Related papers: Bipartite Graph Diffusion Model for Human Interact…
This study investigates human-computer interface generation based on diffusion models to overcome the limitations of traditional template-based design and fixed rule-driven methods. It first analyzes the key challenges of interface…
Human motion generation involves creating natural sequences of human body poses, widely used in gaming, virtual reality, and human-computer interaction. It aims to produce lifelike virtual characters with realistic movements, enhancing…
Recently, graph neural networks have been adopted in a wide variety of applications ranging from relational representations to modeling irregular data domains such as point clouds and social graphs. However, the space of graph neural…
While network science has become an indispensable tool for studying complex systems, the conventional use of pairwise links often shows limitations in describing high-order interactions properly. Hypergraphs, where each edge can connect…
Generating realistic human videos remains a challenging task, with the most effective methods currently relying on a human motion sequence as a control signal. Existing approaches often use existing motion extracted from other videos, which…
Prediction of human actions in social interactions has important applications in the design of social robots or artificial avatars. In this paper, we focus on a unimodal representation of interactions and propose to tackle interaction…
Heterogeneous graphs are present in various domains, such as social networks, recommendation systems, and biological networks. Unlike homogeneous graphs, heterogeneous graphs consist of multiple types of nodes and edges, each representing…
A collection of approaches based on graph convolutional networks have proven success in skeleton-based action recognition by exploring neighborhood information and dense dependencies between intra-frame joints. However, these approaches…
This paper addresses a novel task of anticipating 3D human-object interactions (HOIs). Most existing research on HOI synthesis lacks comprehensive whole-body interactions with dynamic objects, e.g., often limited to manipulating small or…
Learning to generate graphs is challenging as a graph is a set of pairwise connected, unordered nodes encoding complex combinatorial structures. Recently, several works have proposed graph generative models based on normalizing flows or…
In this study, we introduce a learning-based method for generating high-quality human motion sequences from text descriptions (e.g., ``A person walks forward"). Existing techniques struggle with motion diversity and smooth transitions in…
Large-scale graphs with node attributes are increasingly common in various real-world applications. Creating synthetic, attribute-rich graphs that mirror real-world examples is crucial, especially for sharing graph data for analysis and…
Scene graphs are nodes and edges consisting of objects and object-object relationships, respectively. Scene graph generation (SGG) aims to identify the objects and their relationships. We propose a bidirectional GRU (BiGRU) transformer…
In the game development process, creating character animations is a vital step that involves several stages. Typically for 2D games, illustrators begin by designing the main character image, which serves as the foundation for all subsequent…
We present Video Motion Graphs, a system designed to generate realistic human motion videos. Using a reference video and conditional signals such as music or motion tags, the system synthesizes new videos by first retrieving video clips…
Human motion generation has advanced markedly with the advent of diffusion models. Most recent studies have concentrated on generating motion sequences based on text prompts, commonly referred to as text-to-motion generation. However, the…
Graph generation addresses the problem of generating new graphs that have a data distribution similar to real-world graphs. While previous diffusion-based graph generation methods have shown promising results, they often struggle to scale…
Human motion generation is an important area of research in many fields. In this work, we tackle the problem of motion stitching and in-betweening. Current methods either require manual efforts, or are incapable of handling longer…
Scene graph generation aims to interpret an input image by explicitly modelling the potential objects and their relationships, which is predominantly solved by the message passing neural network models in previous methods. Currently, such…
Graph generation with Machine Learning is an open problem with applications in various research fields. In this work, we propose to cast the generative process of a graph into a sequential one, relying on a node ordering procedure. We use…