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Michael Black

Publications and source records attributed to Michael Black.

18 recordsLinked to original sources

Multiplayer Interactive World Models with Representation Autoencoders

We introduce the first multiplayer world model for highly dynamic environments governed by complex physical interactions. Whereas single-player world models treat the other agents as part of the environment, ours conditions on the action streams of multiple agents, learning to attribute changes in the scene to the correct player and to stay coherent under arbitrary combinations of their actions. We study this problem in the game of Rocket League, where players compete and cooperate under fast, tightly coupled dynamics. Trained on 10,000 hours of gameplay collected with publicly available bots, our 5-billion-parameter latent diffusion model generates four-player matches in real time, producing 20 frames per second on a single Nvidia B200 GPU. Although trained only on short clips, its rollouts stay stable far beyond the training horizon: distributional quality holds steady out to five minutes, the longest horizon we measure, and in practice we observe rollouts continuing for hours with no sign of collapse. We systematically investigate the central design choices: the video codec, the generative objective, and the multiplayer conditioning scheme. In addition, we characterize how behavior changes with model and data scale, including the capabilities that emerge and the failure modes that persist. We further develop targeted evaluations that probe the model's physical understanding rather than visual appearance alone. To support continued research on multiplayer world models, we release our dataset, our full training and inference codebase, and a live demo.

cs.CV

NGL: Natural Garment Language for Training-Free Sewing Pattern Estimation

Estimating sewing patterns from images is a practical approach for creating high-quality 3D garments, but it remains challenging due to the scarcity of paired real-world image and sewing-pattern data. Existing methods address this limitation by training vision-language models (VLMs) to learn low-level sewing-pattern representations from synthetic garments sampled from parametric garment models. However, they often struggle to generalize to in-the-wild images, fail to capture real-world correlations between garment parts, and are restricted to single-layer outfits. In contrast, we observe that VLMs are effective at describing garments in natural language, but mapping these descriptions into valid sewing patterns remains difficult. To bridge this gap, we propose NGL (Natural Garment Language), a novel domain-specific language that represents garments in terms aligned with VLMs' natural descriptive abilities. Leveraging NGL, we introduce a fully training-free pipeline that queries large VLMs to extract structured garment specifications and deterministically converts them into valid sewing patterns. We evaluate our method on the Dress4D, CloSe and a newly collected dataset of 253 in-the-wild fashion images. Our approach achieves state-of-the-art performance on standard geometry metrics and is preferred in both human and GPT-based perceptual evaluations compared to existing baselines. Furthermore, NGL recovers multi-layer outfits whereas competing methods focus mostly on single-layer garments, highlighting its strong generalization to real-world images even with occluded parts. These results demonstrate that an efficient garment representation is critical for sewing pattern estimation with VLMs. Our code and data will be released for research use.

cs.CV

Real-time processing of distributed acoustic sensing data for earthquake monitoring operations

We introduce a modular software framework designed to integrate distributed acoustic sensing (DAS) data into operational earthquake monitoring systems. Building on the infrastructure of the Advanced National Seismic System (ANSS) and the Southern California Seismic Network (SCSN), which employs the ANSS Quake Monitoring Software (AQMS), our solution supports real-time DAS waveform streaming and machine-learning-based traveltime picking to leverage the dense spatial sampling of DAS arrays. To enable seamless compatibility with the AQMS, our approach uses standardized seismic data formats to incorporate predetermined DAS channels. We demonstrate the integration of data from a 100-km-long DAS array deployed in Ridgecrest, California, and provide a detailed description of the software components and deployment strategy. This work represents a step toward incorporating DAS into routine seismic monitoring and opens new possibilities for real-time hazard assessment using fiber-optic networks.

physics.geo-ph

NIL: No-data Imitation Learning by Leveraging Pre-trained Video Diffusion Models

Acquiring physically plausible motor skills across diverse and unconventional morphologies-including humanoid robots, quadrupeds, and animals-is essential for advancing character simulation and robotics. Traditional methods, such as reinforcement learning (RL) are task- and body-specific, require extensive reward function engineering, and do not generalize well. Imitation learning offers an alternative but relies heavily on high-quality expert demonstrations, which are difficult to obtain for non-human morphologies. Video diffusion models, on the other hand, are capable of generating realistic videos of various morphologies, from humans to ants. Leveraging this capability, we propose a data-independent approach for skill acquisition that learns 3D motor skills from 2D-generated videos, with generalization capability to unconventional and non-human forms. Specifically, we guide the imitation learning process by leveraging vision transformers for video-based comparisons by calculating pair-wise distance between video embeddings. Along with video-encoding distance, we also use a computed similarity between segmented video frames as a guidance reward. We validate our method on locomotion tasks involving unique body configurations. In humanoid robot locomotion tasks, we demonstrate that 'No-data Imitation Learning' (NIL) outperforms baselines trained on 3D motion-capture data. Our results highlight the potential of leveraging generative video models for physically plausible skill learning with diverse morphologies, effectively replacing data collection with data generation for imitation learning.

cs.CV

Toward Human Understanding with Controllable Synthesis

Training methods to perform robust 3D human pose and shape (HPS) estimation requires diverse training images with accurate ground truth. While BEDLAM demonstrates the potential of traditional procedural graphics to generate such data, the training images are clearly synthetic. In contrast, generative image models produce highly realistic images but without ground truth. Putting these methods together seems straightforward: use a generative model with the body ground truth as controlling signal. However, we find that, the more realistic the generated images, the more they deviate from the ground truth, making them inappropriate for training and evaluation. Enhancements of realistic details, such as clothing and facial expressions, can lead to subtle yet significant deviations from the ground truth, potentially misleading training models. We empirically verify that this misalignment causes the accuracy of HPS networks to decline when trained with generated images. To address this, we design a controllable synthesis method that effectively balances image realism with precise ground truth. We use this to create the Generative BEDLAM (Gen-B) dataset, which improves the realism of the existing synthetic BEDLAM dataset while preserving ground truth accuracy. We perform extensive experiments, with various noise-conditioning strategies, to evaluate the tradeoff between visual realism and HPS accuracy. We show, for the first time, that generative image models can be controlled by traditional graphics methods to produce training data that increases the accuracy of HPS methods.

cs.CV

Human Hair Reconstruction with Strand-Aligned 3D Gaussians

We introduce a new hair modeling method that uses a dual representation of classical hair strands and 3D Gaussians to produce accurate and realistic strand-based reconstructions from multi-view data. In contrast to recent approaches that leverage unstructured Gaussians to model human avatars, our method reconstructs the hair using 3D polylines, or strands. This fundamental difference allows the use of the resulting hairstyles out-of-the-box in modern computer graphics engines for editing, rendering, and simulation. Our 3D lifting method relies on unstructured Gaussians to generate multi-view ground truth data to supervise the fitting of hair strands. The hairstyle itself is represented in the form of the so-called strand-aligned 3D Gaussians. This representation allows us to combine strand-based hair priors, which are essential for realistic modeling of the inner structure of hairstyles, with the differentiable rendering capabilities of 3D Gaussian Splatting. Our method, named Gaussian Haircut, is evaluated on synthetic and real scenes and demonstrates state-of-the-art performance in the task of strand-based hair reconstruction.

cs.CV

OpenCapBench: A Benchmark to Bridge Pose Estimation and Biomechanics

Pose estimation has promised to impact healthcare by enabling more practical methods to quantify nuances of human movement and biomechanics. However, despite the inherent connection between pose estimation and biomechanics, these disciplines have largely remained disparate. For example, most current pose estimation benchmarks use metrics such as Mean Per Joint Position Error, Percentage of Correct Keypoints, or mean Average Precision to assess performance, without quantifying kinematic and physiological correctness - key aspects for biomechanics. To alleviate this challenge, we develop OpenCapBench to offer an easy-to-use unified benchmark to assess common tasks in human pose estimation, evaluated under physiological constraints. OpenCapBench computes consistent kinematic metrics through joints angles provided by an open-source musculoskeletal modeling software (OpenSim). Through OpenCapBench, we demonstrate that current pose estimation models use keypoints that are too sparse for accurate biomechanics analysis. To mitigate this challenge, we introduce SynthPose, a new approach that enables finetuning of pre-trained 2D human pose models to predict an arbitrarily denser set of keypoints for accurate kinematic analysis through the use of synthetic data. Incorporating such finetuning on synthetic data of prior models leads to twofold reduced joint angle errors. Moreover, OpenCapBench allows users to benchmark their own developed models on our clinically relevant cohort. Overall, OpenCapBench bridges the computer vision and biomechanics communities, aiming to drive simultaneous advances in both areas.

cs.CV

Generative Proxemics: A Prior for 3D Social Interaction from Images

Social interaction is a fundamental aspect of human behavior and communication. The way individuals position themselves in relation to others, also known as proxemics, conveys social cues and affects the dynamics of social interaction. Reconstructing such interaction from images presents challenges because of mutual occlusion and the limited availability of large training datasets. To address this, we present a novel approach that learns a prior over the 3D proxemics two people in close social interaction and demonstrate its use for single-view 3D reconstruction. We start by creating 3D training data of interacting people using image datasets with contact annotations. We then model the proxemics using a novel denoising diffusion model called BUDDI that learns the joint distribution over the poses of two people in close social interaction. Sampling from our generative proxemics model produces realistic 3D human interactions, which we validate through a perceptual study. We use BUDDI in reconstructing two people in close proximity from a single image without any contact annotation via an optimization approach that uses the diffusion model as a prior. Our approach recovers accurate and plausible 3D social interactions from noisy initial estimates, outperforming state-of-the-art methods. Our code, data, and model are availableat our project website at: muelea.github.io/buddi.

cs.CV

Synthesizing Physical Character-Scene Interactions

Movement is how people interact with and affect their environment. For realistic character animation, it is necessary to synthesize such interactions between virtual characters and their surroundings. Despite recent progress in character animation using machine learning, most systems focus on controlling an agent's movements in fairly simple and homogeneous environments, with limited interactions with other objects. Furthermore, many previous approaches that synthesize human-scene interactions require significant manual labeling of the training data. In contrast, we present a system that uses adversarial imitation learning and reinforcement learning to train physically-simulated characters that perform scene interaction tasks in a natural and life-like manner. Our method learns scene interaction behaviors from large unstructured motion datasets, without manual annotation of the motion data. These scene interactions are learned using an adversarial discriminator that evaluates the realism of a motion within the context of a scene. The key novelty involves conditioning both the discriminator and the policy networks on scene context. We demonstrate the effectiveness of our approach through three challenging scene interaction tasks: carrying, sitting, and lying down, which require coordination of a character's movements in relation to objects in the environment. Our policies learn to seamlessly transition between different behaviors like idling, walking, and sitting. By randomizing the properties of the objects and their placements during training, our method is able to generalize beyond the objects and scenarios depicted in the training dataset, producing natural character-scene interactions for a wide variety of object shapes and placements. The approach takes physics-based character motion generation a step closer to broad applicability.

cs.GR

Stochastic Scene-Aware Motion Prediction

A long-standing goal in computer vision is to capture, model, and realistically synthesize human behavior. Specifically, by learning from data, our goal is to enable virtual humans to navigate within cluttered indoor scenes and naturally interact with objects. Such embodied behavior has applications in virtual reality, computer games, and robotics, while synthesized behavior can be used as a source of training data. This is challenging because real human motion is diverse and adapts to the scene. For example, a person can sit or lie on a sofa in many places and with varying styles. It is necessary to model this diversity when synthesizing virtual humans that realistically perform human-scene interactions. We present a novel data-driven, stochastic motion synthesis method that models different styles of performing a given action with a target object. Our method, called SAMP, for Scene-Aware Motion Prediction, generalizes to target objects of various geometries while enabling the character to navigate in cluttered scenes. To train our method, we collected MoCap data covering various sitting, lying down, walking, and running styles. We demonstrate our method on complex indoor scenes and achieve superior performance compared to existing solutions. Our code and data are available for research at https://samp.is.tue.mpg.de.

cs.CV

Grasping Field: Learning Implicit Representations for Human Grasps

Robotic grasping of house-hold objects has made remarkable progress in recent years. Yet, human grasps are still difficult to synthesize realistically. There are several key reasons: (1) the human hand has many degrees of freedom (more than robotic manipulators); (2) the synthesized hand should conform to the surface of the object; and (3) it should interact with the object in a semantically and physically plausible manner. To make progress in this direction, we draw inspiration from the recent progress on learning-based implicit representations for 3D object reconstruction. Specifically, we propose an expressive representation for human grasp modelling that is efficient and easy to integrate with deep neural networks. Our insight is that every point in a three-dimensional space can be characterized by the signed distances to the surface of the hand and the object, respectively. Consequently, the hand, the object, and the contact area can be represented by implicit surfaces in a common space, in which the proximity between the hand and the object can be modelled explicitly. We name this 3D to 2D mapping as Grasping Field, parameterize it with a deep neural network, and learn it from data. We demonstrate that the proposed grasping field is an effective and expressive representation for human grasp generation. Specifically, our generative model is able to synthesize high-quality human grasps, given only on a 3D object point cloud. The extensive experiments demonstrate that our generative model compares favorably with a strong baseline and approaches the level of natural human grasps. Our method improves the physical plausibility of the hand-object contact reconstruction and achieves comparable performance for 3D hand reconstruction compared to state-of-the-art methods.

cs.CV

GIF: Generative Interpretable Faces

Photo-realistic visualization and animation of expressive human faces have been a long standing challenge. 3D face modeling methods provide parametric control but generates unrealistic images, on the other hand, generative 2D models like GANs (Generative Adversarial Networks) output photo-realistic face images, but lack explicit control. Recent methods gain partial control, either by attempting to disentangle different factors in an unsupervised manner, or by adding control post hoc to a pre-trained model. Unconditional GANs, however, may entangle factors that are hard to undo later. We condition our generative model on pre-defined control parameters to encourage disentanglement in the generation process. Specifically, we condition StyleGAN2 on FLAME, a generative 3D face model. While conditioning on FLAME parameters yields unsatisfactory results, we find that conditioning on rendered FLAME geometry and photometric details works well. This gives us a generative 2D face model named GIF (Generative Interpretable Faces) that offers FLAME's parametric control. Here, interpretable refers to the semantic meaning of different parameters. Given FLAME parameters for shape, pose, expressions, parameters for appearance, lighting, and an additional style vector, GIF outputs photo-realistic face images. We perform an AMT based perceptual study to quantitatively and qualitatively evaluate how well GIF follows its conditioning. The code, data, and trained model are publicly available for research purposes at http://gif.is.tue.mpg.de.

cs.CV

From Variational to Deterministic Autoencoders

Variational Autoencoders (VAEs) provide a theoretically-backed and popular framework for deep generative models. However, learning a VAE from data poses still unanswered theoretical questions and considerable practical challenges. In this work, we propose an alternative framework for generative modeling that is simpler, easier to train, and deterministic, yet has many of the advantages of VAEs. We observe that sampling a stochastic encoder in a Gaussian VAE can be interpreted as simply injecting noise into the input of a deterministic decoder. We investigate how substituting this kind of stochasticity, with other explicit and implicit regularization schemes, can lead to an equally smooth and meaningful latent space without forcing it to conform to an arbitrarily chosen prior. To retrieve a generative mechanism to sample new data, we introduce an ex-post density estimation step that can be readily applied also to existing VAEs, improving their sample quality. We show, in a rigorous empirical study, that the proposed regularized deterministic autoencoders are able to generate samples that are comparable to, or better than, those of VAEs and more powerful alternatives when applied to images as well as to structured data such as molecules. \footnote{An implementation is available at: \url{https://github.com/ParthaEth/Regularized_autoencoders-RAE-}}

cs.LG

Decentralized MPC based Obstacle Avoidance for Multi-Robot Target Tracking Scenarios

In this work, we consider the problem of decentralized multi-robot target tracking and obstacle avoidance in dynamic environments. Each robot executes a local motion planning algorithm which is based on model predictive control (MPC). The planner is designed as a quadratic program, subject to constraints on robot dynamics and obstacle avoidance. Repulsive potential field functions are employed to avoid obstacles. The novelty of our approach lies in embedding these non-linear potential field functions as constraints within a convex optimization framework. Our method convexifies non-convex constraints and dependencies, by replacing them as pre-computed external input forces in robot dynamics. The proposed algorithm additionally incorporates different methods to avoid field local minima problems associated with using potential field functions in planning. The motion planner does not enforce predefined trajectories or any formation geometry on the robots and is a comprehensive solution for cooperative obstacle avoidance in the context of multi-robot target tracking. We perform simulation studies in different environmental scenarios to showcase the convergence and efficacy of the proposed algorithm. Video of simulation studies: \url{https://youtu.be/umkdm82Tt0M}

cs.RO

End-to-end Learning for Graph Decomposition

We propose a novel end-to-end trainable framework for the graph decomposition problem. The minimum cost multicut problem is first converted to an unconstrained binary cubic formulation where cycle consistency constraints are incorporated into the objective function. The new optimization problem can be viewed as a Conditional Random Field (CRF) in which the random variables are associated with the binary edge labels of the initial graph and the hard constraints are introduced in the CRF as high-order potentials. The parameters of a standard Neural Network and the fully differentiable CRF are optimized in an end-to-end manner. Furthermore, our method utilizes the cycle constraints as meta-supervisory signals during the learning of the deep feature representations by taking the dependencies between the output random variables into account. We present analyses of the end-to-end learned representations, showing the impact of the joint training, on the task of clustering images of MNIST. We also validate the effectiveness of our approach both for the feature learning and the final clustering on the challenging task of real-world multi-person pose estimation.

cs.CV

Deep Neural Network-based Cooperative Visual Tracking through Multiple Micro Aerial Vehicles

Multi-camera full-body pose capture of humans and animals in outdoor environments is a highly challenging problem. Our approach to it involves a team of cooperating micro aerial vehicles (MAVs) with on-board cameras only. The key enabling-aspect of our approach is the on-board person detection and tracking method. Recent state-of-the-art methods based on deep neural networks (DNN) are highly promising in this context. However, real time DNNs are severely constrained in input data dimensions, in contrast to available camera resolutions. Therefore, DNNs often fail at objects with small scale or far away from the camera, which are typical characteristics of a scenario with aerial robots. Thus, the core problem addressed in this paper is how to achieve on-board, real-time, continuous and accurate vision-based detections using DNNs for visual person tracking through MAVs. Our solution leverages cooperation among multiple MAVs. First, each MAV fuses its own detections with those obtained by other MAVs to perform cooperative visual tracking. This allows for predicting future poses of the tracked person, which are used to selectively process only the relevant regions of future images, even at high resolutions. Consequently, using our DNN-based detector we are able to continuously track even distant humans with high accuracy and speed. We demonstrate the efficiency of our approach through real robot experiments involving two aerial robots tracking a person, while maintaining an active perception-driven formation. Our solution runs fully on-board our MAV's CPU and GPU, with no remote processing. ROS-based source code is provided for the benefit of the community.

cs.RO

Detailed, accurate, human shape estimation from clothed 3D scan sequences

We address the problem of estimating human pose and body shape from 3D scans over time. Reliable estimation of 3D body shape is necessary for many applications including virtual try-on, health monitoring, and avatar creation for virtual reality. Scanning bodies in minimal clothing, however, presents a practical barrier to these applications. We address this problem by estimating body shape under clothing from a sequence of 3D scans. Previous methods that have exploited body models produce smooth shapes lacking personalized details. We contribute a new approach to recover a personalized shape of the person. The estimated shape deviates from a parametric model to fit the 3D scans. We demonstrate the method using high quality 4D data as well as sequences of visual hulls extracted from multi-view images. We also make available BUFF, a new 4D dataset that enables quantitative evaluation (http://buff.is.tue.mpg.de). Our method outperforms the state of the art in both pose estimation and shape estimation, qualitatively and quantitatively.

cs.CV

Deep representation learning for human motion prediction and classification

Generative models of 3D human motion are often restricted to a small number of activities and can therefore not generalize well to novel movements or applications. In this work we propose a deep learning framework for human motion capture data that learns a generic representation from a large corpus of motion capture data and generalizes well to new, unseen, motions. Using an encoding-decoding network that learns to predict future 3D poses from the most recent past, we extract a feature representation of human motion. Most work on deep learning for sequence prediction focuses on video and speech. Since skeletal data has a different structure, we present and evaluate different network architectures that make different assumptions about time dependencies and limb correlations. To quantify the learned features, we use the output of different layers for action classification and visualize the receptive fields of the network units. Our method outperforms the recent state of the art in skeletal motion prediction even though these use action specific training data. Our results show that deep feedforward networks, trained from a generic mocap database, can successfully be used for feature extraction from human motion data and that this representation can be used as a foundation for classification and prediction.

cs.CV