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IMoS: Intent-Driven Full-Body Motion Synthesis for Human-Object Interactions

Anindita Ghosh, Rishabh Dabral, Vladislav Golyanik, Christian Theobalt, Philipp Slusallek

CGFAcademic160 citesMotion Synthesis

First framework to synthesize full-body character motion with 3D objects from text-based intent labels, supporting single and two-handed interactions.

Abstract

Can we make virtual characters in a scene interact with their surrounding objects through simple instructions? Is it possible to synthesize such motion plausibly with a diverse set of objects and instructions? Inspired by these questions, we present the first framework to synthesize the full‐body motion of virtual human characters performing specified actions with 3D objects placed within their reach. Our system takes textual instructions specifying the objects and the associated ‘intentions’ of the virtual characters as input and outputs diverse sequences of full‐body motions. This contrasts existing works, where full‐body action synthesis methods generally do not consider object interactions, and human‐object interaction methods focus mainly on synthesizing hand or finger movements for grasping objects. We accomplish our objective by designing an intent‐driven full‐body motion generator, which uses a pair of decoupled conditional variational auto‐regressors to learn the motion of the body parts in an autoregressive manner. We also optimize the 6‐DoF pose of the objects such that they plausibly fit within the hands of the synthesized characters. We compare our proposed method with the existing methods of motion synthesis and establish a new and stronger state‐of‐the‐art for the task of intent‐driven motion synthesis.

How to read this

Category
Method: intent-driven full-body human-object interaction synthesis
Contributions
  • First framework to synthesize full-body character motion interacting with 3D objects from text-based intent labels
  • An intent-driven generator using a pair of decoupled conditional variational auto-regressors to learn body-part motion autoregressively
  • A 6-DoF object pose optimization so objects plausibly fit within the synthesized character's hands, supporting single and two-handed interactions
Context
Relates to character-scene interaction work (Neural State Machine) and bridges full-body action synthesis with hand/finger grasping methods, which it argues had been treated separately.Builds on: Neural State Machine for Character-Scene Interactions
Correctness
Plausibility hinges on the decoupled VAE auto-regressors and the post-hoc object-fit optimization; diversity and physical correctness are bounded by the training data and the set of objects/intents used, so contact and penetration quality outside that set is uncertain.
Clarity
Readable framing with a clear motivating question; a first pass conveys the pipeline, a second pass is needed for the auto-regressor coupling and object-pose optimization.
How to read it
First pass for the problem setup and the decoupled-generator idea; second pass on how object 6-DoF fitting is coupled to the body motion if you plan to reuse the interaction model.

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