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Kiran Chhatre

Publications and source records attributed to Kiran Chhatre.

9 recordsLinked to original sources

TrajectoryMover: Generative Movement of Object Trajectories in Videos

Generative video editing has enabled creative control over an object's position in a video by prescribing an object's 3D or 2D motion trajectory, while preserving both video plausibility and identity. However, manually specifying a plausible full motion trajectory, like the arcs of a bouncing ball, requires time and expertise, and may therefore not be a suitable editing task for non-experts or quick edits. In contrast, in the image domain, generative object translation has been established as a simple editing task that requires only a single drag to move an object to a new location; yet an equivalent method is still missing for videos. We propose an analogous new editing task for videos that translates an object's 3D motion trajectory in a video while preserving identity and plausibility of appearance and motion, for example, translating the trajectory of a bouncing ball while preserving its relative motion. The main challenge in training this task lies in obtaining paired video data for this scenario. We introduce TrajectorySynth, a new data generation strategy for large-scale synthetic paired video data and a video generator TrajectoryMover fine-tuned with this data. We show that this enables generative movement of object trajectories. Project Page: https://chhatrekiran.github.io/trajectorymover

cs.CV

Towards Reliable Human Evaluations in Gesture Generation: Insights from a Community-Driven State-of-the-Art Benchmark

We review human evaluation practices in automatic, speech-driven 3D gesture generation and find a lack of standardisation and frequent use of flawed experimental setups. This leads to a situation where it is impossible to know how different methods compare, or what the state of the art is. In order to address common shortcomings of evaluation design, and to standardise future user studies in gesture-generation works, we introduce a detailed human evaluation protocol for the widely-used BEAT2 motion-capture dataset. Using this protocol, we conduct large-scale crowdsourced evaluation to rank six recent gesture-generation models -- each trained by its original authors -- across two key evaluation dimensions: motion realism and speech-gesture alignment. Our results show that 1) motion realism has become a saturated evaluation measure on the BEAT2 dataset, with older models performing on par with more recent approaches; 2) previous findings of high speech-gesture alignment do not hold up under rigorous evaluation, even for specialised models; and 3) the field must adopt disentangled assessments of motion quality and multimodal alignment for accurate benchmarking in order to make progress. To drive standardisation and enable new evaluation research, we release five hours of synthetic motion from the benchmarked models; over 750 rendered video stimuli from the user studies -- enabling new evaluations without requiring model reimplementation -- alongside our open-source rendering script, and 16,000 pairwise human preference votes collected for our benchmark.

cs.CV

Emotional Speech-driven 3D Body Animation via Disentangled Latent Diffusion

Existing methods for synthesizing 3D human gestures from speech have shown promising results, but they do not explicitly model the impact of emotions on the generated gestures. Instead, these methods directly output animations from speech without control over the expressed emotion. To address this limitation, we present AMUSE, an emotional speech-driven body animation model based on latent diffusion. Our observation is that content (i.e., gestures related to speech rhythm and word utterances), emotion, and personal style are separable. To account for this, AMUSE maps the driving audio to three disentangled latent vectors: one for content, one for emotion, and one for personal style. A latent diffusion model, trained to generate gesture motion sequences, is then conditioned on these latent vectors. Once trained, AMUSE synthesizes 3D human gestures directly from speech with control over the expressed emotions and style by combining the content from the driving speech with the emotion and style of another speech sequence. Randomly sampling the noise of the diffusion model further generates variations of the gesture with the same emotional expressivity. Qualitative, quantitative, and perceptual evaluations demonstrate that AMUSE outputs realistic gesture sequences. Compared to the state of the art, the generated gestures are better synchronized with the speech content, and better represent the emotion expressed by the input speech. Our code is available at amuse.is.tue.mpg.de.

cs.CV

Evaluation of Generative Models for Emotional 3D Animation Generation in VR

Social interactions incorporate nonverbal signals to convey emotions alongside speech, including facial expressions and body gestures. Generative models have demonstrated promising results in creating full-body nonverbal animations synchronized with speech; however, evaluations using statistical metrics in 2D settings fail to fully capture user-perceived emotions, limiting our understanding of model effectiveness. To address this, we evaluate emotional 3D animation generative models within a Virtual Reality (VR) environment, emphasizing user-centric metrics emotional arousal realism, naturalness, enjoyment, diversity, and interaction quality in a real-time human-agent interaction scenario. Through a user study (N=48), we examine perceived emotional quality for three state of the art speech-driven 3D animation methods across two emotions happiness (high arousal) and neutral (mid arousal). Additionally, we compare these generative models against real human expressions obtained via a reconstruction-based method to assess both their strengths and limitations and how closely they replicate real human facial and body expressions. Our results demonstrate that methods explicitly modeling emotions lead to higher recognition accuracy compared to those focusing solely on speech-driven synchrony. Users rated the realism and naturalness of happy animations significantly higher than those of neutral animations, highlighting the limitations of current generative models in handling subtle emotional states. Generative models underperformed compared to reconstruction-based methods in facial expression quality, and all methods received relatively low ratings for animation enjoyment and interaction quality, emphasizing the importance of incorporating user-centric evaluations into generative model development. Finally, participants positively recognized animation diversity across all generative models.

cs.HC

Learning 3D Texture-Aware Representations for Parsing Diverse Human Clothing and Body Parts

Existing methods for human parsing into body parts and clothing often use fixed mask categories with broad labels that obscure fine-grained clothing types. Recent open-vocabulary segmentation approaches leverage pretrained text-to-image (T2I) diffusion model features for strong zero-shot transfer, but typically group entire humans into a single person category, failing to distinguish diverse clothing or detailed body parts. To address this, we propose Spectrum, a unified network for part-level pixel parsing (body parts and clothing) and instance-level grouping. While diffusion-based open-vocabulary models generalize well across tasks, their internal representations are not specialized for detailed human parsing. We observe that, unlike diffusion models with broad representations, image-driven 3D texture generators maintain faithful correspondence to input images, enabling stronger representations for parsing diverse clothing and body parts. Spectrum introduces a novel repurposing of an Image-to-Texture (I2Tx) diffusion model (obtained by fine-tuning a T2I model on 3D human texture maps) for improved alignment with body parts and clothing. From an input image, we extract human-part internal features via the I2Tx diffusion model and generate semantically valid masks aligned to diverse clothing categories through prompt-guided grounding. Once trained, Spectrum produces semantic segmentation maps for every visible body part and clothing category, ignoring standalone garments or irrelevant objects, for any number of humans in the scene. We conduct extensive cross-dataset experiments, separately assessing body parts, clothing parts, unseen clothing categories, and full-body masks, and demonstrate that Spectrum consistently outperforms baseline methods in prompt-based segmentation.

cs.CV

Synthetically Expressive: Evaluating gesture and voice for emotion and empathy in VR and 2D scenarios

The creation of virtual humans increasingly leverages automated synthesis of speech and gestures, enabling expressive, adaptable agents that effectively engage users. However, the independent development of voice and gesture generation technologies, alongside the growing popularity of virtual reality (VR), presents significant questions about the integration of these signals and their ability to convey emotional detail in immersive environments. In this paper, we evaluate the influence of real and synthetic gestures and speech, alongside varying levels of immersion (VR vs. 2D displays) and emotional contexts (positive, neutral, negative) on user perceptions. We investigate how immersion affects the perceived match between gestures and speech and the impact on key aspects of user experience, including emotional and empathetic responses and the sense of co-presence. Our findings indicate that while VR enhances the perception of natural gesture-voice pairings, it does not similarly improve synthetic ones - amplifying the perceptual gap between them. These results highlight the need to reassess gesture appropriateness and refine AI-driven synthesis for immersive environments. Supplementary video: https://youtu.be/WMfjIB1X-dc

cs.GR

Audiopedia: Audio QA with Knowledge

In this paper, we introduce Audiopedia, a novel task called Audio Question Answering with Knowledge, which requires both audio comprehension and external knowledge reasoning. Unlike traditional Audio Question Answering (AQA) benchmarks that focus on simple queries answerable from audio alone, Audiopedia targets knowledge-intensive questions. We define three sub-tasks: (i) Single Audio Question Answering (s-AQA), where questions are answered based on a single audio sample, (ii) Multi-Audio Question Answering (m-AQA), which requires reasoning over multiple audio samples, and (iii) Retrieval-Augmented Audio Question Answering (r-AQA), which involves retrieving relevant audio to answer the question. We benchmark large audio language models (LALMs) on these sub-tasks and observe suboptimal performance. To address this, we propose a generic framework that can be adapted to any LALM, equipping them with knowledge reasoning capabilities. Our framework has two components: (i) Audio Entity Linking (AEL) and (ii) Knowledge-Augmented Audio Large Multimodal Model (KA2LM), which together improve performance on knowledge-intensive AQA tasks. To our knowledge, this is the first work to address advanced audio understanding via knowledge-intensive tasks like Audiopedia.

cs.LG

Emotional Speech-Driven Animation with Content-Emotion Disentanglement

To be widely adopted, 3D facial avatars must be animated easily, realistically, and directly from speech signals. While the best recent methods generate 3D animations that are synchronized with the input audio, they largely ignore the impact of emotions on facial expressions. Realistic facial animation requires lip-sync together with the natural expression of emotion. To that end, we propose EMOTE (Expressive Model Optimized for Talking with Emotion), which generates 3D talking-head avatars that maintain lip-sync from speech while enabling explicit control over the expression of emotion. To achieve this, we supervise EMOTE with decoupled losses for speech (i.e., lip-sync) and emotion. These losses are based on two key observations: (1) deformations of the face due to speech are spatially localized around the mouth and have high temporal frequency, whereas (2) facial expressions may deform the whole face and occur over longer intervals. Thus, we train EMOTE with a per-frame lip-reading loss to preserve the speech-dependent content, while supervising emotion at the sequence level. Furthermore, we employ a content-emotion exchange mechanism in order to supervise different emotions on the same audio, while maintaining the lip motion synchronized with the speech. To employ deep perceptual losses without getting undesirable artifacts, we devise a motion prior in the form of a temporal VAE. Due to the absence of high-quality aligned emotional 3D face datasets with speech, EMOTE is trained with 3D pseudo-ground-truth extracted from an emotional video dataset (i.e., MEAD). Extensive qualitative and perceptual evaluations demonstrate that EMOTE produces speech-driven facial animations with better lip-sync than state-of-the-art methods trained on the same data, while offering additional, high-quality emotional control.

cs.CV

Parallel Bayesian Optimization of Agent-based Transportation Simulation

MATSim (Multi-Agent Transport Simulation Toolkit) is an open source large-scale agent-based transportation planning project applied to various areas like road transport, public transport, freight transport, regional evacuation, etc. BEAM (Behavior, Energy, Autonomy, and Mobility) framework extends MATSim to enable powerful and scalable analysis of urban transportation systems. The agents from the BEAM simulation exhibit 'mode choice' behavior based on multinomial logit model. In our study, we consider eight mode choices viz. bike, car, walk, ride hail, driving to transit, walking to transit, ride hail to transit, and ride hail pooling. The 'alternative specific constants' for each mode choice are critical hyperparameters in a configuration file related to a particular scenario under experimentation. We use the 'Urbansim-10k' BEAM scenario (with 10,000 population size) for all our experiments. Since these hyperparameters affect the simulation in complex ways, manual calibration methods are time consuming. We present a parallel Bayesian optimization method with early stopping rule to achieve fast convergence for the given multi-in-multi-out problem to its optimal configurations. Our model is based on an open source HpBandSter package. This approach combines hierarchy of several 1D Kernel Density Estimators (KDE) with a cheap evaluator (Hyperband, a single multidimensional KDE). Our model has also incorporated extrapolation based early stopping rule. With our model, we could achieve a 25% L1 norm for a large-scale BEAM simulation in fully autonomous manner. To the best of our knowledge, our work is the first of its kind applied to large-scale multi-agent transportation simulations. This work can be useful for surrogate modeling of scenarios with very large populations.

cs.LG