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.
Learning-based approaches have achieved impressive performance for autonomous driving and an increasing number of data-driven works are being studied in the decision-making and planning module. However, the reliability and the stability of the neural network is still full of challenges. In this paper, we introduce a hierarchical imitation method including a high-level grid-based behavior planner and a low-level trajectory planner, which is not only an individual data-driven driving policy and can also be easily embedded into the rule-based architecture. We evaluate our method both in closed-loop simulation and real world driving, and demonstrate the neural network planner has outstanding performance in complex urban autonomous driving scenarios.
3D semantic scene completion (SSC) is an ill-posed task that requires inferring a dense 3D scene from incomplete observations. Previous methods either explicitly incorporate 3D geometric input or rely on learnt 3D prior behind monocular RGB images. However, 3D sensors such as LiDAR are expensive and intrusive while monocular cameras face challenges in modeling precise geometry due to the inherent ambiguity. In this work, we propose StereoScene for 3D Semantic Scene Completion (SSC), which explores taking full advantage of light-weight camera inputs without resorting to any external 3D sensors. Our key insight is to leverage stereo matching to resolve geometric ambiguity. To improve its robustness in unmatched areas, we introduce bird's-eye-view (BEV) representation to inspire hallucination ability with rich context information. On top of the stereo and BEV representations, a mutual interactive aggregation (MIA) module is carefully devised to fully unleash their power. Specifically, a Bi-directional Interaction Transformer (BIT) augmented with confidence re-weighting is used to encourage reliable prediction through mutual guidance while a Dual Volume Aggregation (DVA) module is designed to facilitate complementary aggregation. Experimental results on SemanticKITTI demonstrate that the proposed StereoScene outperforms the state-of-the-art camera-based methods by a large margin with a relative improvement of 26.9% in geometry and 38.6% in semantic.
Existing methods for 3D-aware image synthesis largely depend on the 3D pose distribution pre-estimated on the training set. An inaccurate estimation may mislead the model into learning faulty geometry. This work proposes PoF3D that frees generative radiance fields from the requirements of 3D pose priors. We first equip the generator with an efficient pose learner, which is able to infer a pose from a latent code, to approximate the underlying true pose distribution automatically. We then assign the discriminator a task to learn pose distribution under the supervision of the generator and to differentiate real and synthesized images with the predicted pose as the condition. The pose-free generator and the pose-aware discriminator are jointly trained in an adversarial manner. Extensive results on a couple of datasets confirm that the performance of our approach, regarding both image quality and geometry quality, is on par with state of the art. To our best knowledge, PoF3D demonstrates the feasibility of learning high-quality 3D-aware image synthesis without using 3D pose priors for the first time.
Human-machine interaction (HMI) and human-robot interaction (HRI) can assist structural monitoring and structural dynamics testing in the laboratory and field. In vibratory experimentation, one mode of generating vibration is to use electrodynamic exciters. Manual control is a common way of setting the input of the exciter by the operator. To measure the structural responses to these generated vibrations sensors are attached to the structure. These sensors can be deployed by repeatable robots with high endurance, which require on-the-fly control. If the interface between operators and the controls was augmented, then operators can visualize the experiments, exciter levels, and define robot input with a better awareness of the area of interest. Robots can provide better aid to humans if intelligent on-the-fly control of the robot is: (1) quantified and presented to the human; (2) conducted in real-time for human feedback informed by data. Information provided by the new interface would be used to change the control input based on their understanding of real-time parameters. This research proposes using Augmented Reality (AR) applications to provide humans with sensor feedback and control of actuators and robots. This method improves cognition by allowing the operator to maintain awareness of structures while adjusting conditions accordingly with the assistance of the new real-time interface. One interface application is developed to plot sensor data in addition to voltage, frequency, and duration controls for vibration generation. Two more applications are developed under similar framework, one to control the position of a mediating robot and one to control the frequency of the robot movement. This paper presents the proposed model for the new control loop and then compares the new approach with a traditional method by measuring time delay in control input and user efficiency.
Assisting people in efficiently producing visually plausible 3D characters has always been a fundamental research topic in computer vision and computer graphics. Recent learning-based approaches have achieved unprecedented accuracy and efficiency in the area of 3D real human digitization. However, none of the prior works focus on modeling 3D biped cartoon characters, which are also in great demand in gaming and filming. In this paper, we introduce 3DBiCar, the first large-scale dataset of 3D biped cartoon characters, and RaBit, the corresponding parametric model. Our dataset contains 1,500 topologically consistent high-quality 3D textured models which are manually crafted by professional artists. Built upon the data, RaBit is thus designed with a SMPL-like linear blend shape model and a StyleGAN-based neural UV-texture generator, simultaneously expressing the shape, pose, and texture. To demonstrate the practicality of 3DBiCar and RaBit, various applications are conducted, including single-view reconstruction, sketch-based modeling, and 3D cartoon animation. For the single-view reconstruction setting, we find a straightforward global mapping from input images to the output UV-based texture maps tends to lose detailed appearances of some local parts (e.g., nose, ears). Thus, a part-sensitive texture reasoner is adopted to make all important local areas perceived. Experiments further demonstrate the effectiveness of our method both qualitatively and quantitatively. 3DBiCar and RaBit are available at gaplab.cuhk.edu.cn/projects/RaBit.
When handling complicated text images (e.g., irregular structures, low resolution, heavy occlusion, and uneven illumination), existing supervised text recognition methods are data-hungry. Although these methods employ large-scale synthetic text images to reduce the dependence on annotated real images, the domain gap still limits the recognition performance. Therefore, exploring the robust text feature representations on unlabeled real images by self-supervised learning is a good solution. However, existing self-supervised text recognition methods conduct sequence-to-sequence representation learning by roughly splitting the visual features along the horizontal axis, which limits the flexibility of the augmentations, as large geometric-based augmentations may lead to sequence-to-sequence feature inconsistency. Motivated by this, we propose a novel self-supervised Character-to-Character Distillation method, CCD, which enables versatile augmentations to facilitate general text representation learning. Specifically, we delineate the character structures of unlabeled real images by designing a self-supervised character segmentation module. Following this, CCD easily enriches the diversity of local characters while keeping their pairwise alignment under flexible augmentations, using the transformation matrix between two augmented views from images. Experiments demonstrate that CCD achieves state-of-the-art results, with average performance gains of 1.38% in text recognition, 1.7% in text segmentation, 0.24 dB (PSNR) and 0.0321 (SSIM) in text super-resolution. Code will be released soon.
Neural network models have been proposed to explain the grapheme-phoneme mapping process in humans for many alphabet languages. These models not only successfully learned the correspondence of the letter strings and their pronunciation, but also captured human behavior in nonce word naming tasks. How would the neural models perform for a non-alphabet language (e.g., Chinese) unknown character task? How well would the model capture human behavior? In this study, we evaluate a set of transformer models and compare their performances with human behaviors on an unknown Chinese character naming task. We found that the models and humans behaved very similarly, that they had similar accuracy distribution for each character, and had a substantial overlap in answers. In addition, the models' answers are highly correlated with humans' answers. These results suggested that the transformer models can well capture human's character naming behavior.
Since the cyberspace consolidated as fifth warfare dimension, the different actors of the defense sector began an arms race toward achieving cyber superiority, on which research, academic and industrial stakeholders contribute from a dual vision, mostly linked to a large and heterogeneous heritage of developments and adoption of civilian cybersecurity capabilities. In this context, augmenting the conscious of the context and warfare environment, risks and impacts of cyber threats on kinetic actuations became a critical rule-changer that military decision-makers are considering. A major challenge on acquiring mission-centric Cyber Situational Awareness (CSA) is the dynamic inference and assessment of the vertical propagations from situations that occurred at the mission supportive Information and Communications Technologies (ICT), up to their relevance at military tactical, operational and strategical views. In order to contribute on acquiring CSA, this paper addresses a major gap in the cyber defence state-of-the-art: the dynamic identification of Key Cyber Terrains (KCT) on a mission-centric context. Accordingly, the proposed KCT identification approach explores the dependency degrees among tasks and assets defined by commanders as part of the assessment criteria. These are correlated with the discoveries on the operational network and the asset vulnerabilities identified thorough the supported mission development. The proposal is presented as a reference model that reveals key aspects for mission-centric KCT analysis and supports its enforcement and further enforcement by including an illustrative application case.
Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.
Semantic reconstruction of indoor scenes refers to both scene understanding and object reconstruction. Existing works either address one part of this problem or focus on independent objects. In this paper, we bridge the gap between understanding and reconstruction, and propose an end-to-end solution to jointly reconstruct room layout, object bounding boxes and meshes from a single image. Instead of separately resolving scene understanding and object reconstruction, our method builds upon a holistic scene context and proposes a coarse-to-fine hierarchy with three components: 1. room layout with camera pose; 2. 3D object bounding boxes; 3. object meshes. We argue that understanding the context of each component can assist the task of parsing the others, which enables joint understanding and reconstruction. The experiments on the SUN RGB-D and Pix3D datasets demonstrate that our method consistently outperforms existing methods in indoor layout estimation, 3D object detection and mesh reconstruction.