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Presenter: Hanwen Jiang

2023.02.10

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Task

Synthesize task-dependent and physically plausible actions

  • Scene interaction tasks: carrying, sitting and lying down

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Motivation

  • Synthesizing human motion is a fundamental CG task
  • Motions are driven by the need of interactions
  • Actions are restricted by the environment
  • Actions are afforded by the environment

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Related work

  • Kinematic methods
  • Physics-based methods

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Related work

Kinematic methods: Use deep networks to regress human motions

Cons:

  • Require large amounts of high-quality 3D data
  • Networks are not good at long-horizon auto-regression tasks
  • Need hand-crafted physical constraints
  • Poor generalization ability

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Related work

Physics-based methods: use RL for control & simulation for physically plausibility

Pros:

  • Physical plausibility
  • Not data-hungry

Cons:

  • Synthesized motions may not be human-like (can be solved by imitation learning & motion tracking)
  • Hard to do imitation learning with scene-level interactions

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Method

Idea: Physics-based method with adversarial learning

Two-component reward function:

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Method

Adversarial training details

  • Objective function of training discriminator:

  • Specification of style reward:

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State and Action Representation

State representation: assume the access of accurate object scene information

Action representation: joint target rotations (use PD controller) represented by exponential map

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Dataset

SAMP dataset

  • Captures MoCap clips of sitting and lying down behaviours
  • With object states and CAD models (only 7 objects)
  • 100 minutes in total

A carry task dataset:

  • Captures 15 MoCap clips of a subject carrying a single box
  • Box are initialized with random location, and its motion is also tracked

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Training

Sample diverse objects from ShapeNet

  • 350 unique instances to improve generalizability
  • Randomize the scale of objects

Episode initialization

  • Randomly initialize the character and objects by sampling from the dataset
  • Initialize close to the completion state of the task

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Training

A combination of GAIL and PPO

Other tricks:

  • Early termination
  • Replay buffer to stabilize the training of discriminator

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Results

  1. Measure overall success rate
  2. Random initialization with 21 unseen object, 4096 trials in total

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Results

2. Measure success rate under physical perturbations

  • Pelt the character with 20 projectiles of weight 1.2 kg at random time step
  • Randomly move the object during execution

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Results

3. Comparison with previous art

  • NSM, SAMP, Learning to sit (both are kinematic data-driven methods)

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Conclusion

The paper propose a physics-based method for synthesizing human-scene interactions using adversarial training

Cons:

  • Metrics that measure how the learned actions are human-like are missed
  • Assume accurate object state knowledge & current object state limits fine-grained interactions
  • The method is tested on one-object scenes
  • The method can be hard to scale up & synthesize general-purpose motions