Large-Scale Multi-Character Interaction Synthesis
- URL: http://arxiv.org/abs/2505.14087v1
- Date: Tue, 20 May 2025 08:49:27 GMT
- Title: Large-Scale Multi-Character Interaction Synthesis
- Authors: Ziyi Chang, He Wang, George Alex Koulieris, Hubert P. H. Shum,
- Abstract summary: We propose a conditional generative pipeline comprising a coordinatable multi-character interaction space for interaction synthesis and a transition planning network for coordinations.<n>Existing datasets either do not have multiple characters or do not have close and dense interactions.
- Score: 13.992868723420836
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Generating large-scale multi-character interactions is a challenging and important task in character animation. Multi-character interactions involve not only natural interactive motions but also characters coordinated with each other for transition. For example, a dance scenario involves characters dancing with partners and also characters coordinated to new partners based on spatial and temporal observations. We term such transitions as coordinated interactions and decompose them into interaction synthesis and transition planning. Previous methods of single-character animation do not consider interactions that are critical for multiple characters. Deep-learning-based interaction synthesis usually focuses on two characters and does not consider transition planning. Optimization-based interaction synthesis relies on manually designing objective functions that may not generalize well. While crowd simulation involves more characters, their interactions are sparse and passive. We identify two challenges to multi-character interaction synthesis, including the lack of data and the planning of transitions among close and dense interactions. Existing datasets either do not have multiple characters or do not have close and dense interactions. The planning of transitions for multi-character close and dense interactions needs both spatial and temporal considerations. We propose a conditional generative pipeline comprising a coordinatable multi-character interaction space for interaction synthesis and a transition planning network for coordinations. Our experiments demonstrate the effectiveness of our proposed pipeline for multicharacter interaction synthesis and the applications facilitated by our method show the scalability and transferability.
Related papers
- Multi-Person Interaction Generation from Two-Person Motion Priors [7.253302825595181]
Graph-driven Interaction Sampling is a method that can generate realistic and diverse multi-person interactions.<n>We decompose the generation task into simultaneous single-person motion generation conditioned on one other's motion.<n>Our approach consistently outperforms existing methods in reducing artifacts when generating a wide range of two-person and multi-person interactions.
arXiv Detail & Related papers (2025-05-23T13:13:00Z) - Generating Fine Details of Entity Interactions [17.130839907951877]
This paper introduces InterActing, an interaction-focused dataset with 1000 fine-grained prompts covering three key scenarios.<n>We propose a decomposition-augmented refinement procedure to address interaction generation challenges.<n>Our approach, DetailScribe, uses a VLM to critique generated images, and applies targeted interventions within the diffusion process in refinement.
arXiv Detail & Related papers (2025-04-11T17:24:58Z) - A Unified Framework for Motion Reasoning and Generation in Human Interaction [28.736843383405603]
We introduce Versatile Interactive Motion-language model, which integrates both language and motion modalities.<n>VIM is capable of simultaneously understanding and generating both motion and text modalities.<n>We evaluate VIM across multiple interactive motion-related tasks, including motion-to-text, text-to-motion, reaction generation, motion editing, and reasoning about motion sequences.
arXiv Detail & Related papers (2024-10-08T02:23:53Z) - HIMO: A New Benchmark for Full-Body Human Interacting with Multiple Objects [86.86284624825356]
HIMO is a dataset of full-body human interacting with multiple objects.
HIMO contains 3.3K 4D HOI sequences and 4.08M 3D HOI frames.
arXiv Detail & Related papers (2024-07-17T07:47:34Z) - ReMoS: 3D Motion-Conditioned Reaction Synthesis for Two-Person Interactions [66.87211993793807]
We present ReMoS, a denoising diffusion based model that synthesizes full body motion of a person in two person interaction scenario.
We demonstrate ReMoS across challenging two person scenarios such as pair dancing, Ninjutsu, kickboxing, and acrobatics.
We also contribute the ReMoCap dataset for two person interactions containing full body and finger motions.
arXiv Detail & Related papers (2023-11-28T18:59:52Z) - InterControl: Zero-shot Human Interaction Generation by Controlling Every Joint [67.6297384588837]
We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs.
We demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model.
arXiv Detail & Related papers (2023-11-27T14:32:33Z) - InterGen: Diffusion-based Multi-human Motion Generation under Complex Interactions [49.097973114627344]
We present InterGen, an effective diffusion-based approach that incorporates human-to-human interactions into the motion diffusion process.
We first contribute a multimodal dataset, named InterHuman. It consists of about 107M frames for diverse two-person interactions, with accurate skeletal motions and 23,337 natural language descriptions.
We propose a novel representation for motion input in our interaction diffusion model, which explicitly formulates the global relations between the two performers in the world frame.
arXiv Detail & Related papers (2023-04-12T08:12:29Z) - Synthesizing Physical Character-Scene Interactions [64.26035523518846]
It is necessary to synthesize such interactions between virtual characters and their surroundings.
We present a system that uses adversarial imitation learning and reinforcement learning to train physically-simulated characters.
Our approach takes physics-based character motion generation a step closer to broad applicability.
arXiv Detail & Related papers (2023-02-02T05:21:32Z) - Interaction Mix and Match: Synthesizing Close Interaction using
Conditional Hierarchical GAN with Multi-Hot Class Embedding [4.864897201841002]
We propose a novel way to create realistic human reactive motions by mixing and matching different types of close interactions.
Experiments are conducted both noisy (depth-based) and high-quality (versa-based) interaction datasets.
arXiv Detail & Related papers (2022-07-23T16:13:10Z) - Interaction Transformer for Human Reaction Generation [61.22481606720487]
We propose a novel interaction Transformer (InterFormer) consisting of a Transformer network with both temporal and spatial attentions.
Our method is general and can be used to generate more complex and long-term interactions.
arXiv Detail & Related papers (2022-07-04T19:30:41Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.