Joints, Camera, Action! Co-Generating 3D Motion and Video for Arbitrary Rigs
Noam Rotstein, Yoad Tewel, Chen Tessler, Haggai Maron, Gal Chechik, Or Litany, Yoni Kasten, Yuval Atzmon
Read on arXiv →Key claim
Model generates video and 3D motion simultaneously.
In plain English
Imagine you're creating a video game where characters need to perform realistic movements, like a monkey jumping over a crossbar. Current models can generate impressive videos, but they struggle to translate those movements into usable 3D animations that can be replayed in a game engine. This limitation often leads to either overly complex models that only work with human skeletons or methods that rely on converting 2D poses into 3D motion, which can be inaccurate and cumbersome. This is what's called the 'motion capture problem.'
To address this, the authors propose a model that generates both video and 3D motion simultaneously, allowing for any type of character rig. By keeping the 3D motion generation separate from the video generation, the model can learn how different skeletons move using motion data alone, which is easier to gather than paired video data. This separation also enables the model to accurately locate joints in video frames, facilitating the integration of 3D motion into the scene. Compared to previous methods, this approach allows for more faithful animations from text prompts and better responsiveness to the surrounding environment, making it a significant step forward for developers looking to create dynamic and interactive animations.
The approach separates 3D motion generation from video, allowing for more flexible and realistic animations.
The model is evaluated on a substantial dataset and shows improvements over existing methods.
Deep reliability assessment
The methodology supports co-generating video and 3D motion for arbitrary rigs, but the model's ability to handle diverse skeletons and scenes is limited by the training data, which skews towards bipeds and static cameras.
Reproducibility
No open source code or dataset is mentioned in the paper.
Key figure
Figure 1 illustrates the JCA model generating a video and synchronized 3D motion trajectory for a user-supplied rig, demonstrating keyframe control, video-to-motion, and motion-to-video capabilities.
