Human motion synthesis is an important problem with applications in graphics, gaming and simulation environments for robotics. Existing methods require accurate motion capture data for training, which is costly to obtain. Instead, we propose a framework for training generative models of physically plausible human motion directly from monocular RGB videos, which are much more widely available. At the core of our method is a novel optimization formulation that corrects imperfect image-based pose estimations by enforcing physics constraints and reasons about contacts in a differentiable way. This optimization yields corrected 3D poses and motions, as well as their corresponding contact forces. Results show that our physically-corrected motions significantly outperform prior work on pose estimation. We can then use these to train a generative model to synthesize future motion. We demonstrate both qualitatively and quantitatively significantly improved motion estimation, synthesis quality and physical plausibility achieved by our method on the large scale Human3.6m dataset \cite{h36m_pami} as compared to prior kinematic and physics-based methods. By enabling learning of motion synthesis from video, our method paves the way for large-scale, realistic and diverse motion synthesis.
翻译:人类运动合成是应用图形、游戏和模拟机器人环境方面的一个重要问题。现有方法需要准确的动作捕获数据以备培训使用,而获取成本很高。相反,我们提议了一个框架,直接从单镜 RGB 视频中直接培训人体运动体貌上看似合理的基因模型,这种模型的普及范围更广。我们的方法核心是一种新颖的优化配方,它通过以不同方式执行物理限制和接触原因来纠正不完美的图像构成估计。这种优化收成纠正了3D的成份和动作,以及相应的接触力量。结果显示,我们实际修正的动作大大超出先前的造型估计工作。然后,我们用这些模型来训练一个基因模型,以综合未来的运动。我们用大规模的人文3.6m数据集计算的方法在质量和数量上都大大改进了合成质量和物理光度,与以前的运动和物理方法相比,我们的方法在巨大规模的人类3.6m数据集\ cite{h36m_pami}。通过从视频中学习运动合成方法,我们的方法为大规模、现实和多样化的合成铺垫路铺了道路。