Related papers: FantasyHSI: Video-Generation-Centric 4D Human Synt…
Recent generative video models achieve impressive visual quality but remain constrained by limited physical consistency and controllability. Existing video generation methods provide minimal physical control, and single-image-to-3D…
Developing autonomous physical human-robot interaction (pHRI) systems is limited by the scarcity of large-scale training data to learn robust robot behaviors for real-world applications. In this paper, we introduce a zero-shot…
Large language models (LLMs) have enabled remarkable advances in automated task-solving with multi-agent systems. However, most existing LLM-based multi-agent approaches rely on predefined agents to handle simple tasks, limiting the…
Generating realistic and physically plausible 3D Human-Object Interactions (HOI) remains a key challenge in motion generation. One primary reason is that describing these physical constraints with words alone is difficult. To address this…
AI for social impact (AI4SI) offers significant potential for addressing complex societal challenges in areas such as public health, agriculture, education, conservation, and public safety. However, existing AI4SI research is often…
Generating realistic and interactive dynamics of traffic participants according to specific instruction is critical for street scene simulation. However, there is currently a lack of a comprehensive method that generates realistic dynamics…
Animating human-scene interactions such as pick-and-place tasks in cluttered, complex layouts is a challenging task, with objects of a wide variation of geometries and articulation under scenarios with various obstacles. The main difficulty…
Synthesizing physically plausible articulated human-object interactions (HOI) without 3D/4D supervision remains a fundamental challenge. While recent zero-shot approaches leverage video diffusion models to synthesize human-object…
Controllable scene synthesis aims to create interactive environments for various industrial use cases. Scene graphs provide a highly suitable interface to facilitate these applications by abstracting the scene context in a compact manner.…
Recent generative models can synthesize high-quality images, but they often fail to generate humans interacting with objects using their hands. This arises mostly from the model's misunderstanding of such interactions and the hardships of…
Scene graph generation (SGG) and human-object interaction (HOI) detection are two important visual tasks aiming at localising and recognising relationships between objects, and interactions between humans and objects, respectively.…
Recent advancements in multi-agent systems have demonstrated significant potential for enhancing creative task performance, such as long video generation. This study introduces three innovations to improve multi-agent collaboration. First,…
The study of complex human interactions and group activities has become a focal point in human-centric computer vision. However, progress in related tasks is often hindered by the challenges of obtaining large-scale labeled datasets from…
Interactive multi-agent simulation algorithms are used to compute the trajectories and behaviors of different entities in virtual reality scenarios. However, current methods involve considerable parameter tweaking to generate plausible…
Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is…
Text-conditioned human motion generation has experienced significant advancements with diffusion models trained on extensive motion capture data and corresponding textual annotations. However, extending such success to 3D dynamic…
Generating realistic hand-object interactions (HOI) videos is a significant challenge due to the difficulty of modeling physical constraints (e.g., contact and occlusion between hands and manipulated objects). Current methods utilize HOI…
Despite recent advances, long-sequence video generation frameworks still suffer from significant limitations: poor assistive capability, suboptimal visual quality, and limited expressiveness. To mitigate these limitations, we propose MAViS,…
Building embodied agents capable of accomplishing arbitrary tasks is a core objective towards achieving embodied artificial general intelligence (E-AGI). While recent work has advanced such general robot policies, their training and…
Scene graph generation is a sophisticated task because there is no specific recognition pattern (e.g., "looking at" and "near" have no conspicuous difference concerning vision, whereas "near" could occur between entities with different…