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Libin Liu

Publications and source records attributed to Libin Liu.

30 records · Page 2Linked to original sources

GestureDiffuCLIP: Gesture Diffusion Model with CLIP Latents

The automatic generation of stylized co-speech gestures has recently received increasing attention. Previous systems typically allow style control via predefined text labels or example motion clips, which are often not flexible enough to convey user intent accurately. In this work, we present GestureDiffuCLIP, a neural network framework for synthesizing realistic, stylized co-speech gestures with flexible style control. We leverage the power of the large-scale Contrastive-Language-Image-Pre-training (CLIP) model and present a novel CLIP-guided mechanism that extracts efficient style representations from multiple input modalities, such as a piece of text, an example motion clip, or a video. Our system learns a latent diffusion model to generate high-quality gestures and infuses the CLIP representations of style into the generator via an adaptive instance normalization (AdaIN) layer. We further devise a gesture-transcript alignment mechanism that ensures a semantically correct gesture generation based on contrastive learning. Our system can also be extended to allow fine-grained style control of individual body parts. We demonstrate an extensive set of examples showing the flexibility and generalizability of our model to a variety of style descriptions. In a user study, we show that our system outperforms the state-of-the-art approaches regarding human likeness, appropriateness, and style correctness.

cs.CV↗

Moby: Empowering 2D Models for Efficient Point Cloud Analytics on the Edge

3D object detection plays a pivotal role in many applications, most notably autonomous driving and robotics. These applications are commonly deployed on edge devices to promptly interact with the environment, and often require near real-time response. With limited computation power, it is challenging to execute 3D detection on the edge using highly complex neural networks. Common approaches such as offloading to the cloud induce significant latency overheads due to the large amount of point cloud data during transmission. To resolve the tension between wimpy edge devices and compute-intensive inference workloads, we explore the possibility of empowering fast 2D detection to extrapolate 3D bounding boxes. To this end, we present Moby, a novel system that demonstrates the feasibility and potential of our approach. We design a transformation pipeline for Moby that generates 3D bounding boxes efficiently and accurately based on 2D detection results without running 3D detectors. Further, we devise a frame offloading scheduler that decides when to launch the 3D detector judiciously in the cloud to avoid the errors from accumulating. Extensive evaluations on NVIDIA Jetson TX2 with real-world autonomous driving datasets demonstrate that Moby offers up to 91.9% latency improvement with modest accuracy loss over state of the art.

cs.NI↗

MotionBERT: A Unified Perspective on Learning Human Motion Representations

We present a unified perspective on tackling various human-centric video tasks by learning human motion representations from large-scale and heterogeneous data resources. Specifically, we propose a pretraining stage in which a motion encoder is trained to recover the underlying 3D motion from noisy partial 2D observations. The motion representations acquired in this way incorporate geometric, kinematic, and physical knowledge about human motion, which can be easily transferred to multiple downstream tasks. We implement the motion encoder with a Dual-stream Spatio-temporal Transformer (DSTformer) neural network. It could capture long-range spatio-temporal relationships among the skeletal joints comprehensively and adaptively, exemplified by the lowest 3D pose estimation error so far when trained from scratch. Furthermore, our proposed framework achieves state-of-the-art performance on all three downstream tasks by simply finetuning the pretrained motion encoder with a simple regression head (1-2 layers), which demonstrates the versatility of the learned motion representations. Code and models are available at https://motionbert.github.io/

cs.CV↗

Neural Novel Actor: Learning a Generalized Animatable Neural Representation for Human Actors

We propose a new method for learning a generalized animatable neural human representation from a sparse set of multi-view imagery of multiple persons. The learned representation can be used to synthesize novel view images of an arbitrary person from a sparse set of cameras, and further animate them with the user's pose control. While existing methods can either generalize to new persons or synthesize animations with user control, none of them can achieve both at the same time. We attribute this accomplishment to the employment of a 3D proxy for a shared multi-person human model, and further the warping of the spaces of different poses to a shared canonical pose space, in which we learn a neural field and predict the person- and pose-dependent deformations, as well as appearance with the features extracted from input images. To cope with the complexity of the large variations in body shapes, poses, and clothing deformations, we design our neural human model with disentangled geometry and appearance. Furthermore, we utilize the image features both at the spatial point and on the surface points of the 3D proxy for predicting person- and pose-dependent properties. Experiments show that our method significantly outperforms the state-of-the-arts on both tasks. The video and code are available at https://talegqz.github.io/neural_novel_actor.

cs.CV↗

Rhythmic Gesticulator: Rhythm-Aware Co-Speech Gesture Synthesis with Hierarchical Neural Embeddings

Automatic synthesis of realistic co-speech gestures is an increasingly important yet challenging task in artificial embodied agent creation. Previous systems mainly focus on generating gestures in an end-to-end manner, which leads to difficulties in mining the clear rhythm and semantics due to the complex yet subtle harmony between speech and gestures. We present a novel co-speech gesture synthesis method that achieves convincing results both on the rhythm and semantics. For the rhythm, our system contains a robust rhythm-based segmentation pipeline to ensure the temporal coherence between the vocalization and gestures explicitly. For the gesture semantics, we devise a mechanism to effectively disentangle both low- and high-level neural embeddings of speech and motion based on linguistic theory. The high-level embedding corresponds to semantics, while the low-level embedding relates to subtle variations. Lastly, we build correspondence between the hierarchical embeddings of the speech and the motion, resulting in rhythm- and semantics-aware gesture synthesis. Evaluations with existing objective metrics, a newly proposed rhythmic metric, and human feedback show that our method outperforms state-of-the-art systems by a clear margin.

cs.SD↗

Robust Dancer: Long-term 3D Dance Synthesis Using Unpaired Data

How to automatically synthesize natural-looking dance movements based on a piece of music is an incrementally popular yet challenging task. Most existing data-driven approaches require hard-to-get paired training data and fail to generate long sequences of motion due to error accumulation of autoregressive structure. We present a novel 3D dance synthesis system that only needs unpaired data for training and could generate realistic long-term motions at the same time. For the unpaired data training, we explore the disentanglement of beat and style, and propose a Transformer-based model free of reliance upon paired data. For the synthesis of long-term motions, we devise a new long-history attention strategy. It first queries the long-history embedding through an attention computation and then explicitly fuses this embedding into the generation pipeline via multimodal adaptation gate (MAG). Objective and subjective evaluations show that our results are comparable to strong baseline methods, despite not requiring paired training data, and are robust when inferring long-term music. To our best knowledge, we are the first to achieve unpaired data training - an ability that enables to alleviate data limitations effectively. Our code is released on https://github.com/BFeng14/RobustDancer

cs.CV↗

ControlVAE: Model-Based Learning of Generative Controllers for Physics-Based Characters

In this paper, we introduce ControlVAE, a novel model-based framework for learning generative motion control policies based on variational autoencoders (VAE). Our framework can learn a rich and flexible latent representation of skills and a skill-conditioned generative control policy from a diverse set of unorganized motion sequences, which enables the generation of realistic human behaviors by sampling in the latent space and allows high-level control policies to reuse the learned skills to accomplish a variety of downstream tasks. In the training of ControlVAE, we employ a learnable world model to realize direct supervision of the latent space and the control policy. This world model effectively captures the unknown dynamics of the simulation system, enabling efficient model-based learning of high-level downstream tasks. We also learn a state-conditional prior distribution in the VAE-based generative control policy, which generates a skill embedding that outperforms the non-conditional priors in downstream tasks. We demonstrate the effectiveness of ControlVAE using a diverse set of tasks, which allows realistic and interactive control of the simulated characters.

cs.GR↗

Neural3Points: Learning to Generate Physically Realistic Full-body Motion for Virtual Reality Users

Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person. However, a typical VR system provides only a very sparse set of up to three positional sensors, including a head-mounted display (HMD) and optionally two hand-held controllers, making the estimation of the user's full-body movement a difficult problem. In this work, we present a data-driven physics-based method for predicting the realistic full-body movement of the user according to the transformations of these VR trackers and simulating an avatar character to mimic such user actions in the virtual world in real-time. We train our system using reinforcement learning with carefully designed pretraining processes to ensure the success of the training and the quality of the simulation. We demonstrate the effectiveness of the method with an extensive set of examples.

cs.GR↗

Learning to Use Chopsticks in Diverse Gripping Styles

Learning dexterous manipulation skills is a long-standing challenge in computer graphics and robotics, especially when the task involves complex and delicate interactions between the hands, tools and objects. In this paper, we focus on chopsticks-based object relocation tasks, which are common yet demanding. The key to successful chopsticks skills is steady gripping of the sticks that also supports delicate maneuvers. We automatically discover physically valid chopsticks holding poses by Bayesian Optimization (BO) and Deep Reinforcement Learning (DRL), which works for multiple gripping styles and hand morphologies without the need of example data. Given as input the discovered gripping poses and desired objects to be moved, we build physics-based hand controllers to accomplish relocation tasks in two stages. First, kinematic trajectories are synthesized for the chopsticks and hand in a motion planning stage. The key components of our motion planner include a grasping model to select suitable chopsticks configurations for grasping the object, and a trajectory optimization module to generate collision-free chopsticks trajectories. Then we train physics-based hand controllers through DRL again to track the desired kinematic trajectories produced by the motion planner. We demonstrate the capabilities of our framework by relocating objects of various shapes and sizes, in diverse gripping styles and holding positions for multiple hand morphologies. Our system achieves faster learning speed and better control robustness, when compared to vanilla systems that attempt to learn chopstick-based skills without a gripping pose optimization module and/or without a kinematic motion planner.

cs.GR↗

Unsupervised Co-part Segmentation through Assembly

Co-part segmentation is an important problem in computer vision for its rich applications. We propose an unsupervised learning approach for co-part segmentation from images. For the training stage, we leverage motion information embedded in videos and explicitly extract latent representations to segment meaningful object parts. More importantly, we introduce a dual procedure of part-assembly to form a closed loop with part-segmentation, enabling an effective self-supervision. We demonstrate the effectiveness of our approach with a host of extensive experiments, ranging from human bodies, hands, quadruped, and robot arms. We show that our approach can achieve meaningful and compact part segmentation, outperforming state-of-the-art approaches on diverse benchmarks.

cs.CV↗

Learning Skeletal Articulations with Neural Blend Shapes

Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape deformation in the joint regions, which often requires a tailored, pose-specific refinement. In this work, we develop a neural technique for articulating 3D characters using enveloping with a pre-defined skeletal structure which produces high quality pose dependent deformations. Our framework learns to rig and skin characters with the same articulation structure (e.g., bipeds or quadrupeds), and builds the desired skeleton hierarchy into the network architecture. Furthermore, we propose neural blend shapes--a set of corrective pose-dependent shapes which improve the deformation quality in the joint regions in order to address the notorious artifacts resulting from standard rigging and skinning. Our system estimates neural blend shapes for input meshes with arbitrary connectivity, as well as weighting coefficients which are conditioned on the input joint rotations. Unlike recent deep learning techniques which supervise the network with ground-truth rigging and skinning parameters, our approach does not assume that the training data has a specific underlying deformation model. Instead, during training, the network observes deformed shapes and learns to infer the corresponding rig, skin and blend shapes using indirect supervision. During inference, we demonstrate that our network generalizes to unseen characters with arbitrary mesh connectivity, including unrigged characters built by 3D artists. Conforming to standard skeletal animation models enables direct plug-and-play in standard animation software, as well as game engines.

cs.GR↗

Benchmarking NFV Software Dataplanes

A key enabling technology of NFV is software dataplane, which has attracted much attention in both academia and industry recently. Yet, till now there is little understanding about its performance in practice. In this paper, we make a benchmark measurement study of NFV software dataplanes in terms of packet processing capability, one of the most fundamental and critical performance metrics. Specifically, we compare two state-of-the-art open-source NFV dataplanes, SoftNIC and ClickOS, using commodity 10GbE NICs under various typical workloads. Our key observations are that (1) both dataplanes have performance issues processing small (<=128B) packets; (2) it is not always best to put all VMs of a service chain on one server due to NUMA effect. We propose resource allocation strategies to remedy the problems, including carefully adding CPU cores and vNICs to VMs, and spreading VMs of a service chain to separate servers. To fundamentally address these problems and scale their performance, SoftNIC and ClickOS could improve the support for NIC queues and multiple cores.

cs.NI↗