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This paper introduces a motion retargeting method that preserves self-contacts and prevents interpenetration. Self-contacts, such as when hands touch each other or the torso or the head, are important attributes of human body language and dynamics, y et existing methods do not model or preserve these contacts. Likewise, interpenetration, such as a hand passing into the torso, are a typical artifact of motion estimation methods. The input to our method is a human motion sequence and a target skeleton and character geometry. The method identifies self-contacts and ground contacts in the input motion, and optimizes the motion to apply to the output skeleton, while preserving these contacts and reducing interpenetration. We introduce a novel geometry-conditioned recurrent network with an encoder-space optimization strategy that achieves efficient retargeting while satisfying contact constraints. In experiments, our results quantitatively outperform previous methods and we conduct a user study where our retargeted motions are rated as higher-quality than those produced by recent works. We also show our method generalizes to motion estimated from human videos where we improve over previous works that produce noticeable interpenetration.
We introduce HuMoR: a 3D Human Motion Model for Robust Estimation of temporal pose and shape. Though substantial progress has been made in estimating 3D human motion and shape from dynamic observations, recovering plausible pose sequences in the pres ence of noise and occlusions remains a challenge. For this purpose, we propose an expressive generative model in the form of a conditional variational autoencoder, which learns a distribution of the change in pose at each step of a motion sequence. Furthermore, we introduce a flexible optimization-based approach that leverages HuMoR as a motion prior to robustly estimate plausible pose and shape from ambiguous observations. Through extensive evaluations, we demonstrate that our model generalizes to diverse motions and body shapes after training on a large motion capture dataset, and enables motion reconstruction from multiple input modalities including 3D keypoints and RGB(-D) videos.
81 - Aaron Hertzmann 2021
It has often been conjectured that the effectiveness of line drawings can be explained by the similarity of edge images to line drawings. This paper presents several problems with explaining line drawing perception in terms of edges, and how the rece ntly-proposed Realism Hypothesis of Hertzmann (2020) resolves these problems. There is nonetheless existing evidence that edges are often the best features for predicting where people draw lines; this paper describes how the Realism Hypothesis can explain this evidence.
It has long been hypothesized that perceptual ambiguities play an important role in aesthetic experience: a work with some ambiguity engages a viewer more than one that does not. However, current frameworks for testing this theory are limited by the availability of stimuli and data collection methods. This paper presents an approach to measuring the perceptual ambiguity of a collection of images. Crowdworkers are asked to describe image content, after different viewing durations. Experiments are performed using images created with Generative Adversarial Networks, using the Artbreeder website. We show that text processing of viewer responses can provide a fine-grained way to measure and describe image ambiguities.
Existing deep models predict 2D and 3D kinematic poses from video that are approximately accurate, but contain visible errors that violate physical constraints, such as feet penetrating the ground and bodies leaning at extreme angles. In this paper, we present a physics-based method for inferring 3D human motion from video sequences that takes initial 2D and 3D pose estimates as input. We first estimate ground contact timings with a novel prediction network which is trained without hand-labeled data. A physics-based trajectory optimization then solves for a physically-plausible motion, based on the inputs. We show this process produces motions that are significantly more realistic than those from purely kinematic methods, substantially improving quantitative measures of both kinematic and dynamic plausibility. We demonstrate our method on character animation and pose estimation tasks on dynamic motions of dancing and sports with complex contact patterns.
This paper introduces a method for learning to generate line drawings from 3D models. Our architecture incorporates a differentiable module operating on geometric features of the 3D model, and an image-based module operating on view-based shape repre sentations. At test time, geometric and view-based reasoning are combined with the help of a neural module to create a line drawing. The model is trained on a large number of crowdsourced comparisons of line drawings. Experiments demonstrate that our method achieves significant improvements in line drawing over the state-of-the-art when evaluated on standard benchmarks, resulting in drawings that are comparable to those produced by experienced human artists.
74 - Aaron Hertzmann 2020
Why is it that we can recognize object identity and 3D shape from line drawings, even though they do not exist in the natural world? This paper hypothesizes that the human visual system perceives line drawings as if they were approximately realistic images. Moreover, the techniques of line drawing are chosen to accurately convey shape to a human observer. Several implications and variants of this hypothesis are explored.
65 - Aaron Hertzmann 2019
This paper explores visual indeterminacy as a description for artwork created with Generative Adversarial Networks (GANs). Visual indeterminacy describes images which appear to depict real scenes, but, on closer examination, defy coherent spatial int erpretation. GAN models seem to be predisposed to producing indeterminate images, and indeterminacy is a key feature of much modern representational art, as well as most GAN art. It is hypothesized that indeterminacy is a consequence of a powerful-but-imperfect image synthesis model that must combine general classes of objects, scenes, and textures.
We propose a high-quality photo-to-pencil translation method with fine-grained control over the drawing style. This is a challenging task due to multiple stroke types (e.g., outline and shading), structural complexity of pencil shading (e.g., hatchin g), and the lack of aligned training data pairs. To address these challenges, we develop a two-branch model that learns separate filters for generating sketchy outlines and tonal shading from a collection of pencil drawings. We create training data pairs by extracting clean outlines and tonal illustrations from original pencil drawings using image filtering techniques, and we manually label the drawing styles. In addition, our model creates different pencil styles (e.g., line sketchiness and shading style) in a user-controllable manner. Experimental results on different types of pencil drawings show that the proposed algorithm performs favorably against existing methods in terms of quality, diversity and user evaluations.
108 - Aaron Hertzmann 2019
This paper proposes a way to understand neural network artworks as juxtapositions of natural image cues. It is hypothesized that images with unusual combinations of realistic visual cues are interesting, and, neural models trained to model natural im ages are well-suited to creating interesting images. Art using neural models produces new images similar to those of natural images, but with weird and intriguing variations. This analysis is applied to neural art based on Generative Adversarial Networks, image stylization, Deep Dreams, and Perception Engines.
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