We introduce a method to synthesize animator guided human motion across 3D scenes. Given a set of sparse (3 or 4) joint locations (such as the location of a person's hand and two feet) and a seed motion sequence in a 3D scene, our method generates a plausible motion sequence starting from the seed motion while satisfying the constraints imposed by the provided keypoints. We decompose the continual motion synthesis problem into walking along paths and transitioning in and out of the actions specified by the keypoints, which enables long generation of motions that satisfy scene constraints without explicitly incorporating scene information. Our method is trained only using scene agnostic mocap data. As a result, our approach is deployable across 3D scenes with various geometries. For achieving plausible continual motion synthesis without drift, our key contribution is to generate motion in a goal-centric canonical coordinate frame where the next immediate target is situated at the origin. Our model can generate long sequences of diverse actions such as grabbing, sitting and leaning chained together in arbitrary order, demonstrated on scenes of varying geometry: HPS, Replica, Matterport, ScanNet and scenes represented using NeRFs. Several experiments demonstrate that our method outperforms existing methods that navigate paths in 3D scenes.
翻译:我们提出了一种方法,用于在3D场景中合成动画师指导下的人类运动。给定一组稀疏的关键点(例如人的手和两只脚的位置)和3D场景中的种子运动序列,我们的方法在满足提供的关键点约束的同时生成从种子运动开始的可信运动序列。我们将持续运动合成问题分解为沿路径行走和转换进出关键点指定的动作,从而实现满足场景约束的长时间运动生成,而不需要显式地加入场景信息。我们的方法仅使用场景无关的 mocap 数据进行训练。因此,我们的方法可在各种几何图形的 3D 场景中部署。为了实现可信的连续运动合成而不出现偏移,我们的关键性贡献是在以目标为中心的规范坐标系中生成运动,其中下一个即将到达的目标位于原点。我们的模型可以生成长序列的多样化动作,例如抓取、坐姿和倾斜,以任意顺序链在一起,并在几何形状不同的场景上进行演示:HPS、Replica、Matterport、ScanNet 以及使用 NeRFs 表示的场景。几个实验表明,我们的方法优于现有方法在 3D 场景中导航路径。