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We revisit human motion synthesis, a task useful in various real world applications, in this paper. Whereas a number of methods have been developed previously for this task, they are often limited in two aspects: focusing on the poses while leaving the location movement behind, and ignoring the impact of the environment on the human motion. In this paper, we propose a new framework, with the interaction between the scene and the human motion taken into account. Considering the uncertainty of human motion, we formulate this task as a generative task, whose objective is to generate plausible human motion conditioned on both the scene and the human initial position. This framework factorizes the distribution of human motions into a distribution of movement trajectories conditioned on scenes and that of body pose dynamics conditioned on both scenes and trajectories. We further derive a GAN based learning approach, with discriminators to enforce the compatibility between the human motion and the contextual scene as well as the 3D to 2D projection constraints. We assess the effectiveness of the proposed method on two challenging datasets, which cover both synthetic and real world environments.
Synthesis of long-term human motion skeleton sequences is essential to aid human-centric video generation with potential applications in Augmented Reality, 3D character animations, pedestrian trajectory prediction, etc. Long-term human motion synthes
Generating good quality and geometrically plausible synthetic images of humans with the ability to control appearance, pose and shape parameters, has become increasingly important for a variety of tasks ranging from photo editing, fashion virtual try
A long-standing goal in computer vision is to capture, model, and realistically synthesize human behavior. Specifically, by learning from data, our goal is to enable virtual humans to navigate within cluttered indoor scenes and naturally interact wit
This paper proposes a human-aware deblurring model that disentangles the motion blur between foreground (FG) humans and background (BG). The proposed model is based on a triple-branch encoder-decoder architecture. The first two branches are learned f
We present a deep generative scene modeling technique for indoor environments. Our goal is to train a generative model using a feed-forward neural network that maps a prior distribution (e.g., a normal distribution) to the distribution of primary obj