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Generating Expressive Whole-Body Motions from Text Descriptions Using Partially Annotated Data


Centrala begrepp
A two-stage method that learns expressive text-to-motion generation from partially annotated data, utilizing VQ-VAE experts for high-quality motion representation and a multi-indexing GPT model for coordinating body, hand, and facial motions.
Sammanfattning

The paper proposes a novel approach, T2M-X, for generating expressive whole-body motions from text descriptions. The key aspects of the method are:

  1. VQ-VAE Experts:

    • Three separate VQ-VAE models are trained on high-quality partially annotated datasets for body, hand, and face motions respectively.
    • This ensures high-quality motion outputs for each modality.
  2. Multi-indexing GPT Model:

    • A GPT-based model is used to generate and coordinate the motion sequences for the three body parts (body, hand, face) based on the text descriptions.
    • The GPT model has a base and branch architecture to enable partial backpropagation across the model during training on partially annotated data.
  3. Consistency Learning:

    • A joint space is created to ensure coherence among the generated motions for different body parts.
    • A motion consistency loss is applied during training to align the motions across the three modalities.
  4. Dataset Curation and Augmentation:

    • The authors have constructed a new high-quality text-to-motion dataset by combining and standardizing existing partially annotated datasets.
    • Motion jitter mitigation strategies and text description augmentation are employed to enhance the dataset quality.

The experiments demonstrate that the proposed T2M-X model significantly outperforms the state-of-the-art text-to-motion generation models, both quantitatively and qualitatively, by generating expressive and coherent whole-body motions from text descriptions.

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Statistik
The total motion length for the training set is 92.3 hours and it contains 49,100 textual descriptions. The dataset includes 61.4K motion sequences, 16.6M frames, and 3.96M words of text descriptions.
Citat
"To achieve high-quality motion generation, the model would ideally learn from high-quality data. Regrettably, such datasets are scarce." "We only update the weights of the GPT base and the corresponding index branch when the respective body part data are available." "By training the GPT model across all datasets with consistency loss, we ensure the model has ample training data and learns from authentic whole-body motion data, as opposed to artificially augmented data."

Djupare frågor

How can the proposed approach be extended to generate motions for multiple characters or complex scenes with interactions?

The T2M-X model can be extended to generate motions for multiple characters or complex scenes by implementing a multi-agent framework that allows for the simultaneous generation of motion data for several characters. This could involve the following strategies: Hierarchical Motion Generation: By introducing a hierarchical structure in the model, each character can be treated as an independent entity with its own VQ-VAE expert for body, hand, and facial motions. A higher-level generative model, such as a multi-indexing GPT, can coordinate the interactions between these characters based on the contextual text prompts. This would allow for the generation of synchronized motions that reflect the dynamics of interactions, such as conversations, combat, or cooperative tasks. Interaction Modeling: To effectively capture interactions, the model could incorporate a mechanism to understand the spatial and temporal relationships between characters. This could involve using attention mechanisms that focus on the proximity and actions of other characters, allowing the model to generate contextually appropriate responses. For instance, if one character is reaching out to another, the model should generate corresponding hand and body motions that reflect this interaction. Scene Contextualization: The model could be enhanced by integrating scene descriptions that provide context about the environment and the characters' roles within it. This would enable the generation of motions that are not only character-specific but also influenced by the surrounding elements, such as objects or other characters in the scene. By leveraging scene graphs or spatial embeddings, the model can better understand how characters should move in relation to one another and their environment. Multi-Modal Input: Incorporating multi-modal inputs, such as visual cues from the scene or audio prompts, could further enhance the model's ability to generate realistic interactions. For example, if a character is supposed to react to a sound, the model could generate a motion sequence that reflects surprise or curiosity, thereby enriching the narrative and emotional depth of the animation. By implementing these strategies, the T2M-X model can evolve into a robust system capable of generating complex, interactive animations that are suitable for various applications in gaming, film, and virtual reality.

What are the potential challenges and limitations in applying the T2M-X model to real-world applications, such as animation production or virtual reality experiences?

While the T2M-X model presents significant advancements in text-to-motion generation, several challenges and limitations may arise when applying it to real-world applications: Data Quality and Diversity: The effectiveness of the T2M-X model heavily relies on the quality and diversity of the training datasets. In real-world scenarios, obtaining high-quality motion data that accurately represents a wide range of actions, expressions, and interactions can be challenging. The model may struggle with generating realistic motions if the training data lacks sufficient variety or contains artifacts. Real-Time Performance: For applications in animation production and virtual reality, real-time performance is crucial. The computational complexity of the T2M-X model, particularly with its multi-indexing GPT and VQ-VAE components, may lead to latency issues. Ensuring that the model can generate motions quickly enough for interactive applications without sacrificing quality is a significant challenge. Generalization to Unseen Scenarios: The model's ability to generalize to new, unseen scenarios is another potential limitation. If the training data does not encompass a wide range of contexts or character interactions, the model may produce unrealistic or incoherent motions when faced with novel inputs. This could hinder its applicability in dynamic environments typical of virtual reality experiences. Integration with Existing Animation Pipelines: Adapting the T2M-X model into existing animation production workflows may pose integration challenges. Animation studios often rely on specific software and tools, and ensuring compatibility with these systems while maintaining the model's performance and output quality can be complex. User Control and Customization: In virtual reality experiences, users often desire a degree of control over character motions. The T2M-X model may need to incorporate mechanisms that allow users to influence or customize the generated motions in real-time, which adds another layer of complexity to the model's design and implementation. Addressing these challenges will be essential for the successful deployment of the T2M-X model in practical applications, ensuring that it meets the demands of animation production and immersive virtual reality experiences.

Could the consistency learning strategy be further improved by incorporating additional constraints or priors to better capture the natural coordination of body, hand, and facial movements?

Yes, the consistency learning strategy in the T2M-X model could be significantly enhanced by incorporating additional constraints or priors that better capture the natural coordination of body, hand, and facial movements. Here are several approaches to achieve this: Temporal Coherence Constraints: Introducing temporal coherence constraints can help ensure that the generated motions maintain a natural flow over time. By enforcing smooth transitions between frames and minimizing abrupt changes in motion, the model can produce more realistic sequences. This could involve using techniques such as temporal smoothing or recurrent neural networks to model the temporal dependencies of motion data. Physiological Priors: Integrating physiological priors based on human biomechanics can improve the realism of the generated motions. For instance, constraints that reflect the natural range of motion for joints or the typical kinematic relationships between body parts can guide the model to produce more anatomically plausible movements. This could be particularly beneficial for hand and facial motions, which often require precise coordination with body movements. Multi-Modal Consistency Loss: Expanding the consistency loss to include multi-modal relationships can enhance the coordination between body, hand, and facial movements. By incorporating losses that measure the alignment of features across different modalities, the model can learn to generate motions that are not only consistent within each modality but also coherent across them. For example, if a character is smiling while reaching out, the model should ensure that the facial expression aligns with the hand motion. Contextual Constraints: Adding contextual constraints based on the scene or character interactions can further refine the generated motions. For instance, if a character is interacting with an object, the model could incorporate constraints that dictate how the hands should move in relation to the object’s position and the character's body orientation. This would help in generating more contextually appropriate and coordinated motions. User Feedback Mechanisms: Implementing user feedback mechanisms during the training process can also enhance the consistency learning strategy. By allowing users to provide input on the generated motions, the model can learn from real-time corrections and preferences, leading to improved coordination and expressiveness in the generated outputs. By incorporating these additional constraints and priors, the T2M-X model can achieve a higher level of realism and expressiveness in its motion generation, ultimately leading to more engaging and lifelike animations.
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