shape decomposition, where the high frequency signal is constrained geometrically by the low frequency signal. Importantly, this disentanglement is unsupervised thanks to a tailored architectural design that has an innate frequency hierarchy by construction. We explore implicit displacement field surface reconstruction and detail transfer and demonstrate superior representational power, training stability and generalizability.