相关论文: Action2Motion: Conditioned Generation of 3D Human …
Although humans have the innate ability to imagine multiple possible actions from videos, it remains an extraordinary challenge for computers due to the intricate camera movements and montages. Most existing motion generation methods…
Human video generation is a dynamic and rapidly evolving task that aims to synthesize 2D human body video sequences with generative models given control conditions such as text, audio, and pose. With the potential for wide-ranging…
We propose an efficient approach to exploiting motion information from consecutive frames of a video sequence to recover the 3D pose of people. Previous approaches typically compute candidate poses in individual frames and then link them in…
Action recognition has typically treated actions and activities as monolithic events that occur in videos. However, there is evidence from Cognitive Science and Neuroscience that people actively encode activities into consistent…
Recently, deep learning approach has achieved promising results in various fields of computer vision. In this paper, a new framework called Hierarchical Depth Motion Maps (HDMM) + 3 Channel Deep Convolutional Neural Networks (3ConvNets) is…
Despite significant advances in video generation, synthesizing physically plausible human actions remains a persistent challenge, particularly in modeling fine-grained semantics and complex temporal dynamics. For instance, generating…
Generating human-human motion interactions conditioned on textual descriptions is a very useful application in many areas such as robotics, gaming, animation, and the metaverse. Alongside this utility also comes a great difficulty in…
We present a new trainable system for physically plausible markerless 3D human motion capture, which achieves state-of-the-art results in a broad range of challenging scenarios. Unlike most neural methods for human motion capture, our…
Our goal is to train a generative model of 3D hand motions, conditioned on natural language descriptions specifying motion characteristics such as handshapes, locations, finger/hand/arm movements. To this end, we automatically build pairs…
Our research presents a novel motion generation framework designed to produce whole-body motion sequences conditioned on multiple modalities simultaneously, specifically text and audio inputs. Leveraging Vector Quantized Variational…
Recent methods for video action recognition have reached outstanding performances on existing benchmarks. However, they tend to leverage context such as scenes or objects instead of focusing on understanding the human action itself. For…
The availability of low-cost range sensors and the development of relatively robust algorithms for the extraction of skeleton joint locations have inspired many researchers to develop human activity recognition methods using the 3-D data.…
This work proposes a model for continual learning on tasks involving temporal sequences, specifically, human motions. It improves on a recently proposed brain-inspired replay model (BI-R) by building a biologically-inspired conditional…
Human motion generation is a challenging task that aims to create realistic motion imitating natural human behaviour. We focus on the well-studied behaviour of priming an object/location for pick up or put down - that is, the spotting of an…
We propose a new method for realistic human motion transfer using a generative adversarial network (GAN), which generates a motion video of a target character imitating actions of a source character, while maintaining high authenticity of…
Recently, much progress has been made for self-supervised action recognition. Most existing approaches emphasize the contrastive relations among videos, including appearance and motion consistency. However, two main issues remain for…
Multi-person interactive motion generation, a critical yet under-explored domain in computer character animation, poses significant challenges such as intricate modeling of inter-human interactions beyond individual motions and generating…
Generating conversational gestures from speech audio is challenging due to the inherent one-to-many mapping between audio and body motions. Conventional CNNs/RNNs assume one-to-one mapping, and thus tend to predict the average of all…
We introduce a novel self-supervised learning approach to learn representations of videos that are responsive to changes in the motion dynamics. Our representations can be learned from data without human annotation and provide a substantial…
Pedestrian motion, due to its causal nature, is strongly influenced by domain gaps arising from discrepancies between training and testing data distributions. Focusing on 3D human pose estimation, this work presents a controllable human…