Two-Person Interaction Augmentation with Skeleton Priors

Fuente: arXiv
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Hauptverfasser: Li, Baiyi, Ho, Edmond S. L., Shum, Hubert P. H., Wang, He
Format: Preprint
Veröffentlicht: 2024
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author Li, Baiyi
Ho, Edmond S. L.
Shum, Hubert P. H.
Wang, He
author_facet Li, Baiyi
Ho, Edmond S. L.
Shum, Hubert P. H.
Wang, He
contents Close and continuous interaction with rich contacts is a crucial aspect of human activities (e.g. hugging, dancing) and of interest in many domains like activity recognition, motion prediction, character animation, etc. However, acquiring such skeletal motion is challenging. While direct motion capture is expensive and slow, motion editing/generation is also non-trivial, as complex contact patterns with topological and geometric constraints have to be retained. To this end, we propose a new deep learning method for two-body skeletal interaction motion augmentation, which can generate variations of contact-rich interactions with varying body sizes and proportions while retaining the key geometric/topological relations between two bodies. Our system can learn effectively from a relatively small amount of data and generalize to drastically different skeleton sizes. Through exhaustive evaluation and comparison, we show it can generate high-quality motions, has strong generalizability and outperforms traditional optimization-based methods and alternative deep learning solutions.
format Preprint
id arxiv_https___arxiv_org_abs_2404_05490
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Two-Person Interaction Augmentation with Skeleton Priors
Li, Baiyi
Ho, Edmond S. L.
Shum, Hubert P. H.
Wang, He
Computer Vision and Pattern Recognition
Close and continuous interaction with rich contacts is a crucial aspect of human activities (e.g. hugging, dancing) and of interest in many domains like activity recognition, motion prediction, character animation, etc. However, acquiring such skeletal motion is challenging. While direct motion capture is expensive and slow, motion editing/generation is also non-trivial, as complex contact patterns with topological and geometric constraints have to be retained. To this end, we propose a new deep learning method for two-body skeletal interaction motion augmentation, which can generate variations of contact-rich interactions with varying body sizes and proportions while retaining the key geometric/topological relations between two bodies. Our system can learn effectively from a relatively small amount of data and generalize to drastically different skeleton sizes. Through exhaustive evaluation and comparison, we show it can generate high-quality motions, has strong generalizability and outperforms traditional optimization-based methods and alternative deep learning solutions.
title Two-Person Interaction Augmentation with Skeleton Priors
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2404.05490