Blueprint2Motion: Two-Stage Human–Object Manipulation Motion Synthesis via Limb–Object Blueprint

IF 3.4 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Lin Li, Zhen Liu, Tingting Liu, Xuyao Dai, YanJie Chai
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引用次数: 0

Abstract

Generating human–object interaction (HOI) from text remains challenging because it must preserve both semantic alignment and human–object motion consistency. In practical animation synthesis and editing, partial motion observations are often available at the beginning and end of an interaction, making it more meaningful to synthesize the intermediate process under text guidance than to generate the entire sequence solely from text. We propose Blueprint2Motion, a two-stage generative framework for HOI motion synthesis conditioned on text, object geometry, and spatiotemporal motion context. In the first stage, Text2Blueprint predicts an intermediate limb–object blueprint, including temporally coherent object motion and limb trajectories, from text, object geometry, and historical/future motion observations. In the second stage, Blueprint2Motion uses the generated blueprint as an explicit control signal to synthesize full-body responsive human motion under the same text prompt. We further introduce an interaction loss to improve spatial alignment and motion coherence between key body joints and the manipulated object. Experiments on FullBodyManipulation and BEHAVE show improved overall motion quality and human–object coordination on most metrics, especially for manipulation-oriented interactions. These results suggest that structured limb–object blueprints are an effective intermediate representation for text-guided HOI synthesis under partial motion conditions.

Abstract Image

Blueprint2Motion:通过肢体-物体蓝图的两阶段人-物体操纵运动合成
从文本生成人-物交互(HOI)仍然具有挑战性,因为它必须保持语义对齐和人-物运动的一致性。在实际的动画合成和编辑中,通常可以在交互的开始和结束时进行部分运动观察,这使得在文本指导下合成中间过程比仅从文本生成整个序列更有意义。我们提出Blueprint2Motion,这是一个基于文本、物体几何和时空运动背景的HOI运动合成的两阶段生成框架。在第一阶段,Text2Blueprint从文本、物体几何和历史/未来运动观察中预测一个中间的肢体-物体蓝图,包括暂时连贯的物体运动和肢体轨迹。第二阶段,Blueprint2Motion将生成的蓝图作为显式控制信号,在相同的文本提示下合成全身响应的人体运动。我们进一步引入了相互作用损失,以改善关键身体关节和被操纵物体之间的空间对齐和运动一致性。在FullBodyManipulation和BEHAVE上的实验表明,在大多数指标上,特别是在面向操作的交互中,整体运动质量和人-物体协调得到了改善。这些结果表明,在部分运动条件下,结构化肢体-物体蓝图是文本引导HOI合成的有效中间表示。
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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