Related papers: Skeleton2Stage: Reward-Guided Fine-Tuning for Phys…
Learning reward functions for physical skills are challenging due to the vast spectrum of skills, the high-dimensionality of state and action space, and nuanced sensory feedback. The complexity of these tasks makes acquiring expert…
For bandwidth-constrained multimedia applications, simultaneously achieving ultra-low bitrate human video compression and accurate vertex prediction remains a critical challenge, as it demands the harmonization of dynamic motion modeling,…
The automatic co-speech gesture generation draws much attention in computer animation. Previous works designed network structures on individual datasets, which resulted in a lack of data volume and generalizability across different motion…
Styled motion in-betweening is crucial for computer animation and gaming. However, existing methods typically encode motion styles by modeling whole-body motions, often overlooking the representation of individual body parts. This…
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…
Text-to-image (T2I) generation has made significant advances in recent years, but challenges still remain in the generation of perceptual artifacts, misalignment with complex prompts, and safety. The prevailing approach to address these…
Feature Transformation (FT) crafts new features from original ones via mathematical operations to enhance dataset expressiveness for downstream models. However, existing FT methods exhibit critical limitations: discrete search struggles…
Human motion copy is an intriguing yet challenging task in artificial intelligence and computer vision, which strives to generate a fake video of a target person performing the motion of a source person. The problem is inherently…
Human pose, action, and motion generation are critical for applications in digital humans, character animation, and humanoid robotics. However, many existing methods struggle to produce physically plausible movements that are consistent…
Designing generalizable control policies for lower-limb exoskeletons remains fundamentally constrained by exhaustive data collection or iterative optimization procedures, which limit accessibility to clinical populations. To address this…
The raising availability of 3D cameras and dramatic improvement of computer vision algorithms in the recent decade, accelerated the research of automatic movement assessment solutions. Such solutions can be implemented at home, using…
While generative models have become effective at producing human-like motions from text, transferring these motions to humanoid robots for physical execution remains challenging. Existing pipelines are often limited by retargeting, where…
Recent advances in diffusion models have led to impressive image generation capabilities, but aligning these models with human preferences remains challenging. Reward-based fine-tuning using models trained on human feedback improves…
In generative modeling, we often wish to produce samples that maximize a user-specified reward such as aesthetic quality or alignment with human preferences, a problem known as \textit{guidance}. Despite their widespread use, existing…
Human character animation is often critical in entertainment content production, including video games, virtual reality or fiction films. To this end, deep neural networks drive most recent advances through deep learning and deep…
We introduce LLaVA-Reward, an efficient reward model designed to automatically evaluate text-to-image (T2I) generations across multiple perspectives, leveraging pretrained multimodal large language models (MLLMs). Existing MLLM-based…
Recent progress in text-to-image generation has greatly advanced visual fidelity and creativity, but it has also imposed higher demands on prompt complexity-particularly in encoding intricate spatial relationships. In such cases, achieving…
Retargeting human kinematic reference motion onto a robot's morphology remains a formidable challenge. Existing methods often produce physical inconsistencies, such as foot sliding, self-collisions, or dynamically infeasible motions, which…
The animation community has spent significant effort trying to ease rigging procedures. This is necessitated because the increasing availability of 3D data makes manual rigging infeasible. However, object animations involve understanding…
A current limitation of video generative video models is that they generate plausible looking frames, but poor motion -- an issue that is not well captured by FVD and other popular methods for evaluating generated videos. Here we go beyond…