SearcharxivSearch

arXiv subjects

Robert Sumner

Publications and source records attributed to Robert Sumner.

3 recordsLinked to original sources

Interactive Generative Motion Editing via Scheduled Inpainting

Motion editing is central to VFX and game development, where it is used extensively to modify and augment existing movements to conform to new environments or changes in artistic direction. While traditional motion editing can do small modifications, it cannot accommodate larger structural edits, resulting in visual warping artifacts that require authoring new motion. Conversely, recent advances in large-scale generative modeling have unlocked newfound capabilities for authoring entire movements by directly manipulating sparse spatial constraints. While impressive at creating new movements, these methods lack the capability to preserve and edit existing motion interactively. In this work, we introduce scheduled inpainting, a method that enables interactive generative motion editing, a novel paradigm unifying motion synthesis and editing by leveraging generative models. Scheduled inpainting is a simple yet powerful inference-based technique that enables fine-grained spatiotemporal control over the balance between preserving the original motion and generating new content. By building atop generative models that support direct manipulation, our system allows artists to interactively refine existing animations while ensuring results remain natural and consistent with the learned motion distribution. Scheduled inpainting is versatile and supports many editing applications, such as extending, stitching, and compositing different clips. Finally, we extensively validate our approach by comparing with four baselines, conducting ablations of our design, and reporting user feedback.

cs.GR

RobotKeyframing: Learning Locomotion with High-Level Objectives via Mixture of Dense and Sparse Rewards

This paper presents a novel learning-based control framework that uses keyframing to incorporate high-level objectives in natural locomotion for legged robots. These high-level objectives are specified as a variable number of partial or complete pose targets that are spaced arbitrarily in time. Our proposed framework utilizes a multi-critic reinforcement learning algorithm to effectively handle the mixture of dense and sparse rewards. Additionally, it employs a transformer-based encoder to accommodate a variable number of input targets, each associated with specific time-to-arrivals. Throughout simulation and hardware experiments, we demonstrate that our framework can effectively satisfy the target keyframe sequence at the required times. In the experiments, the multi-critic method significantly reduces the effort of hyperparameter tuning compared to the standard single-critic alternative. Moreover, the proposed transformer-based architecture enables robots to anticipate future goals, which results in quantitative improvements in their ability to reach their targets.

cs.RO

3D Segmentation of Humans in Point Clouds with Synthetic Data

Segmenting humans in 3D indoor scenes has become increasingly important with the rise of human-centered robotics and AR/VR applications. To this end, we propose the task of joint 3D human semantic segmentation, instance segmentation and multi-human body-part segmentation. Few works have attempted to directly segment humans in cluttered 3D scenes, which is largely due to the lack of annotated training data of humans interacting with 3D scenes. We address this challenge and propose a framework for generating training data of synthetic humans interacting with real 3D scenes. Furthermore, we propose a novel transformer-based model, Human3D, which is the first end-to-end model for segmenting multiple human instances and their body-parts in a unified manner. The key advantage of our synthetic data generation framework is its ability to generate diverse and realistic human-scene interactions, with highly accurate ground truth. Our experiments show that pre-training on synthetic data improves performance on a wide variety of 3D human segmentation tasks. Finally, we demonstrate that Human3D outperforms even task-specific state-of-the-art 3D segmentation methods.

cs.CV