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Nov 3

Sitcom-Crafter: A Plot-Driven Human Motion Generation System in 3D Scenes

Recent advancements in human motion synthesis have focused on specific types of motions, such as human-scene interaction, locomotion or human-human interaction, however, there is a lack of a unified system capable of generating a diverse combination of motion types. In response, we introduce Sitcom-Crafter, a comprehensive and extendable system for human motion generation in 3D space, which can be guided by extensive plot contexts to enhance workflow efficiency for anime and game designers. The system is comprised of eight modules, three of which are dedicated to motion generation, while the remaining five are augmentation modules that ensure consistent fusion of motion sequences and system functionality. Central to the generation modules is our novel 3D scene-aware human-human interaction module, which addresses collision issues by synthesizing implicit 3D Signed Distance Function (SDF) points around motion spaces, thereby minimizing human-scene collisions without additional data collection costs. Complementing this, our locomotion and human-scene interaction modules leverage existing methods to enrich the system's motion generation capabilities. Augmentation modules encompass plot comprehension for command generation, motion synchronization for seamless integration of different motion types, hand pose retrieval to enhance motion realism, motion collision revision to prevent human collisions, and 3D retargeting to ensure visual fidelity. Experimental evaluations validate the system's ability to generate high-quality, diverse, and physically realistic motions, underscoring its potential for advancing creative workflows. Project page: https://windvchen.github.io/Sitcom-Crafter.

  • 6 authors
·
Oct 14, 2024

HOLODECK 2.0: Vision-Language-Guided 3D World Generation with Editing

3D scene generation plays a crucial role in gaming, artistic creation, virtual reality and many other domains. However, current 3D scene design still relies heavily on extensive manual effort from creators, and existing automated methods struggle to generate open-domain scenes or support flexible editing. As a result, generating 3D worlds directly from text has garnered increasing attention. In this paper, we introduce HOLODECK 2.0, an advanced vision-language-guided framework for 3D world generation with support for interactive scene editing based on human feedback. HOLODECK 2.0 can generate diverse and stylistically rich 3D scenes (e.g., realistic, cartoon, anime, and cyberpunk styles) that exhibit high semantic fidelity to fine-grained input descriptions, suitable for both indoor and open-domain environments. HOLODECK 2.0 leverages vision-language models (VLMs) to identify and parse the objects required in a scene and generates corresponding high-quality assets via state-of-the-art 3D generative models. It then iteratively applies spatial constraints derived from the VLMs to achieve semantically coherent and physically plausible layouts. Human evaluations and CLIP-based assessments demonstrate that HOLODECK 2.0 effectively generates high-quality scenes closely aligned with detailed textual descriptions, consistently outperforming baselines across indoor and open-domain scenarios. Additionally, we provide editing capabilities that flexibly adapt to human feedback, supporting layout refinement and style-consistent object edits. Finally, we present a practical application of HOLODECK 2.0 in procedural game modeling, generating visually rich and immersive environments, potentially boosting efficiency.

  • 4 authors
·
Aug 7

The Adversarial AI-Art: Understanding, Generation, Detection, and Benchmarking

Generative AI models can produce high-quality images based on text prompts. The generated images often appear indistinguishable from images generated by conventional optical photography devices or created by human artists (i.e., real images). While the outstanding performance of such generative models is generally well received, security concerns arise. For instance, such image generators could be used to facilitate fraud or scam schemes, generate and spread misinformation, or produce fabricated artworks. In this paper, we present a systematic attempt at understanding and detecting AI-generated images (AI-art) in adversarial scenarios. First, we collect and share a dataset of real images and their corresponding artificial counterparts generated by four popular AI image generators. The dataset, named ARIA, contains over 140K images in five categories: artworks (painting), social media images, news photos, disaster scenes, and anime pictures. This dataset can be used as a foundation to support future research on adversarial AI-art. Next, we present a user study that employs the ARIA dataset to evaluate if real-world users can distinguish with or without reference images. In a benchmarking study, we further evaluate if state-of-the-art open-source and commercial AI image detectors can effectively identify the images in the ARIA dataset. Finally, we present a ResNet-50 classifier and evaluate its accuracy and transferability on the ARIA dataset.

  • 7 authors
·
Apr 22, 2024