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Real-Time Simulated Avatar Control from XR Headsets


Keskeiset käsitteet
The author presents SimXR, a method for controlling a simulated avatar using information from AR/VR headsets. The approach synergizes headset poses with camera images to guide body movements in real-time.
Tiivistelmä

SimXR is introduced as an end-to-end method that controls a humanoid based on headset pose and camera input. The framework aims to address challenges in full-body pose estimation from head-mounted devices, offering promising results on both synthetic and real-world datasets.
The content discusses the importance of vision signals and headset poses in controlling avatars, highlighting the effectiveness of SimXR in achieving accurate pose estimations. The method leverages physics simulation and distillation to train the controller efficiently.
Key points include the use of synthetic data for training, the comparison with existing methods like UnrealEgo and KinPoly-v, ablations to analyze components' impact, and failure cases illustrating limitations in hand or feet positioning.
Overall, SimXR demonstrates potential for real-time avatar control from XR sensors, showcasing advancements in virtual reality technology.

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Tilastot
Due to challenging viewpoints, some work uses head tracking as an alternative [28, 30, 41, 59] for pose estimation. Our approach achieves comparable or better pose estimation results than both prior vision and vision + physics-based methods. Training only using synthetic data, our lightweight networks can control simulated avatars in real-world data capture with high accuracy in real-time. Comparing R1, R2 and R5 shows the importance of each modality: vision signals provide most end-effector body movement signals while the headset guides body root motion. Without vision signals (R1), the humanoid would achieve poor pose estimation results but can still achieve a reasonable success rate since the headset pose provides a decent amount of movement signals.
Lainaukset
"Due to similar issues in the VR headset case, KinPoly-v also does not perform well." "Our method effectively uses physics as a prior and can create plausible lower body movement based on input signals." "SimXR achieves better performance compared to existing methods across various datasets."

Tärkeimmät oivallukset

by Zhengyi Luo,... klo arxiv.org 03-12-2024

https://arxiv.org/pdf/2403.06862.pdf
Real-Time Simulated Avatar from Head-Mounted Sensors

Syvällisempiä Kysymyksiä

How can SimXR's methodology be applied beyond avatar control?

SimXR's methodology of controlling a simulated avatar using information from AR/VR headsets can have various applications beyond just avatar control. One potential application is in teleoperation of robots, where the headset wearer's movements can be translated into actions performed by a remote robot. This could be useful in scenarios where human presence is not feasible or safe, such as hazardous environments or space exploration missions. Additionally, SimXR could be used for immersive training simulations, allowing users to interact with virtual environments and objects in real-time based on their physical movements.

What counterarguments exist against relying heavily on physics simulation for humanoid control?

While physics simulation can provide realistic and physically plausible motion for avatars or robots, there are some counterarguments against relying heavily on this approach for humanoid control. One argument is the computational complexity involved in running physics simulations in real-time, especially when dealing with complex interactions and environments. This could lead to delays or inefficiencies in controlling the humanoid accurately and responsively. Another counterargument is that physics-based methods may struggle with capturing subtle nuances or fine-grained details of human motion that are important for tasks requiring precision or dexterity.

How might advancements in AR/VR technology impact future developments like SimXR?

Advancements in AR/VR technology are likely to have a significant impact on future developments like SimXR. As AR/VR headsets become more advanced and widespread, they will offer improved sensor capabilities, higher resolution displays, better tracking accuracy, and enhanced user experiences. These technological advancements will enable more precise data capture from the environment and the user's movements, leading to more accurate avatar control using methodologies like SimXR. Additionally, innovations such as haptic feedback systems integrated into AR/VR devices could further enhance the realism and immersion of simulated experiences controlled by methods like SimXR.
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