论文

NVIDIA 提出联合生成 3D 骨骼动画与视频的模型

Joints, Camera, Action! Co-Generating 3D Motion and Video for Arbitrary Rigs

精选理由

NVIDIA 出的这个研究能让视频模型生成的动作直接变成可用的 3D 骨骼动画,猴子跳栏杆那种画面能原样搬进 3D 场景,做动画和机器人的可以看看。

NVIDIA 研究团队发布一项工作,针对视频生成模型无法输出可回放 3D 动作的问题,让模型对任意骨骼绑定同时生成视频和 3D 动作,并生成相机参数将动作定位到 3D 场景中。与此前只支持人体骨骼或从 2D 姿态图三角化的方案不同,该方法将 3D 动作放在独立模型中,通过少量 cross-attention 层连接预训练视频模型。训练数据使用生成式视频编辑器合成,结合人体和机器人视频共构建约 200K 训练对。评测显示该模型从文本驱动多种骨骼绑定的效果比 video-first 管线更忠实,且动作能响应周围场景,还支持视频转骨骼动作、骨骼动作转视频和关键帧控制。

原文 · arXiv cs.AI

Joints, Camera, Action! Co-Generating 3D Motion and Video for Arbitrary Rigs

Video generation models can now depict remarkably realistic motion. Yet it is unclear how to use this motion beyond pixels: to animate a specific 3D asset and replay the animation in its 3D scene. For instance, a video model can show a monkey jumping over a crossbar, but it cannot return that jump as replayable 3D motion placed in the 3D scene. Here we present a model that directly co-generates the video and 3D motion for any supplied rig, along with a camera that registers this motion to the scene. Prior video-motion models either handle only human skeletons, often adding billions of parameters, or triangulate 3D motion from generated 2D pose maps. We instead keep 3D motion in a separate model that supports arbitrary skeletons, and connect it to a pretrained video model through a small set of cross-attention layers. This separation lets the motion model first learn how skeletons move from motion-only data, which is easier to obtain and augment than paired video. Additionally, our model learns to locate each joint in the video frames, which lets us recover the camera and place the 3D motion in the scene. To train across many skeletons, we use a generative video editor to place animated 3D assets in scenes suited to their actions, curating the edits so their known motion remains valid. Together with human and robot video, this yields nearly 200K training pairs. Our evaluations demonstrate that our model animates diverse rigs from text more faithfully than video-first pipelines, and its motion responds to the surrounding scene. It also turns video into rig motion, rig motion into video, and enables keyframe-based control of the 3D motion. Videos and additional results are available on our project page: https://research.nvidia.com/labs/par/projects/jca/.