Synthesizing Physical Character-Scene Interactions
Mohamed Hassan, Yunrong Guo, Tingwu Wang, Michael J. Black, Sanja Fidler, Xue Bin Peng
摘要
Movement is how people interact with and affect their environment. For realistic character animation, it is necessary to synthesize such interactions between virtual characters and their surroundings. Despite recent progress in character animation using machine learning, most systems focus on controlling an agent’s movements in fairly simple and homogeneous environments, with limited interactions with other objects. Furthermore, many previous approaches that synthesize human-scene interactions require significant manual labeling of the training data. In contrast, we present a system that uses adversarial imitation learning and reinforcement learning to train physically-simulated characters that perform scene interaction tasks in a natural and life-like manner. Our method learns scene interaction behaviors from large unstructured motion datasets, without manual annotation of the motion data. These scene interactions are learned using an adversarial discriminator that evaluates the realism of a motion within the context of a scene. The key novelty involves conditioning both the discriminator and the policy networks on scene context. We demonstrate the effectiveness of our approach through three challenging scene interaction tasks: carrying, sitting, and lying down, which require coordination of a character’s movements in relation to objects in the environment. Our policies learn to seamlessly transition between different behaviors like idling, walking, and sitting. By randomizing the properties of the objects and their placements during training, our method is able to generalize beyond the objects and scenarios depicted in the training dataset, producing natural character-scene interactions for a wide variety of object shapes and placements. The approach takes physics-based character motion generation a step closer to broad applicability. Please see our supplementary video for more results.
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引用它的顶会 Paper11
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- Omnigrasp: Grasping Diverse Objects with Simulated HumanoidsZhengyi Luo, Jinkun Cao, Sammy Christen, Alexander Winkler 等NeurIPS 2024 · 被引用 66 次
- MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete RepresentationsHeyuan Yao, Zhenhua Song, Yuyang Zhou, Tenglong Ao 等SIGGRAPH 2024 · 被引用 34 次
- Diffusion Implicit Policy for Unpaired Scene-aware Motion SynthesisJingyu Gong, Chong Zhang, Fengqi Liu, Ke Fan 等AAAI 2026 · 被引用 5 次
- ContactGen: Contact-Guided Interactive 3D Human Generation for PartnersDongjun Gu, Jaehyeok Shim, Jaehoon Jang, Changwoo Kang 等AAAI 2024 · 被引用 5 次
它引用的顶会 Paper10
- AMP: adversarial motion priors for stylized physics-based character controlXue Bin Peng, Ze Ma, Pieter Abbeel, Sergey Levine 等SIGGRAPH 2021 · 被引用 392 次
- Stochastic Scene-Aware Motion PredictionMohamed Hassan, Duygu Ceylan, Ruben Villegas, Jun Saito 等ICCV 2021 · 被引用 240 次
- Local motion phases for learning multi-contact character movementsSebastian Starke, Yiwei Zhao, Taku Komura, Kazi A. ZamanSIGGRAPH 2020 · 被引用 186 次
- A scalable approach to control diverse behaviors for physically simulated charactersJungdam Won, Deepak Gopinath, Jessica K. HodginsSIGGRAPH 2020 · 被引用 146 次
- Catch & Carry: reusable neural controllers for vision-guided whole-body tasksJosh Merel, Saran Tunyasuvunakool, Arun Ahuja, Yuval Tassa 等SIGGRAPH 2020 · 被引用 103 次
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