An end-to-end library for editing and rendering motion of 3D characters with deep learning [SIGGRAPH 2020]

Overview

Deep-motion-editing

Python Pytorch Blender

This library provides fundamental and advanced functions to work with 3D character animation in deep learning with Pytorch. The code contains end-to-end modules, from reading and editing animation files to visualizing and rendering (using Blender) them.

The main deep editing operations provided here, motion retargeting and motion style transfer, are based on two works published in SIGGRAPH 2020:

Skeleton-Aware Networks for Deep Motion Retargeting: Project | Paper | Video


Unpaired Motion Style Transfer from Video to Animation: Project | Paper | Video


This library is written and maintained by Kfir Aberman, Peizhuo Li and Yijia Weng. The library is still under development.

Prerequisites

  • Linux or macOS
  • Python 3
  • CPU or NVIDIA GPU + CUDA CuDNN

Quick Start

We provide pretrained models together with demo examples using animation files specified in bvh format.

Motion Retargeting

Download and extract the test dataset from Google Drive or Baidu Disk (ye1q). Then place the Mixamo directory within retargeting/datasets.

To generate the demo examples with the pretrained model, run

cd retargeting
sh demo.sh

The results will be saved in retargeting/examples.

To reconstruct the quantitative result with the pretrained model, run

cd retargeting
python test.py

The retargeted demo results, that consists both intra-structual retargeting and cross-structural retargeting, will be saved in retargeting/pretrained/results.

Motion Style Transfer

To receive the demo examples, simply run

sh style_transfer/demo.sh

The results will be saved in style_transfer/demo_results, where each folder contains the raw output raw.bvh and the output after footskate clean-up fixed.bvh.

Train from scratch

We provide instructions for retraining our models

Motion Retargeting

Dataset

We use Mixamo dataset to train our model. You can download our preprocessed data from Google Drive or Baidu Disk(4rgv). Then place the Mixamo directory within retargeting/datasets.

Otherwise, if you want to download Mixamo dataset or use your own dataset, please follow the instructions below. Unless specifically mentioned, all script should be run in retargeting directory.

  • To download Mixamo on your own, you can refer to this good tutorial. You will need to download as fbx file (skin is not required) and make a subdirectory for each character in retargeting/datasets/Mixamo. In our original implementation we download 60fps fbx files and downsample them into 30fps. Since we use an unpaired way in training, it is recommended to divide all motions into two equal size sets for each group and equal size sets for each character in each group. If you use your own data, you need to make sure that your dataset consists of bvh files with same t-pose. You should also put your dataset in subdirectories of retargeting/datasets/Mixamo.

  • Enter retargeting/datasets directory and run blender -b -P fbx2bvh.py to convert fbx files to bvh files. If you already have bvh file as dataset, please skil this step.

  • In our original implementation, we manually split three joints for skeletons in group A. If you want to follow our routine, run python datasets/split_joint.py. This step is optional.

  • Run python datasets/preprocess.py to simplify the skeleton by removing some less interesting joints, e.g. fingers and convert bvh files into npy files. If you use your own data, you'll need to define simplified structure in retargeting/datasets/bvh_parser.py. This information currently is hard-coded in the code. See the comment in source file for more details. There are four steps to make your own dataset work.

  • Training and testing character are hard-coded in retargeting/datasets/__init__.py. You'll need to modify it if you want to use your own dataset.

Train

After preparing dataset, simply run

cd retargeting
python train.py --save_dir=./training/

It will use default hyper-parameters to train the model and save trained model in retargeting/training directory. More options are available in retargeting/option_parser.py. You can use tensorboard to monitor the training progress by running

tensorboard --logdir=./retargeting/training/logs/

Motion Style Transfer

Dataset

  • Download the dataset from Google Drive or Baidu Drive (zzck). The dataset consists of two parts: one is the taken from the motion style transfer dataset proposed by Xia et al. and the other is our BFA dataset, where both parts contain .bvh files retargeted to the standard skeleton of CMU mocap dataset.

  • Extract the .zip files into style_transfer/data

  • Pre-process data for training:

    cd style_transfer/data_proc
    sh gen_dataset.sh

    This will produce xia.npz, bfa.npz in style_transfer/data.

Train

After downloading the dataset simply run

python style_transfer/train.py

Style from videos

To run our models in test time with your own videos, you first need to use OpenPose to extract the 2D joint positions from the video, then use the resulting JSON files as described in the demo examples.

Blender Visualization

We provide a simple wrapper of blender's python API (2.80) for rendering 3D animations.

Prerequisites

The Blender releases distributed from blender.org include a complete Python installation across all platforms, which means that any extensions you have installed in your systems Python won’t appear in Blender.

To use external python libraries, you can install new packages directly to Blender's python distribution. Alternatively, you can change the default blender python interpreter by:

  1. Remove the built-in python directory: [blender_path]/2.80/python.

  2. Make a symbolic link or simply copy a python interpreter at [blender_path]/2.80/python. E.g. ln -s ~/anaconda3/envs/env_name [blender_path]/2.80/python

This interpreter should be python 3.7.x version and contains at least: numpy, scipy.

Usage

Arguments

Due to blender's argparse system, the argument list should be separated from the python file with an extra '--', for example:

blender -P render.py -- --arg1 [ARG1] --arg2 [ARG2]

engine: "cycles" or "eevee". Please refer to Render section for more details.

render: 0 or 1. If set to 1, the data will be rendered outside blender's GUI. It is recommended to use render = 0 in case you need to manually adjust the camera.

The full parameters list can be displayed by: blender -P render.py -- -h

Load bvh File (load_bvh.py)

To load example.bvh, run blender -P load_bvh.py. Please finish the preparation first.

Note that currently it uses primitive_cone with 5 vertices for limbs.

Note that Blender and bvh file have different xyz-coordinate systems. In bvh file, the "height" axis is y-axis while in blender it's z-axis. load_bvh.py swaps the axis in the BVH_file class initialization funtion.

Currently all the End Sites in bvh file are discarded, this is because of the out-side code used in utils/.

After loading the bvh file, it's height is normalized to 10.

Material, Texture, Light and Camera (scene.py)

This file enables to add a checkerboard floor, camera, a "sun" to the scene and to apply a basic color material to character.

The floor is placed at y=0, and should be corrected manually in case that it is needed (depends on the character parametes in the bvh file).

Rendering

We support 2 render engines provided in Blender 2.80: Eevee and Cycles, where the trade-off is between speed and quality.

Eevee (left) is a fast, real-time, render engine provides limited quality, while Cycles (right) is a slower, unbiased, ray-tracing render engine provides photo-level rendering result. Cycles also supports CUDA and OpenGL acceleration.

Skinning

Automatic Skinning

We provide a blender script that applies "skinning" to the output skeletons. You first need to download the fbx file which corresponds to the targeted character (for example, "mousey"). Then, you can get a skinned animation by simply run

blender -P blender_rendering/skinning.py -- --bvh_file [bvh file path] --fbx_file [fbx file path]

Note that the script might not work well for all the fbx and bvh files. If it fails, you can try to tweak the script or follow the manual skinning guideline below.

Manual Skinning

Here we provide a "quick and dirty" guideline for how to apply skin to the resulting bvh files, with blender:

  • Download the fbx file that corresponds to the retargeted character (for example, "mousey")
  • Import the fbx file to blender (uncheck the "import animation" option)
  • Merge meshes - select all the parts and merge them (ctrl+J)
  • Import the retargeted bvh file
  • Click "context" (menu bar) -> "Rest Position" (under sekeleton)
  • Manually align the mesh and the skeleton (rotation + translation)
  • Select the skeleton and the mesh (the skeleton object should be highlighted)
  • Click Object -> Parent -> with automatic weights (or Ctrl+P)

Now the skeleton and the skin are bound and the animation can be rendered.

Acknowledgments

The code in the utils directory is mostly taken from Holden et al. [2016].
In addition, part of the MoCap dataset is taken from Adobe Mixamo and from the work of Xia et al..

Citation

If you use this code for your research, please cite our papers:

@article{aberman2020skeleton,
  author = {Aberman, Kfir and Li, Peizhuo and Sorkine-Hornung Olga and Lischinski, Dani and Cohen-Or, Daniel and Chen, Baoquan},
  title = {Skeleton-Aware Networks for Deep Motion Retargeting},
  journal = {ACM Transactions on Graphics (TOG)},
  volume = {39},
  number = {4},
  pages = {62},
  year = {2020},
  publisher = {ACM}
}

and

@article{aberman2020unpaired,
  author = {Aberman, Kfir and Weng, Yijia and Lischinski, Dani and Cohen-Or, Daniel and Chen, Baoquan},
  title = {Unpaired Motion Style Transfer from Video to Animation},
  journal = {ACM Transactions on Graphics (TOG)},
  volume = {39},
  number = {4},
  pages = {64},
  year = {2020},
  publisher = {ACM}
}
3D AffordanceNet is a 3D point cloud benchmark consisting of 23k shapes from 23 semantic object categories, annotated with 56k affordance annotations and covering 18 visual affordance categories.

3D AffordanceNet This repository is the official experiment implementation of 3D AffordanceNet benchmark. 3D AffordanceNet is a 3D point cloud benchma

49 Dec 01, 2022
a curated list of docker-compose files prepared for testing data engineering tools, databases and open source libraries.

data-services A repository for storing various Data Engineering docker-compose files in one place. How to use it ? Set the required settings in .env f

BigData.IR 525 Dec 03, 2022
Minimal implementation and experiments of "No-Transaction Band Network: A Neural Network Architecture for Efficient Deep Hedging".

No-Transaction Band Network: A Neural Network Architecture for Efficient Deep Hedging Minimal implementation and experiments of "No-Transaction Band N

19 Jan 03, 2023
Measure WWjj polarization fraction

WlWl Polarization Measure WWjj polarization fraction Paper: arXiv:2109.09924 Notice: This code can only be used for the inference process, if you want

4 Apr 10, 2022
使用OpenCV部署全景驾驶感知网络YOLOP,可同时处理交通目标检测、可驾驶区域分割、车道线检测,三项视觉感知任务,包含C++和Python两种版本的程序实现。本套程序只依赖opencv库就可以运行, 从而彻底摆脱对任何深度学习框架的依赖。

YOLOP-opencv-dnn 使用OpenCV部署全景驾驶感知网络YOLOP,可同时处理交通目标检测、可驾驶区域分割、车道线检测,三项视觉感知任务,依然是包含C++和Python两种版本的程序实现 onnx文件从百度云盘下载,链接:https://pan.baidu.com/s/1A_9cldU

178 Jan 07, 2023
Code for paper "Do Language Models Have Beliefs? Methods for Detecting, Updating, and Visualizing Model Beliefs"

This is the codebase for the paper: Do Language Models Have Beliefs? Methods for Detecting, Updating, and Visualizing Model Beliefs Directory Structur

Peter Hase 19 Aug 21, 2022
Improving 3D Object Detection with Channel-wise Transformer

"Improving 3D Object Detection with Channel-wise Transformer" Thanks for the OpenPCDet, this implementation of the CT3D is mainly based on the pcdet v

Hualian Sheng 107 Dec 20, 2022
This dlib-based facial login system

Facial-Login-System This dlib-based facial login system is a technology capable of matching a human face from a digital webcam frame capture against a

Mushahid Ali 3 Apr 23, 2022
Language Used: Python . Made in Jupyter(Anaconda) notebook.

FACE-DETECTION-ATTENDENCE-SYSTEM Made in Jupyter(Anaconda) notebook. Language Used: Python Steps to perform before running the program : Install Anaco

1 Jan 12, 2022
OMAMO: orthology-based model organism selection

OMAMO: orthology-based model organism selection OMAMO is a tool that suggests the best model organism to study a biological process based on orthologo

Dessimoz Lab 5 Apr 22, 2022
TigerLily: Finding drug interactions in silico with the Graph.

Drug Interaction Prediction with Tigerlily Documentation | Example Notebook | Youtube Video | Project Report Tigerlily is a TigerGraph based system de

Benedek Rozemberczki 91 Dec 30, 2022
OMLT: Optimization and Machine Learning Toolkit

OMLT is a Python package for representing machine learning models (neural networks and gradient-boosted trees) within the Pyomo optimization environment.

C⚙G - Imperial College London 179 Jan 02, 2023
Fader Networks: Manipulating Images by Sliding Attributes - NIPS 2017

FaderNetworks PyTorch implementation of Fader Networks (NIPS 2017). Fader Networks can generate different realistic versions of images by modifying at

Facebook Research 753 Dec 23, 2022
A state of the art of new lightweight YOLO model implemented by TensorFlow 2.

CSL-YOLO: A New Lightweight Object Detection System for Edge Computing This project provides a SOTA level lightweight YOLO called "Cross-Stage Lightwe

Miles Zhang 54 Dec 21, 2022
Funnels: Exact maximum likelihood with dimensionality reduction.

Funnels This repository contains the code needed to reproduce the experiments from the paper: Funnels: Exact maximum likelihood with dimensionality re

2 Apr 21, 2022
Pytorch implementation for "Adversarial Robustness under Long-Tailed Distribution" (CVPR 2021 Oral)

Adversarial Long-Tail This repository contains the PyTorch implementation of the paper: Adversarial Robustness under Long-Tailed Distribution, CVPR 20

Tong WU 89 Dec 15, 2022
Official code repository for Continual Learning In Environments With Polynomial Mixing Times

Official code for Continual Learning In Environments With Polynomial Mixing Times Continual Learning in Environments with Polynomial Mixing Times This

Sharath Raparthy 1 Dec 19, 2021
Prompt Tuning with Rules

PTR Code and datasets for our paper "PTR: Prompt Tuning with Rules for Text Classification" If you use the code, please cite the following paper: @art

THUNLP 118 Dec 30, 2022
Pytorch implementation of Decoupled Spatial-Temporal Transformer for Video Inpainting

Decoupled Spatial-Temporal Transformer for Video Inpainting By Rui Liu, Hanming Deng, Yangyi Huang, Xiaoyu Shi, Lewei Lu, Wenxiu Sun, Xiaogang Wang, J

51 Dec 13, 2022
Generative Adversarial Networks for High Energy Physics extended to a multi-layer calorimeter simulation

CaloGAN Simulating 3D High Energy Particle Showers in Multi-Layer Electromagnetic Calorimeters with Generative Adversarial Networks. This repository c

Deep Learning for HEP 101 Nov 13, 2022