GOAL: Generating 4D Whole-Body Motion for Hand-Object Grasping

By Omid Taheri, Vasileios Choutas, Michael J. Black, Dimitrios Tzionas. 2021

185 citations recorded by the source corpus.

Generating digital humans that move realistically has many applications and is widely studied, but existing meth-odsfocus on the major limbs of the body, ignoring the hands and head. Hands have been separately studied, but the fo-cus has been on generating realistic static grasps of objects. To synthesize virtual characters that interact with the world, we need to generate full-body motions and realistic hand grasps simultaneously. Both sub-problems are challenging on their own and, together, the state space of poses is sig-nificantly larger, the scales of hand and body motions dif-fer, and the whole-body posture and the hand grasp must agree, satisfy physical constraints, and be plausible. Additionally, the head is involved because the avatar must look at the object to interact with it. For the first time, we ad-dress the problem of generating full-body, hand and head motions of an avatar grasping an unknown object. As in-put, our method, called GOAL, takes a 3D object, its pose, and a starting 3D body pose and shape. GOAL outputs a sequence of whole-body poses using two novel networks. First, GNet generates a goal whole-body grasp with a re-alistic body, head, arm, and hand pose, as well as hand-object contact. Second, MNet generates the motion be-tween the starting and goal pose. This is challenging, as it requires the avatar to walk towards the object with foot-ground contact, orient the head towards it, reach out, and grasp it with a realistic hand pose and hand-object con-tact. To achieve this the networks exploit a representation that combines SMPL-X body parameters and 3D vertex off-sets. We train and evaluate GOAL, both qualitatively and quantitatively, on the GRAB dataset. Results show that GOAL generalizes well to unseen objects, outperforming baselines. A perceptual study shows that GOAL's gener-ated motions approach the realism of GRAB's ground truth. GOAL takes a step towards generating realistic full-body object grasping motion. Our models and code are available at https://goal.is.tue.mpg.de.

Subfields: Computational Mechanics, Computer Vision and Pattern Recognition, Control and Systems Engineering, 3D Vision & Pose, Robotics & Control

How researchers see this paper

The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.

In Computational Mechanics

  1. Dimitrios Tzionas
  2. Muhammed Kocabas
  3. Amlan Kar
  4. Otmar Hilliges
  5. Omid Taheri
  6. Sanja Fidler
  7. David F. Fouhey
  8. Dandan Shan

In Computer Vision and Pattern Recognition

  1. Jitendra Malik
  2. Luc Van Gool
  3. Sanja Fidler
  4. Cordelia Schmid
  5. Kristen Grauman
  6. Trevor Darrell
  7. Abhinav Kumar Gupta
  8. Andrew Zisserman

In Control and Systems Engineering

  1. Michael J. Black
  2. Dimitrios Tzionas
  3. Omid Taheri
  4. Muhammed Kocabas
  5. Otmar Hilliges
  6. Manuel Kaufmann
  7. Jo-Han Tseng
  8. Dima Damen

In 3D Vision & Pose

  1. Michael J. Black
  2. Omid Taheri
  3. Muhammed Kocabas
  4. Dimitrios Tzionas
  5. David F. Fouhey
  6. Otmar Hilliges
  7. Dandan Shan
  8. Sanja Fidler

In Robotics & Control

  1. Michael J. Black
  2. Dimitrios Tzionas
  3. C. Karen Liu
  4. Otmar Hilliges
  5. Sanja Fidler
  6. Omid Taheri

Citations in the corpus