Transflower: Probabilistic Autoregressive Dance Generation with Multimodal Attention

Transflower: Probabilistic Autoregressive Dance Generation with Multimodal Attention

Transflower: probabilistic autoregressive dance generation with multimodal attention GUILLERMO VALLE-PÉREZ, Flowers, INRIA, France GUSTAV EJE HENTER, Division of Speech, Music and Hearing, KTH Royal Institute of Technology, Sweden JONAS BESKOW, Division of Speech, Music and Hearing, KTH Royal Institute of Technology, Sweden ANDRÉ HOLZAPFEL, Division of Media Technology and Interaction Design, KTH Royal Institute of Technology, Sweden PIERRE-YVES OUDEYER, Flowers, INRIA, France SIMON ALEXANDERSON, Division of Speech, Music and Hearing, KTH Royal Institute of Technology, Sweden Dance requires skillful composition of complex movements that follow up novel possibilities such as creating interactive characters that rhythmic, tonal and timbral features of music. Formally, generating dance react to the user’s choice of music in real time. The same models conditioned on a piece of music can be expressed as a problem of modelling can also give insight into how humans connect music and move- a high-dimensional continuous motion signal, conditioned on an audio ment, both of which have been identified as capturing important signal. In this work we make two contributions to tackle this problem. First, and inter-related aspects of our cognition [Bläsing et al. 2012]. we present a novel probabilistic autoregressive architecture that models The kinematic processes embodied in dance are highly complex the distribution over future poses with a normalizing flow conditioned on previous poses as well as music context, using a multimodal transformer and nonlinear, even when compared to other human movement encoder. Second, we introduce the currently largest 3D dance-motion dataset, such as locomotion. Dance is furthermore multimodal, and the con- obtained with a variety of motion-capture technologies, and including both nection between music and dance motion is extremely multifaceted professional and casual dancers. Using this dataset, we compare our new and far from deterministic. Generative modelling with deep neural model against two baselines, via objective metrics and a user study, and networks is becoming one of the most promising approaches to show that both the ability to model a probability distribution, as well as learn representations of such complex domains. This general ap- being able to attend over a large motion and music context are necessary to proach has already made significant progress in the domains of produce interesting, diverse, and realistic dance that matches the music. images [Brock et al. 2018; Karras et al. 2019; Park et al. 2019], music CCS Concepts: • Computing methodologies ! Animation; Neural net- [Dhariwal et al. 2020; Huang et al. 2018], motion [Henter et al. 2020; works; Motion capture. Ling et al. 2020], speech [Prenger et al. 2019; Shen et al. 2018], and Additional Key Words and Phrases: Generative models, machine learning, natural language [Brown et al. 2020; Raffel et al. 2019]. Recently, normalising flows, Glow, transformers, dance multimodal models are being developed, that learn to capture the even more complex interactions between standard data domains, 1 INTRODUCTION such as between natural languages and images [Ramesh et al. 2021], or between language and video [Wu et al. 2021]. Similarly, dance Dancing – body motions performed together with music – is a synthesis sits at the intersection between movement modelling and deeply human activity that transcends cultural barriers, and we music understanding, and is an exciting problem that combines com- have been called “the dancing species” [LaMothe 2019]. Today, con- pelling machine-learning challenges with a distinct sociocultural tent involving dance is some of the most watched on digital video impact. platforms such as YouTube and TikTok. The recent pandemic led In this work, we tackle the problem of music-conditioned 3D dance – as other performing arts – to become an increasingly virtual dance motion generation through deep learning. In particular, we practice, and hence an increasingly digitized cultural expression. explore two important factors that affect model performance on this However, good dancing, whether analog or digital, is challenging difficult task: 1) the ability to capture patterns that are extended over to create. Professional dancing requires physical prowess and ex- longer periods of time, and 2) the ability to express complex probab- tensive practise, and capturing or recreating a similar experience ility distributions over the predicted outputs. We argue that previous through digital means is labour intensive, whether done through arXiv:2106.13871v1 [cs.SD] 25 Jun 2021 works are lacking in one of these two properties, and present a new motion capture or hand animation. Consequently, the problem of autoregressive neural architecture which combines a transformer automatic, data-driven dance generation has gathered interest in [Vaswani et al. 2017] to encode the multimodal context (previous recent years [Li et al. 2021b, 2020, 2021a; Zhuang et al. 2020]. Access motion, and both previous and future music), and a normalizing flow to generative models of dance could help creators and animators, by [Papamakarios et al. 2019] head to faithfully model the future distri- speeding up their workflow, by offering inspiration, and by opening bution over the predicted modality, which for dance synthesis is the Authors’ addresses: Guillermo Valle-Pérez, [email protected], future motion. We call this new architecture Transflower and show, Flowers, INRIA, Paris, France; Gustav Eje Henter, [email protected], Division of Speech, through objective metrics and human evaluation studies, that both Music and Hearing, KTH Royal Institute of Technology, Stockholm, Sweden; Jonas Beskow, [email protected], Division of Speech, Music and Hearing, KTH Royal Institute of these factors are important to model the complex distribution of Technology, Stockholm, Sweden; André Holzapfel, [email protected], Division of Media of movements in dance as well as their dependence on the music Technology and Interaction Design, KTH Royal Institute of Technology, Stockholm, modality. Human evaluations are the gold standard to evaluate the Sweden; Pierre-Yves Oudeyer, [email protected], Flowers, INRIA, Paris, France; Simon Alexanderson, [email protected], Division of Speech, Music and Hearing, perceptual quality of generative models, and are complementary to KTH Royal Institute of Technology, Stockholm, Sweden. 2 • Guillermo Valle-Pérez, Gustav Eje Henter, Jonas Beskow, André Holzapfel, Pierre-Yves Oudeyer, and Simon Alexanderson the objective metrics. Furthermore, they allow us to evaluate the to produce both natural and diverse dance, that matches the model on arbitrary “in-the-wild” songs downloaded from YouTube, music. for which no ground truth dance motion is available. • Finally, we explore the use of fine-tuning and “motion prompt- One of the biggest challenges in learning-based motion synthesis ing” to attain control over the quality and style of the dance. is the availability of large-scale datasets for 3D movement. Existing datasets are mainly gathered in two ways: in a motion capture 2 BACKGROUND AND PRIOR WORK studio [CMU Graphics Lab 2003; Ferstl and McDonnell 2018; Lee et al. 2019a; Mahmood et al. 2019; Mandery et al. 2015; Troje 2002], 2.1 Learning-based motion synthesis which provides the highest quality motion, but requires expensive The task of generating 3D motion has been tackled in a variety of equipment and is difficult to scale to larger dataset sizes, orvia ways. The traditional approaches to motion synthesis were based monocular 3D pose estimation from video [Habibie et al. 2021; Peng on retrieval from motion databases and motion graphs [Arikan and et al. 2018b], which trades off quality for a much larger availability Forsyth 2002; Chao et al. 2004; Kovar and Gleicher 2004; Kovar et al. of videos from the Internet. 2002; Takano et al. 2010]. Recently, there has been more interest In this paper we present the largest dataset of 3D dance motion, in statistical and learning-based approaches, which can be more combining different sources and motion capture technologies. We flexible and scale to larger datasets and more complex tasks. Holden introduce a new approach to obtain large-scale motion datasets, et al. [2020] explored a continuum between the traditional retrieval- complementary to the two mostly used in previous works. Specific- based approaches to motion synthesis and the more scalable deep ally, we make use of the growing popularity and user base of virtual learning-based approaches, showing that combining ideas from both reality (VR) technologies, and of VR dancing in particular [Lang may be fruitful. 2021], to find participants interested in contributing dance data Among the learning-based techniques, most works follow an for our study. We argue that, although consumer-grade VR motion autoregressive approach, where either the next pose or the next capture does not produce as high quality as professional motion key pose in the sequence is predicted based on information from capture, it is significantly better and more robust than the results previous poses in the sequence. For dance, the prediction is also from current monocular 3D pose estimation from video. Further- conditioned on music features, typically spanning a window of time more, it is poised to improve both in quality and availability as the around the time of prediction. We refer to both the previous poses VR market grows [Statista 2020], offering potential new avenues

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