Related papers: TextIM: Part-aware Interactive Motion Synthesis fr…
Text-to-motion generation, which translates textual descriptions into human motions, has been challenging in accurately capturing detailed user-imagined motions from simple text inputs. This paper introduces StickMotion, an efficient…
Generating high-quality whole-body human object interaction motion sequences is becoming increasingly important in various fields such as animation, VR/AR, and robotics. The main challenge of this task lies in determining the level of…
We explore how body shapes influence human motion synthesis, an aspect often overlooked in existing text-to-motion generation methods due to the ease of learning a homogenized, canonical body shape. However, this homogenization can distort…
We present Animus3D, a text-driven 3D animation framework that generates motion field given a static 3D asset and text prompt. Previous methods mostly leverage the vanilla Score Distillation Sampling (SDS) objective to distill motion from…
Hands are central to interacting with our surroundings and conveying gestures, making their inclusion essential for full-body motion synthesis. Despite this, existing human motion synthesis methods fall short: some ignore hand motions…
Though the advancement of pre-trained large language models unfolds, the exploration of building a unified model for language and other multi-modal data, such as motion, remains challenging and untouched so far. Fortunately, human motion…
In this work, we present Semantic Gesticulator, a novel framework designed to synthesize realistic gestures accompanying speech with strong semantic correspondence. Semantically meaningful gestures are crucial for effective non-verbal…
We present a new method for text-driven motion transfer - synthesizing a video that complies with an input text prompt describing the target objects and scene while maintaining an input video's motion and scene layout. Prior methods are…
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…
We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human…
When humans speak, gestures help convey communicative intentions, such as adding emphasis or describing concepts. However, current co-speech gesture generation methods rely solely on superficial linguistic cues (e.g. speech audio or text…
This paper explores a cross-modality synthesis task that infers 3D human-object interactions (HOIs) from a given text-based instruction. Existing text-to-HOI synthesis methods mainly deploy a direct mapping from texts to object-specific 3D…
Human motion capture data has been widely used in data-driven character animation. In order to generate realistic, natural-looking motions, most data-driven approaches require considerable efforts of pre-processing, including motion…
In vision-language pre-training (VLP), masked image modeling (MIM) has recently been introduced for fine-grained cross-modal alignment. However, in most existing methods, the reconstruction targets for MIM lack high-level semantics, and…
Large language models (LLMs) are beginning to automate reward design for dexterous manipulation. However, no prior work has considered tactile sensing, which is known to be critical for human-like dexterity. We present Text2Touch, bringing…
Text-driven large scene image synthesis has made significant progress with diffusion models, but controlling it is challenging. While using additional spatial controls with corresponding texts has improved the controllability of large scene…
Text-driven human motion synthesis has showcased its potential for revolutionizing motion design in the movie and game industry. Existing methods often rely on 3D motion capture data, which requires special setups, resulting in high costs…
Segmenting objects with complex shapes, such as wires, bicycles, or structural grids, remains a significant challenge for current segmentation models, including the Segment Anything Model (SAM) and its high-quality variant SAM-HQ. These…
Human-human motion generation is essential for understanding humans as social beings. Current methods fall into two main categories: single-person-based methods and separate modeling-based methods. To delve into this field, we abstract the…
When humans grasp an object, they naturally form trajectories in their minds to manipulate it for specific tasks. Modeling hand-object interaction priors holds significant potential to advance robotic and embodied AI systems in learning to…