Jun Saito

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18ranked-venue papers
2as first author
10since 2021 · last 2024
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 14 · 8 since 2021Artificial intelligence and machine learning · 7 · 1 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Systems, architecture and hardware · 1Computer networks · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2024 Motion-Driven Neural Optimizer for Prophylactic Braces Made by Distributed Microstructures
abstract
Joint injuries, and their long-term consequences, present a substantial global health burden. Wearable prophylactic braces are an attractive potential solution to reduce the incidence of joint injuries by limiting joint movements that are related to injury risk. Given human motion and ground reaction forces, we present a computational framework that enables the design of personalized braces by optimizing the distribution of microstructures and elasticity. As varied brace designs yield different reaction forces that influence kinematics and kinetics analysis outcomes, the optimization process is formulated as a differentiable end-to-end pipeline in which the design domain of microstructure distribution is parameterized onto a neural network. The optimized distribution of microstructures is obtained via a self-learning process to determine the network coefficients according to a carefully designed set of losses and the integrated biomechanical and physical analyses. Since knees and ankles are the most commonly injured joints, we demonstrate the effectiveness of our pipeline by designing, fabricating, and testing prophylactic braces for the knee and ankle to prevent potentially harmful joint movements.
Xingjian Han, Yu Jiang 0019, Weiming Wang 0003, Guoxin Fang, Simeon Gill, Zhiqiang Zhang 0001, Shengfa Wang, Jun Saito, Zhongxuan Luo, Emily Whiting, Charlie C. L. Wang
SIGGRAPH Asia8
2023 GroundLink: A Dataset Unifying Human Body Movement and Ground Reaction Dynamics
abstract
The physical plausibility of human motions is vital to various applications in fields including but not limited to graphics, animation, robotics, vision, biomechanics, and sports science. While fully simulating human motions with physics is an extreme challenge, we hypothesize that we can treat this complexity as a black box in a data-driven manner if we focus on the ground contact, and have sufficient observations of physics and human activities in the real world. To prove our hypothesis, we present GroundLink, a unified dataset comprised of captured ground reaction force (GRF) and center of pressure (CoP) synchronized to standard kinematic motion captures. GRF and CoP of GroundLink are not simulated but captured at high temporal resolution using force platforms embedded in the ground for uncompromising measurement accuracy. This dataset contains 368 processed motion trials (∼ 1.59M recorded frames) with 19 different movements including locomotion and weight-shifting actions such as tennis swings to signify the importance of capturing physics paired with kinematics. GroundLinkNet, our benchmark neural network model trained with GroundLink, supports our hypothesis by predicting GRFs and CoPs accurately and plausibly on unseen motions from various sources. The dataset, code, and benchmark models are made public for further research on various downstream tasks leveraging the rich physics information at https://csr.bu.edu/groundlink/.
Xingjian Han, Benjamin Senderling, Stanley To, Emily Whiting, Jun Saito
SIGGRAPH Asia6
2023 PAPR Reduction Using Null Space in MIMO Channel Considering Signal Power Difference Among Transmitter Antennas
abstract
We propose a new method for generating a peak cancellation (PC) signal vector considering the variance in the average signal power among transmitter antennas in the peak-to-average power ratio (PAPR) reduction method for multiple-input multiple-output (MIMO) orthogonal frequency division multiplexing (OFDM) signals using the null space in a MIMO channel. We first analyze the conditions for the PC signal vector to achieve a sufficient PAPR reduction effect after its projection onto the null space. The analysis indicates that the PC signal vector should be uncorrelated with the transmission signal vector as much as possible. Based on the analysis and the fact that reducing the difference in the average signal power among the transmitter antennas is beneficial for PAPR reduction, we propose a new method for generating a PC signal vector. The proposed PC signal vector is designed so that at the target timing, the signal power levels of all the transmitter antennas are restricted to be below the maximum power threshold while also being above the minimum power threshold. The newly introduced feature, i.e., controlling the signal power to be above the minimum power threshold, contributes to reducing the transmission power variance among antennas and increasing the PAPR reduction effect after the projection of the PC signal onto the null space in the MIMO channel. This is accomplished by reducing the correlation between the PC signal and data signal vectors. Computer simulation results show that the proposed method provides superior PAPR reduction characteristics compared to those for the conventional method.
Jun Saito, Nobuhide Nonaka, Kenichi Higuchi
WCNC1
2022 FaceFormer: Speech-Driven 3D Facial Animation with Transformers
abstract
Speech-driven 3D facial animation is challenging due to the complex geometry of human faces and the limited availability of 3D audio-visual data. Prior works typically focus on learning phoneme-level features of short audio windows with limited context, occasionally resulting in inaccurate lip movements. To tackle this limitation, we propose a Transformer-based autoregressive model, Face-Former, which encodes the long-term audio context and autoregressively predicts a sequence of animated 3D face meshes. To cope with the data scarcity issue, we integrate the self-supervised pre-trained speech representations. Also, we devise two biased attention mechanisms well suited to this specific task, including the biased cross-modal multi-head (MH) attention and the biased causal MH self-attention with a periodic positional encoding strategy. The former effectively aligns the audio-motion modalities, whereas the latter offers abilities to generalize to longer audio sequences. Extensive experiments and a perceptual user study show that our approach outperforms the existing state-of-the-arts. The code and the video are available at: https://evelynfan.github.io/audio2face/
Yingruo Fan, Zhaojiang Lin, Jun Saito, Wenping Wang 0001, Taku Komura
CVPR3
2022 Audio-driven Neural Gesture Reenactment with Video Motion Graphs
abstract
Human speech is often accompanied by body gestures including arm and hand gestures. We present a method that reenacts a high-quality video with gestures matching a target speech audio. The key idea of our method is to split and re-assemble clips from a reference video through a novel video motion graph encoding valid transitions between clips. To seamlessly connect different clips in the reenactment, we propose a pose-aware video blending network which synthesizes video frames around the stitched frames between two clips. Moreover, we developed an audio-based gesture searching algorithm to find the optimal order of the reenacted frames. Our system generates reen-actments that are consistent with both the audio rhythms and the speech content. We evaluate our synthesized video quality quantitatively, qualitatively, and with user studies, demonstrating that our method produces videos of much higher quality and consistency with the target audio compared to previous work and baselines. Our project page https://github.com/yzhou359/vid-reenact includes code and data.
Yang Zhou 0009, Jimei Yang, Dingzeyu Li, Jun Saito, Deepali Aneja, Evangelos Kalogerakis
CVPR4
2022 Skeleton-Free Pose Transfer for Stylized 3D Characters
Zhouyingcheng Liao, Jimei Yang, Jun Saito, Gerard Pons-Moll, Yang Zhou 0009
ECCV (2)3
2022 NeMF: Neural Motion Fields for Kinematic Animation
abstract
We present an implicit neural representation to learn the spatio-temporal space of kinematic motions. Unlike previous work that represents motion as discrete sequential samples, we propose to express the vast motion space as a continuous function over time, hence the name Neural Motion Fields (NeMF). Specifically, we use a neural network to learn this function for miscellaneous sets of motions, which is designed to be a generative model conditioned on a temporal coordinate $t$ and a random vector $z$ for controlling the style. The model is then trained as a Variational Autoencoder (VAE) with motion encoders to sample the latent space. We train our model with a diverse human motion dataset and quadruped dataset to prove its versatility, and finally deploy it as a generic motion prior to solve task-agnostic problems and show its superiority in different motion generation and editing applications, such as motion interpolation, in-betweening, and re-navigating. More details can be found on our project page: https://cs.yale.edu/homes/che/projects/nemf/.
Chengan He, Jun Saito, James Zachary, Holly E. Rushmeier, Yi Zhou 0023
NeurIPS2
2022 Neural jacobian fields: learning intrinsic mappings of arbitrary meshes
abstract
This paper introduces a framework designed to accurately predict piecewise linear mappings of arbitrary meshes via a neural network, enabling training and evaluating over heterogeneous collections of meshes that do not share a triangulation, as well as producing highly detail-preserving maps whose accuracy exceeds current state of the art. The framework is based on reducing the neural aspect to a prediction of a matrix for a single given point, conditioned on a global shape descriptor. The field of matrices is then projected onto the tangent bundle of the given mesh, and used as candidate jacobians for the predicted map. The map is computed by a standard Poisson solve, implemented as a differentiable layer with cached pre-factorization for efficient training. This construction is agnostic to the triangulation of the input, thereby enabling applications on datasets with varying triangulations. At the same time, by operating in the intrinsic gradient domain of each individual mesh, it allows the framework to predict highly-accurate mappings. We validate these properties by conducting experiments over a broad range of scenarios, from semantic ones such as morphing, registration, and deformation transfer, to optimization-based ones, such as emulating elastic deformations and contact correction, as well as being the first work, to our knowledge, to tackle the task of learning to compute UV parameterizations of arbitrary meshes. The results exhibit the high accuracy of the method as well as its versatility, as it is readily applied to the above scenarios without any changes to the framework.
Noam Aigerman, Kunal Gupta, Vladimir G. Kim, Siddhartha Chaudhuri, Jun Saito, Thibault Groueix
ACM Trans. Graph.5
2021 Stochastic Scene-Aware Motion Prediction
abstract
A long-standing goal in computer vision is to capture, model, and realistically synthesize human behavior. Specifically, by learning from data, our goal is to enable virtual humans to navigate within cluttered indoor scenes and naturally interact with objects. Such embodied behavior has applications in virtual reality, computer games, and robotics, while synthesized behavior can be used as training data. The problem is challenging because real human motion is diverse and adapts to the scene. For example, a person can sit or lie on a sofa in many places and with varying styles. We must model this diversity to synthesize virtual humans that realistically perform human-scene interactions. We present a novel data-driven, stochastic motion synthesis method that models different styles of performing a given action with a target object. Our Scene-Aware Motion Prediction method (SAMP) generalizes to target objects of various geometries while enabling the character to navigate in cluttered scenes. To train SAMP, we collected MoCap data covering various sitting, lying down, walking, and running styles. We demonstrate SAMP on complex indoor scenes and achieve superior performance than existing solutions. Code and data are available for research at https://samp.is.tue.mpg.de.
Mohamed Hassan 0003, Duygu Ceylan, Ruben Villegas, Jun Saito, Jimei Yang, Yi Zhou 0023, Michael J. Black
ICCV4
2021 Contact-Aware Retargeting of Skinned Motion
abstract
This paper introduces a motion retargeting method that preserves self-contacts and prevents interpenetration. Self-contacts, such as when hands touch each other or the torso or the head, are important attributes of human body language and dynamics, yet existing methods do not model or preserve these contacts. Likewise, interpenetration, such as a hand passing into the torso, are a typical artifact of motion estimation methods. The input to our method is a human motion sequence and a target skeleton and character geometry. The method identifies self-contacts and ground contacts in the input motion, and optimizes the motion to apply to the output skeleton, while preserving these contacts and reducing interpenetration. We introduce a novel geometry-conditioned recurrent network with an encoder-space optimization strategy that achieves efficient retargeting while satisfying contact constraints. In experiments, our results quantitatively outperform previous methods and we conduct a user study where our retargeted motions are rated as higher-quality than those produced by recent works. We also show our method generalizes to motion estimated from human videos where we improve over previous works that produce noticeable interpenetration.
Ruben Villegas, Duygu Ceylan, Aaron Hertzmann, Jimei Yang, Jun Saito
ICCV5
2020 Neural Puppet: Generative Layered Cartoon Characters
abstract
We propose a learning based method for generating new animations of a cartoon character given a few example images. Our method is designed to learn from a traditionally animated sequence, where each frame is drawn by an artist, and thus the input images lack any common structure, correspondences, or labels. We express pose changes as a deformation of a layered 2.5D template mesh, and devise a novel architecture that learns to predict mesh deformations matching the template to a target image. This enables us to extract a common low-dimensional structure from a diverse set of character poses. We combine recent advances in differentiable rendering as well as mesh-aware models to successfully align common template even if only a few character images are available during training. In addition to coarse poses, character appearance also varies due to shading, out-of-plane motions, and artistic effects. We capture these subtle changes by applying an image translation network to refine the mesh rendering, providing an end-to-end model to generate new animations of a character with high visual quality. We demonstrate that our generative model can be used to synthesize in-between frames and to create data-driven deformation. Our template fitting procedure outperforms state-of-the-art generic techniques for detecting image correspondences.
Omid Poursaeed, Vladimir G. Kim, Eli Shechtman, Jun Saito, Serge J. Belongie
WACV4
2019 Minimally Supervised Learning of Affective Events Using Discourse Relations
abstract
Jun Saito, Yugo Murawaki, Sadao Kurohashi. Proceedings of the 2019 Conference on Empirical Methods in Natural Language Processing and the 9th International Joint Conference on Natural Language Processing (EMNLP-IJCNLP). 2019.
Jun Saito, Yugo Murawaki, Sadao Kurohashi
EMNLP/IJCNLP (1)1
2019 Neural state machine for character-scene interactions
abstract
We propose Neural State Machine , a novel data-driven framework to guide characters to achieve goal-driven actions with precise scene interactions. Even a seemingly simple task such as sitting on a chair is notoriously hard to model with supervised learning. This difficulty is because such a task involves complex planning with periodic and non-periodic motions reacting to the scene geometry to precisely position and orient the character. Our proposed deep auto-regressive framework enables modeling of multi-modal scene interaction behaviors purely from data. Given high-level instructions such as the goal location and the action to be launched there, our system computes a series of movements and transitions to reach the goal in the desired state. To allow characters to adapt to a wide range of geometry such as different shapes of furniture and obstacles, we incorporate an efficient data augmentation scheme to randomly switch the 3D geometry while maintaining the context of the original motion. To increase the precision to reach the goal during runtime, we introduce a control scheme that combines egocentric inference and goal-centric inference. We demonstrate the versatility of our model with various scene interaction tasks such as sitting on a chair, avoiding obstacles, opening and entering through a door, and picking and carrying objects generated in real-time just from a single model.
Sebastian Starke, Taku Komura, Jun Saito
ACM Trans. Graph.4
2018 Mode-adaptive neural networks for quadruped motion control
abstract
Quadruped motion includes a wide variation of gaits such as walk, pace, trot and canter, and actions such as jumping, sitting, turning and idling. Applying existing data-driven character control frameworks to such data requires a significant amount of data preprocessing such as motion labeling and alignment. In this paper, we propose a novel neural network architecture called Mode-Adaptive Neural Networks for controlling quadruped characters. The system is composed of the motion prediction network and the gating network. At each frame, the motion prediction network computes the character state in the current frame given the state in the previous frame and the user-provided control signals. The gating network dynamically updates the weights of the motion prediction network by selecting and blending what we call the expert weights, each of which specializes in a particular movement. Due to the increased flexibility, the system can learn consistent expert weights across a wide range of non-periodic/periodic actions, from unstructured motion capture data, in an end-to-end fashion. In addition, the users are released from performing complex labeling of phases in different gaits. We show that this architecture is suitable for encoding the multi-modality of quadruped locomotion and synthesizing responsive motion in real-time.
Sebastian Starke, Taku Komura, Jun Saito
ACM Trans. Graph.4
2017 Phase-functioned neural networks for character control
abstract
We present a real-time character control mechanism using a novel neural network architecture called a Phase-Functioned Neural Network. In this network structure, the weights are computed via a cyclic function which uses the phase as an input. Along with the phase, our system takes as input user controls, the previous state of the character, the geometry of the scene, and automatically produces high quality motions that achieve the desired user control. The entire network is trained in an end-to-end fashion on a large dataset composed of locomotion such as walking, running, jumping, and climbing movements fitted into virtual environments. Our system can therefore automatically produce motions where the character adapts to different geometric environments such as walking and running over rough terrain, climbing over large rocks, jumping over obstacles, and crouching under low ceilings. Our network architecture produces higher quality results than time-series autoregressive models such as LSTMs as it deals explicitly with the latent variable of motion relating to the phase. Once trained, our system is also extremely fast and compact, requiring only milliseconds of execution time and a few megabytes of memory, even when trained on gigabytes of motion data. Our work is most appropriate for controlling characters in interactive scenes such as computer games and virtual reality systems.
Daniel Holden, Taku Komura, Jun Saito
ACM Trans. Graph.3
2017 Learning Inverse Rig Mappings by Nonlinear Regression
abstract
We present a framework to design inverse rig-functions-functions that map low level representations of a character's pose such as joint positions or surface geometry to the representation used by animators called the animation rig. Animators design scenes using an animation rig, a framework widely adopted in animation production which allows animators to design character poses and geometry via intuitive parameters and interfaces. Yet most state-of-the-art computer animation techniques control characters through raw, low level representations such as joint angles, joint positions, or vertex coordinates. This difference often stops the adoption of state-of-the-art techniques in animation production. Our framework solves this issue by learning a mapping between the low level representations of the pose and the animation rig. We use nonlinear regression techniques, learning from example animation sequences designed by the animators. When new motions are provided in the skeleton space, the learned mapping is used to estimate the rig controls that reproduce such a motion. We introduce two nonlinear functions for producing such a mapping: Gaussian process regression and feedforward neural networks. The appropriate solution depends on the nature of the rig and the amount of data available for training. We show our framework applied to various examples including articulated biped characters, quadruped characters, facial animation rigs, and deformable characters. With our system, animators have the freedom to apply any motion synthesis algorithm to arbitrary rigging and animation pipelines for immediate editing. This greatly improves the productivity of 3D animation, while retaining the flexibility and creativity of artistic input.
Daniel Holden, Jun Saito, Taku Komura
IEEE Trans. Vis. Comput. Graph.2
2016 A deep learning framework for character motion synthesis and editing
abstract
We present a framework to synthesize character movements based on high level parameters, such that the produced movements respect the manifold of human motion, trained on a large motion capture dataset. The learned motion manifold, which is represented by the hidden units of a convolutional autoencoder, represents motion data in sparse components which can be combined to produce a wide range of complex movements. To map from high level parameters to the motion manifold, we stack a deep feedforward neural network on top of the trained autoencoder. This network is trained to produce realistic motion sequences from parameters such as a curve over the terrain that the character should follow, or a target location for punching and kicking. The feedforward control network and the motion manifold are trained independently, allowing the user to easily switch between feedforward networks according to the desired interface, without re-training the motion manifold. Once motion is generated it can be edited by performing optimization in the space of the motion manifold. This allows for imposing kinematic constraints, or transforming the style of the motion, while ensuring the edited motion remains natural. As a result, the system can produce smooth, high quality motion sequences without any manual pre-processing of the training data.
Daniel Holden, Jun Saito, Taku Komura
ACM Trans. Graph.2
2012 Range extension control system for electric vehicle based on searching algorithm of optimal front and rear driving force distribution
abstract
Electric vehicles have a disadvantage in that the cruising distance per charge is short. This paper proposes a range extension control system based on a searching algorithm of front and rear driving force distribution with total efficiency optimization. The proposed method maximizes the total efficiency considering the slip ratio and the losses in the motors and inverters. The effectiveness of the proposed method is verified by experiments using a plug-in hybrid electric vehicle. The mileage per charge can be extended by 18% by using the proposed method in a constant-speed test.
Hiroshi Fujimoto, Sho Egami, Jun Saito, Kazunori Handa
IECON3