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Generative Hand-Object Prior for Interaction Reconstruction and Grasp Synthesis


Conceitos essenciais
A denoising diffusion-based generative model that can jointly capture the 3D geometry of hands and objects during interactions, and leverage this learned prior to improve tasks like interaction reconstruction from videos and human grasp synthesis.
Resumo
The paper proposes a generative model called G-HOP that can jointly capture the 3D geometry of hands and objects during interactions. The key contributions are: Interaction Grid Representation: The authors propose a homogeneous representation called "interaction grids" that concatenates the signed distance field of the object and a skeletal distance field of the hand. This allows the diffusion model to effectively reason about the 3D hand-object interactions. Generative Hand-Object Prior: The authors train a denoising diffusion model on this interaction grid representation, aggregating data from 7 diverse real-world datasets spanning 155 object categories. This learned generative prior can capture plausible hand-object configurations. Prior-Guided Inference: The authors show that the learned generative prior can be leveraged to guide inference for two tasks: (i) reconstructing 3D hand-object shapes from everyday interaction videos, and (ii) synthesizing plausible human grasps given an object mesh. They incorporate the prior's log-likelihood gradients into an optimization framework to combine it with task-specific objectives. The experiments demonstrate that the proposed generative prior outperforms task-specific baselines on both interaction reconstruction and grasp synthesis, highlighting the benefits of jointly modeling hands and objects.
Estatísticas
The dataset aggregates 7 diverse real-world interaction datasets, resulting in a long-tailed distribution across 155 object categories. The number of training samples per class ranges from over 10,000 for the most common class (mug) to fewer than 100 for the least common class (skillet lid).
Citações
"Imagine holding a bottle, or a knife, or a pair of scissors. Not only can you picture the differing shapes of these objects e.g. a cylindrical bottle or a flat knife, but you can also easily envision the varying configurations your hand would adopt when interacting with each of them." "To the best of our knowledge, our work represents the first such generative model that can jointly generate both, the hand and object, and we show that it allows synthesizing diverse hand-object interactions across categories."

Perguntas Mais Profundas

How can the proposed generative prior be extended to handle non-rigid objects or deformable interactions

The proposed generative prior can be extended to handle non-rigid objects or deformable interactions by incorporating additional information or features into the interaction grid representation. For non-rigid objects, the grid can be modified to include parameters that capture the deformations or flexibility of the object. This could involve adding extra channels to the grid to represent the object's deformable properties or incorporating a dynamic mesh representation that can adapt to changes in shape. For deformable interactions, the grid can be augmented with data on how the object deforms or responds to external forces, allowing the generative model to simulate realistic interactions with such objects. By enhancing the interaction grid with these additional details, the generative prior can better capture the complexities of non-rigid objects and deformable interactions.

What are the potential limitations of the current interaction grid representation, and how could it be further improved to capture more nuanced hand-object relationships

One potential limitation of the current interaction grid representation is its static nature, which may not fully capture the dynamic and nuanced hand-object relationships in certain interactions. To improve the representation, dynamic elements could be introduced to model temporal changes in the interaction, such as hand movements or object transformations over time. This could involve incorporating a time dimension into the grid or using recurrent neural networks to capture temporal dependencies in the interactions. Additionally, the grid could be enhanced with probabilistic or uncertainty information to account for variability in hand poses or object shapes during interactions. By making the representation more dynamic and probabilistic, it can better capture the subtleties and variations in hand-object relationships, leading to more accurate reconstructions and grasp synthesis.

Can the learned generative prior be used to guide other tasks beyond reconstruction and grasp synthesis, such as action recognition or affordance prediction

The learned generative prior can indeed be used to guide other tasks beyond reconstruction and grasp synthesis, such as action recognition or affordance prediction. For action recognition, the generative model can provide a structured representation of hand-object interactions, which can be leveraged to classify different actions based on the interaction patterns observed in the generated samples. By analyzing the generated interactions, the model can learn to recognize specific actions or gestures performed with different objects. Similarly, for affordance prediction, the generative prior can inform the model about how hands interact with objects in various ways, enabling it to predict the affordances or functionalities of objects based on the observed interactions. By utilizing the learned prior as a guiding framework, these tasks can benefit from the rich information encoded in the generative model, leading to more accurate and context-aware predictions.
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