Skeleton-based action recognition, which classifies human actions based on the coordinates of joints and their connectivity within skeleton data, is widely utilized in various scenarios. While Graph Convolutional Networks (GCNs) have been proposed for skeleton data represented as graphs, they suffer from limited receptive fields constrained by joint connectivity. To address this limitation, recent advancements have introduced transformer-based methods. However, capturing correlations between all joints in all frames requires substantial memory resources. To alleviate this, we propose a novel approach called Skeletal-Temporal Transformer (SkateFormer) that partitions joints and frames based on different types of skeletal-temporal relation (Skate-Type) and performs skeletal-temporal self-attention (Skate-MSA) within each partition. We categorize the key skeletal-temporal relations for action recognition into a total of four distinct types. These types combine (i) two skeletal relation types based on physically neighboring and distant joints, and (ii) two temporal relation types based on neighboring and distant frames. Through this partition-specific attention strategy, our SkateFormer can selectively focus on key joints and frames crucial for action recognition in an action-adaptive manner with efficient computation. Extensive experiments on various benchmark datasets validate that our SkateFormer outperforms recent state-of-the-art methods.
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Animating stylized characters to match a reference motion sequence is a highly demanded task in film and gaming industries. Existing methods mostly focus on rigid deformations of characters' body, neglecting local deformations on the apparel driven by physical dynamics. They deform apparel the same way as the body, leading to results with limited details and unrealistic artifacts, e.g. body-apparel penetration. In contrast, we present a novel method aiming for high-quality motion transfer with realistic apparel animation. As existing datasets lack annotations necessary for generating realistic apparel animations, we build a new dataset named MMDMC, which combines stylized characters from the MikuMikuDance community with real-world Motion Capture data. We then propose a data-driven pipeline that learns to disentangle body and apparel deformations via two neural deformation modules. For body parts, we propose a geodesic attention block to effectively incorporate semantic priors into skeletal body deformation to tackle complex body shapes for stylized characters. Since apparel motion can significantly deviate from respective body joints, we propose to model apparel deformation in a non-linear vertex displacement field conditioned on its historic states. Extensive experiments show that our method not only produces superior results but also generalizes to various types of apparel.
The ability to distill object-centric abstractions from intricate visual scenes underpins human-level generalization. Despite the significant progress in object-centric learning methods, learning object-centric representations in the 3D physical world remains a crucial challenge. In this work, we propose SlotLifter, a novel object-centric radiance model that aims to address the challenges of scene reconstruction and decomposition via slot-guided feature lifting. Such a design unites object-centric learning representations and image-based rendering methods, offering state-of-the-art performance in scene decomposition and novel-view synthesis on four challenging synthetic and four complex real-world datasets, outperforming existing 3D object-centric learning methods by a large margin. Through extensive ablative studies, we showcase the efficacy of each design in SlotLifter, shedding light on key insights for potential future directions.
Accurately estimating energy expenditure (EE) is crucial for optimizing athletic training, monitoring daily activity levels, and preventing sports-related injuries. Estimating energy expenditure based on video (E$^\mathit{3}$V) is an appealing research direction. This paper introduces E3V-K5, an authentic dataset of sports videos that significantly enhances the accuracy of EE estimation. The dataset comprises 16,526 video clips from various categories and intensity of sports with continuous calorie readings obtained from the COSMED K5 indirect calorimeter, recognized as the most reliable standard in sports research. Augmented with the heart rate and physical attributes of each subject, the volume, diversity, and authenticity of E3V-K5 surpass all previous video datasets in E$^\mathit{3}$V, making E3V-K5 a cornerstone in this field and facilitating future research. Furthermore, we propose E3SFormer, a novel approach specifically designed for the E3V-K5 dataset, focusing on EE estimation using human skeleton data. E3SFormer consists of two Transformer branches for simultaneous action recognition and EE regression. The attention of joints from the action recognition branch is utilized in assisting the EE regression branch. Extensive experimentation validates E3SFormer's effectiveness, demonstrating its superior performance to existing skeleton-based action recognition models. Our dataset and code will be publicly accessible.
PoseAugment: Generative Human Pose Data Augmentation with Physical Plausibility for IMU-based Motion Capture
PDF ↗The data scarcity problem is a crucial factor that hampers the model performance of IMU-based human motion capture. However, effective data augmentation for IMU-based motion capture is challenging, since it has to capture the physical relations and constraints of human body, while maintaining the data distribution and quality. We propose PoseAugment, a novel pipeline incorporating VAE-based pose generation and physical optimization. Given a pose sequence, the VAE module generates infinite poses with both high fidelity and diversity, while keeping the data distribution. The physical module optimizes poses to satisfy physical constraints with minimal motion restrictions. High-quality IMU data are then synthesized from the augmented poses for training motion capture models. Experiments show that PoseAugment outperforms previous data augmentation and pose generation methods in terms of motion capture accuracy, revealing a strong potential of our method to alleviate the data collection burden for IMU-based motion capture and related tasks driven by human poses.
Realistic object interactions are crucial for creating immersive virtual experiences, yet synthesizing realistic 3D object dynamics in response to novel interactions remains a significant challenge. Unlike unconditional or text-conditioned dynamics generation, action-conditioned dynamics requires perceiving the physical material properties of objects and grounding the 3D motion prediction on these properties, such as object stiffness. However, estimating physical material properties is an open problem due to the lack of material ground-truth data, as measuring these properties for real objects is highly difficult. We present PhysDreamer, a physics-based approach that endows static 3D objects with interactive dynamics by leveraging the object dynamics priors learned by video generation models. By distilling these priors, PhysDreamer enables the synthesis of realistic object responses to novel interactions, such as external forces or agent manipulations. We demonstrate our approach on diverse examples of elastic objects and evaluate the realism of the synthesized interactions through a user study. PhysDreamer takes a step towards more engaging and realistic virtual experiences by enabling static 3D objects to dynamically respond to interactive stimuli in a physically plausible manner.
Generating realistic human grasps is a crucial yet challenging task for applications involving object manipulation in computer graphics and robotics. Existing methods often struggle with generating fine-grained realistic human grasps that ensure all fingers effectively interact with objects, as they focus on encoding hand with the whole representation and then estimating both hand posture and position in a single step. In this paper, we propose a novel Decomposed Vector-Quantized Variational Autoencoder (DVQ-VAE) to address this limitation by decomposing hand into several distinct parts and encoding them separately. This part-aware decomposed architecture facilitates more precise management of the interaction between each component of hand and object, enhancing the overall reality of generated human grasps. Furthermore, we design a newly dual-stage decoding strategy, by first determining the type of grasping under skeletal physical constraints, and then identifying the location of the grasp, which can greatly improve the verisimilitude as well as adaptability of the model to unseen hand-object interaction. In experiments, our model achieved about 14.1% relative improvement in the quality index compared to the state-of-the-art methods in four widely-adopted benchmarks. We will release the code and model.
Modeling the physical contacts between the hand and object is standard for refining inaccurate hand poses and generating novel human grasp in 3D hand-object reconstruction. However, existing methods rely on geometric constraints that cannot be specified or controlled. This paper introduces a novel task of controllable 3D hand-object contact modeling with natural language descriptions. Challenges include i) the complexity of cross-modal modeling from language to contact, and ii) a lack of descriptive text for contact patterns. To address these issues, we propose NL2Contact, a model that generates controllable contacts by leveraging staged diffusion models. Provided with a language description of the hand and contact, NL2Contact generates realistic and faithful 3D hand-object contacts. To train the model, we build ContactDescribe, the first dataset with hand-centered contact descriptions. It contains multi-level and diverse descriptions generated by large language models, based on carefully designed prompts (e.g. grasp action, grasp type, contact location, free finger status). We show applications of our model to grasp pose optimization and novel human grasp generation, both based on a textual contact description.
The stark contrast in the design philosophy of an event camera makes it particularly ideal for operating under high-speed, high dynamic range and low-light conditions, where standard cameras underperform. Nonetheless, event cameras still suffer from some amount of motion blur, especially under these challenging conditions, in contrary to what most think. This is attributed to the limited bandwidth of the event sensor pixel, which is mostly proportional to the light intensity. Thus, to ensure that event cameras can truly excel in such conditions where it has an edge over standard cameras, it is crucial to account for event motion blur in downstream applications, especially reconstruction. However, none of the recent works on reconstructing Neural Radiance Fields (NeRFs) from events, nor event simulators, have considered the full effects of event motion blur. To this end, we propose, Deblur e-NeRF, a novel method to directly and effectively reconstruct blur-minimal NeRFs from motion-blurred events generated under high-speed motion or low-light conditions. The core component of this work is a physically-accurate pixel bandwidth model proposed to account for event motion blur under arbitrary speed and lighting conditions. We also introduce a novel threshold-normalized total variation loss to improve the regularization of large textureless patches. Experiments on real and novel realistically simulated sequences verify our effectiveness. Our code, event simulator and synthetic event dataset will be open-sourced.
Novel-view synthesis based on visible light has been extensively studied. In comparison to visible light imaging, thermal infrared imaging offers the advantage of all-weather imaging and strong penetration, providing increased possibilities for reconstruction in nighttime and adverse weather scenarios. However, thermal infrared imaging is influenced by physical characteristics such as atmospheric transmission effects and thermal conduction, hindering the precise reconstruction of intricate details in thermal infrared scenes, manifesting as issues of floaters and indistinct edge features in synthesized images. To address these limitations, this paper introduces a physics-induced 3D Gaussian splatting method named Thermal3D-GS. Thermal3D-GS begins by modeling atmospheric transmission effects and thermal conduction in three-dimensional media using neural networks. Additionally, a temperature consistency constraint is incorporated into the optimization objective to enhance the reconstruction accuracy of thermal infrared images. Furthermore, to validate the effectiveness of our method, the first large-scale benchmark dataset for this field named Thermal Infrared Novel-view Synthesis Dataset (TI-NSD) is created. This dataset comprises 20 authentic thermal infrared video scenes, covering indoor, outdoor, and UAV(Unmanned Aerial Vehicle) scenarios, totaling 6,664 frames of thermal infrared image data. Based on this dataset, this paper experimentally verifies the effectiveness of Thermal3D-GS. The results indicate that our method outperforms the baseline method with a 3.03 dB improvement in PSNR and significantly addresses the issues of floaters and indistinct edge features present in the baseline method. Our dataset and codebase will be released soon.
We present an inverse image-formation module that can enhance the robustness of existing visual SLAM pipelines for in-the-wild scenarios. Casual video captures often suffer from motion blur and varying appearances, which degrades the final quality of coherent 3D visual representation. We propose integrating the physical imaging into the SLAM system, which employs linear HDR radiance maps to collect measurements. Specifically, individual frames aggregate images of multiple poses along the camera trajectory to explain prevalent motion blur in hand-held videos. Additionally, we accommodate per-frame appearance variation by dedicating explicit variables for image formation steps, namely white balance, exposure time, and camera response function. Through joint optimization of additional variables, the SLAM pipeline produces high-quality images with more accurate trajectories. Extensive experiments demonstrate that our approach can be incorporated into recent visual SLAM pipelines using various scene representations, such as neural radiance fields or Gaussian splatting.
The ability to understand physical dynamics is critical for agents to act in the world. Here, we use Counterfactual World Modeling (CWM) to extract vision structures for dynamics understanding. CWM uses a temporally-factored masking policy for masked prediction of video data without annotations. This policy enables highly effective ``counterfactual prompting'' of the predictor, allowing a spectrum of visual structures to be extracted from a single pre-trained predictor in a zero-shot manner. We demonstrate that these structures are useful for physical dynamics understanding, allowing CWM to achieve the state-of-the-art performance on the Physion benchmark.
The correct insertion of virtual objects in images of real-world scenes requires a deep understanding of the scene's lighting, geometry and materials, as well as the image formation process. While recent large-scale diffusion models have shown strong generative and inpainting capabilities, we find that current models do not sufficiently ``understand'' the scene shown in a single picture to generate consistent lighting effects (shadows, bright reflections, etc.) while preserving the identity and details of the composited object. We propose using a personalized large diffusion model as guidance to a physically based inverse rendering process. Our method recovers scene lighting and tone-mapping parameters, allowing the photorealistic composition of arbitrary virtual objects in single frames or videos of indoor or outdoor scenes. Our physically based pipeline further enables automatic materials and tone-mapping refinement.
While reconstructing human poses in 3D from inexpensive sensors has advanced significantly in recent years, quantifying the dynamics of human motion, including the muscle-generated joint torques and external forces, remains a challenge. Prior attempts to estimate physics from reconstructed human poses have been hampered by a lack of datasets with high-quality pose and force data for a variety of movements. We present the AddBiomechanics Dataset 1.0, which includes physically accurate human dynamics of 273 human subjects, over 70 hours of motion and force plate data, totaling more than 24 million frames. To construct this dataset, novel analytical methods were required, which are also reported here. We propose a benchmark for estimating human dynamics from motion using this dataset, and present several baseline results. The AddBiomechanics Dataset is publicly available at [link available upon acceptance]
Conventional imaging requires a line of sight to create accurate visual representations of a scene. In certain circumstances, however, obtaining a suitable line of sight may be impractical, dangerous, or even impossible. Non-line-of-sight (NLOS) imaging addresses this challenge by reconstructing the scene from indirect measurements. Recently, passive NLOS methods that use an ordinary photograph of the subtle shadow cast onto a visible wall by the hidden scene have gained interest. These methods are currently limited to 1D or low-resolution 2D color imaging, or localization of a hidden object whose shape is approximately known. Here, we generalize this class of methods and demonstrate a 3D reconstruction of a hidden scene from an ordinary NLOS photograph. To achieve this, we propose a novel reformulation of the light transport model that conveniently decomposes the hidden scene into light-occluding and non-light-occluding components to yield a separable non-linear least squares (SNLLS) inverse problem for reconstructing the hidden scene. We develop two solutions: A gradient-based optimization method and a physics-inspired neural network approach, which we call Soft Shadow diffusion (SSD). Despite the challenging ill-conditioned inverse problem encountered here, our approaches are effective on numerous 3D scenes in real experimental scenarios. Although SSD is trained in simulation only, it generalizes well to both unseen classes and real-world NLOS scenes.
We propose a novel neural network approach, LARP (Learned Articulated Rigid body Physics), to model the dynamics of articulated human motion with contact. Our goal is to develop a faster and more convenient methodological alternative to traditional physics simulators for use in computer vision tasks such as human motion reconstruction from video. To that end we introduce a training procedure and model components that support the construction of a recurrent neural architecture to accurately simulate articulated rigid body dynamics. Our neural architecture supports features typically found in traditional physics simulators, such as modeling of joint motors, variable dimensions of body parts, contact between body parts and objects, and is an order of magnitude faster than traditional systems when multiple simulations are run in parallel. To demonstrate the value of LARP we use it as a drop-in replacement for a state of the art classical non-differentiable simulator in an existing video-based reconstruction framework and show comparative or better 3D human pose reconstruction accuracy.
Localizing and recognizing objects in the open-ended physical world poses a long-standing challenge within the domain of machine perception. Recent methods have endeavored to address the issue by employing a class-agnostic mask (or box) proposal model, complemented by an open-vocabulary classifier (e.g., CLIP) using pre-extracted text embeddings. However, it is worth noting that these open-vocabulary recognition models still exhibit limitations in practical applications. On one hand, they rely on the provision of class names during testing, where the recognition performance heavily depends on this predefined set of semantic classes by users. On the other hand, when training with multiple datasets, human intervention is required to alleviate the label definition conflict between them. In this paper, we introduce the OmniScient Model (OSM), a novel Large Language Model (LLM) based mask classifier, as a straightforward and effective solution to the aforementioned challenges. Specifically, OSM predicts class labels in a generative manner, thus removing the supply of class names during both training and testing. It also enables cross-dataset training without any human interference, exhibiting robust generalization capabilities due to the world knowledge acquired from the LLM. By combining OSM with an off-the-shelf mask proposal model, we present promising results on various benchmarks, and demonstrate its effectiveness in handling novel concepts. Code will be made available.
Spectral imaging offers the capability to unveil hidden details within the world around us. However, to fully harness this potential, it is imperative to develop effective spectral demosaicing techniques. Despite the success of learning based spectral demosaicing methods, three challenges hinder their practical use. Firstly, existing convolutional neural networks and attention-based models, struggle to capture spectral similarities and long-range dependencies. Secondly, their performance is unstable when optical characteristics, like multispectral filter array (MSFA) arrangement and wavelength distribution, change. Lastly, they lack a structured approach to incorporating imaging system physics, such as MSFA pattern. Addressing these challenges, our paper introduces the Wavelength Embedding guided Filter Array Attention Transformer (WeFAT) for effective spectral demosaicing. Specifically, akin to timestep embedding in denoising diffusion models, we propose a Wavelength Embedding guided Multi-head Self-Attention (We-MSA) mechanism to imbue our model with wavelength memory, facilitating adaptation to diverse cameras. This approach treats each spectral feature as a token, directly integrating wavelength information into attention calculation. Additionally, we developed a MSFA-attention Mechanism (MaM) steering We-MSA to focus on spatial regions yielding high-quality spectral data. Experimental results affirm that WeFAT exhibits strong performance consistency across diverse cameras characterized by varying spectral distributions and MSFA patterns, trained solely on ARAD dataset. It also outperforms current state-of-the-art methods in both simulated and real datasets.
Planning for the ego vehicle is the ultimate goal of autonomous driving. Although deep learning-based methods have been widely applied to predict future trajectories of other agents in traffic scenes, directly using them to plan for the ego vehicle is often unsatisfactory. This is due to misaligned objectives during training and deployment: a planner that only aims to imitate human driver trajectories is insufficient to accomplish driving tasks well. We argue that existing training processes may not endow models with an understanding of how the physical world evolves. To address this gap, we propose RaSc, which stands for Risk-aware Self-consistent imitation learning. RaSc not only imitates driving trajectories, but also learns the motivations behind human driver behaviors (to be risk-aware) and the consequences of its own actions (by being self-consistent). These two properties stem from our novel prediction branch and training objectives regarding Time-To-Collision (TTC). Moreover, we enable the model to better mine hard samples during training by checking its self-consistency. Our experiments on the large-scale real-world nuPlan dataset demonstrate that RaSc outperforms previous state-of-the-art learning-based methods, in both open-loop and, more importantly, closed-loop settings.
This paper presents a novel approach for reconstructing dynamic radiance fields from monocular videos. We integrate kinematics with dynamic radiance fields, bridging the gap between the sparse nature of monocular videos and the real-world physics. Our method introduces the kinematic field, capturing motion through kinematic quantities: velocity, acceleration, and jerk. The kinematic field is jointly learned with the dynamic radiance field by minimizing the photometric loss without motion ground truth. We further augment our method with physics-driven regularizers grounded in kinematics. We propose physics-driven regularizers that ensure the physical validity of predicted kinematic quantities, including advective acceleration and jerk. Additionally, we control the motion trajectory based on rigidity equations formed with the predicted kinematic quantities. In experiments, our method outperforms the state-of-the-arts by capturing physical motion patterns within challenging real-world monocular videos. Code will be available on GitHub.