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PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments

arXiv 2303.14255 ↗First posted 24 Mar 2023cs.CV cs.GRcited by 0

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Abstract (arXiv)

We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 32 of its 72 references that are in the map. First posted on arXiv 24 Mar 2023.

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32 of 72 references.

References · 32

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20 more
  1. 2020Critic Regularized Regressioncited by 269
  2. 2018Total Capture: A 3D Deformation Model for Tracking Faces, Hands, and Bodiescited by 239
  3. 2021A-NeRF: Articulated Neural Radiance Fields for Learning Human Shape, Appearance, and Posecited by 233
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  19. 2022Placing Human Animations into 3D Scenes by Learning Interaction- and Geometry-Driven Keyframescited by 8
  20. 2020Pose to Seat: Automated Design of Body-Supporting Surfacescited by 5

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