Faithful human performance capture and free-view rendering from sparse RGB observations is a long-standing problem in Vision and Graphics. The main challenges are the lack of observations and the inherent ambiguities of the setting, e.g. occlusions and depth ambiguity. As a result, radiance fields, which have shown great promise in capturing high-frequency appearance and geometry details in dense setups, perform poorly when na\"ively supervising them on sparse camera views, as the field simply overfits to the sparse-view inputs. To address this, we propose MetaCap, a method for efficient and high-quality geometry recovery and novel view synthesis given very sparse or even a single view of the human. Our key idea is to meta-learn the radiance field weights solely from potentially sparse multi-view videos, which can serve as a prior when fine-tuning them on sparse imagery depicting the human. This prior provides a good network weight initialization, thereby effectively addressing ambiguities in sparse-view capture. Due to the articulated structure of the human body and motion-induced surface deformations, learning such a prior is non-trivial. Therefore, we propose to meta-learn the field weights in a pose-canonicalized space, which reduces the spatial feature range and makes feature learning more effective. Consequently, one can fine-tune our field parameters to quickly generalize to unseen poses, novel illumination conditions as well as novel and sparse (even monocular) camera views. For evaluating our method under different scenarios, we collect a new dataset, WildDynaCap, which contains subjects captured in, both, a dense camera dome and in-the-wild sparse camera rigs, and demonstrate superior results compared to recent state-of-the-art methods on both public and WildDynaCap dataset.
Gestures play a key role in human communication. Recent methods for co-speech gesture generation, while managing to generate beat-aligned motions, struggle generating gestures that are semantically aligned with the utterance. Compared to beat gestures that align naturally to the audio signal, semantically coherent gestures require modeling the complex interactions between the language and human motion, and can be controlled by focusing on certain words. Therefore, we present ConvoFusion, a diffusion-based approach for multi-modal gesture synthesis, which can not only generate gestures based on multi-modal speech inputs, but can also facilitate controllability in gesture synthesis. Our method proposes two guidance objectives that allow the users to modulate the impact of different conditioning modalities (e.g. audio vs text) as well as to choose certain words to be emphasized during gesturing. Our method is versatile in that it can be trained either for generating monologue gestures or even the conversational gestures. To further advance the research on multi-party interactive gestures, the DnD Group Gesture dataset is released, which contains 6 hours of gesture data showing 5 people interacting with one another. We compare our method with several recent works and demonstrate effectiveness of our method on a variety of tasks. We urge the reader to watch our supplementary video at our website.
Current approaches for 3D human motion synthesis can generate high-quality 3D animations of digital humans performing a wide variety of actions and gestures. However, there is still a notable technological gap in addressing the complex dynamics of multi-human interactions within this paradigm. In this work, we introduce ReMoS, a denoising diffusion-based probabilistic model for reactive motion synthesis that explores two-person interactions. Given the motion of one person, we synthesize the reactive motion of the second person to complete the interactions between the two. In addition to synthesizing the full-body motions, we also synthesize plausible hand interactions. We show the performance of ReMoS under a wide range of challenging two-person scenarios including pair-dancing, Ninjutsu, kickboxing, and acrobatics, where one person's movements have complex and diverse influences on the motions of the other. We further propose the ReMoCap dataset for two-person interactions consisting of full-body and hand motions. We evaluate our approach through multiple quantitative metrics, qualitative visualizations, and a user study. Our results are usable in interactive applications while also providing an adequate amount of control for animators.
Existing methods for learning 3D representations are deep neural networks trained and tested on classical hardware. Quantum machine learning architectures, despite their theoretically predicted advantages in terms of speed and the representational capacity, have so far not been considered for this problem nor for tasks involving 3D data in general. This paper thus introduces the first quantum auto-encoder for 3D point clouds. Our 3D-QAE approach is fully quantum, i.e. all its data processing components are designed for quantum hardware. It is trained on collections of 3D point clouds to produce their compressed representations. Along with finding a suitable architecture, the core challenges in designing such a fully quantum model include 3D data normalisation and parameter optimisation, and we propose solutions for both these tasks. Experiments on simulated gate-based quantum hardware demonstrate that our method outperforms simple classical baselines, paving the way for a new research direction in 3D computer vision. The source code is available at https://4dqv.mpi-inf.mpg.de/QAE3D/.
Existing automatic approaches for 3D virtual character motion synthesis supporting scene interactions do not generalise well to new objects outside training distributions, even when trained on extensive motion capture datasets with diverse objects and annotated interactions. This paper addresses this limitation and shows that robustness and generalisation to novel scene objects in 3D object-aware character synthesis can be achieved by training a motion model with as few as one reference object. We leverage an implicit feature representation trained on object-only datasets, which encodes an SE(3)-equivariant descriptor field around the object. Given an unseen object and a reference pose-object pair, we optimise for the object-aware pose that is closest in the feature space to the reference pose. Finally, we use l-NSM, i.e., our motion generation model that is trained to seamlessly transition from locomotion to object interaction with the proposed bidirectional pose blending scheme. Through comprehensive numerical comparisons to state-of-the-art methods and in a user study, we demonstrate substantial improvements in 3D virtual character motion and interaction quality and robustness to scenarios with unseen objects. Our project page is available at https://vcai.mpi-inf.mpg.de/projects/ROAM/.
Can we make virtual characters in a scene interact with their surrounding objects through simple instructions? Is it possible to synthesize such motion plausibly with a diverse set of objects and instructions? Inspired by these questions, we present the first framework to synthesize the full-body motion of virtual human characters performing specified actions with 3D objects placed within their reach. Our system takes as input textual instructions specifying the objects and the associated intentions of the virtual characters and outputs diverse sequences of full-body motions. This is in contrast to existing work, where full-body action synthesis methods generally do not consider object interactions, and human-object interaction methods focus mainly on synthesizing hand or finger movements for grasping objects. We accomplish our objective by designing an intent-driven full-body motion generator, which uses a pair of decoupled conditional variational autoencoders (CVAE) to learn the motion of the body parts in an autoregressive manner. We also optimize for the positions of the objects with six degrees of freedom (6DoF) such that they plausibly fit within the hands of the synthesized characters. We compare our proposed method with the existing methods of motion synthesis and establish a new and stronger state-of-the-art for the task of intent-driven motion synthesis. Through a user study, we further show that our synthesized full-body motions appear more realistic to the participants in more than 80% of scenarios compared to the current state-of-the-art methods, and are perceived to be as good as the ground truth on several occasions.
Conventional methods for human motion synthesis are either deterministic or struggle with the trade-off between motion diversity and motion quality. In response to these limitations, we introduce MoFusion, i.e., a new denoising-diffusion-based framework for high-quality conditional human motion synthesis that can generate long, temporally plausible, and semantically accurate motions based on a range of conditioning contexts (such as music and text). We also present ways to introduce well-known kinematic losses for motion plausibility within the motion diffusion framework through our scheduled weighting strategy. The learned latent space can be used for several interactive motion editing applications -- like inbetweening, seed conditioning, and text-based editing -- thus, providing crucial abilities for virtual character animation and robotics. Through comprehensive quantitative evaluations and a perceptual user study, we demonstrate the effectiveness of MoFusion compared to the state of the art on established benchmarks in the literature. We urge the reader to watch our supplementary video and visit https://vcai.mpi-inf.mpg.de/projects/MoFusion.
3D reconstruction of deformable (or non-rigid) scenes from a set of monocular 2D image observations is a long-standing and actively researched area of computer vision and graphics. It is an ill-posed inverse problem, since--without additional prior assumptions--it permits infinitely many solutions leading to accurate projection to the input 2D images. Non-rigid reconstruction is a foundational building block for downstream applications like robotics, AR/VR, or visual content creation. The key advantage of using monocular cameras is their omnipresence and availability to the end users as well as their ease of use compared to more sophisticated camera set-ups such as stereo or multi-view systems. This survey focuses on state-of-the-art methods for dense non-rigid 3D reconstruction of various deformable objects and composite scenes from monocular videos or sets of monocular views. It reviews the fundamentals of 3D reconstruction and deformation modeling from 2D image observations. We then start from general methods--that handle arbitrary scenes and make only a few prior assumptions--and proceed towards techniques making stronger assumptions about the observed objects and types of deformations (e.g. human faces, bodies, hands, and animals). A significant part of this STAR is also devoted to classification and a high-level comparison of the methods, as well as an overview of the datasets for training and evaluation of the discussed techniques. We conclude by discussing open challenges in the field and the social aspects associated with the usage of the reviewed methods.
This paper proposes GraviCap, i.e., a new approach for joint markerless 3D human motion capture and object trajectory estimation from monocular RGB videos. We focus on scenes with objects partially observed during a free flight. In contrast to existing monocular methods, we can recover scale, object trajectories as well as human bone lengths in meters and the ground plane's orientation, thanks to the awareness of the gravity constraining object motions. Our objective function is parametrised by the object's initial velocity and position, gravity direction and focal length, and jointly optimised for one or several free flight episodes. The proposed human-object interaction constraints ensure geometric consistency of the 3D reconstructions and improved physical plausibility of human poses compared to the unconstrained case. We evaluate GraviCap on a new dataset with ground-truth annotations for persons and different objects undergoing free flights. In the experiments, our approach achieves state-of-the-art accuracy in 3D human motion capture on various metrics. We urge the reader to watch our supplementary video. Both the source code and the dataset are released; see http://4dqv.mpi-inf.mpg.de/GraviCap/.