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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 synthesis is a challenging task due to multiple factors like, long-term temporal dependencies among poses, cyclic repetition across poses, bi-directional and multi-scale dependencies among poses, variable speed of actions, and a large as well as partially overlapping space of temporal pose variations across multiple class/types of human activities. This paper aims to address these challenges to synthesize a long-term (> 6000 ms) human motion trajectory across a large variety of human activity classes (>50). We propose a two-stage activity generation method to achieve this goal, where the first stage deals with learning the long-term global pose dependencies in activity sequences by learning to synthesize a sparse motion trajectory while the second stage addresses the generation of dense motion trajectories taking the output of the first stage. We demonstrate the superiority of the proposed method over SOTA methods using various quantitative evaluation metrics on publicly available datasets.
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 t
Human movement is goal-directed and influenced by the spatial layout of the objects in the scene. To plan future human motion, it is crucial to perceive the environment -- imagine how hard it is to navigate a new room with lights off. Existing works
Human motion prediction aims at generating future frames of human motion based on an observed sequence of skeletons. Recent methods employ the latest hidden states of a recurrent neural network (RNN) to encode the historical skeletons, which can only
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
Synthesizing 3D human motion plays an important role in many graphics applications as well as understanding human activity. While many efforts have been made on generating realistic and natural human motion, most approaches neglect the importance of