Playable Video Generation

Willi Menapace, Stéphane Lathuilière, Sergey Tulyakov, Aliaksandr Siarohin, Elisa Ricci

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

This paper introduces the unsupervised learning problem of playable video generation (PVG). In PVG, we aim at allowing a user to control the generated video by selecting a discrete action at every time step as when playing a video game. The difficulty of the task lies both in learning semantically consistent actions and in generating realistic videos conditioned on the user input. We propose a novel framework for PVG that is trained in a self-supervised manner on a large dataset of unlabelled videos. We employ an encoder-decoder architecture where the predicted action labels act as bottleneck. The network is constrained to learn a rich action space using, as main driving loss, a reconstruction loss on the generated video. We demonstrate the effectiveness of the proposed approach on several datasets with wide environment variety. Further details, code and examples are available on our project page willi-menapace.github.io/playable-video-generation-website.

Original languageEnglish
Title of host publicationProceedings - 2021 IEEE/CVF Conference on Computer Vision and Pattern Recognition, CVPR 2021
PublisherIEEE Computer Society
Pages10056-10065
Number of pages10
ISBN (Electronic)9781665445092
DOIs
Publication statusPublished - 1 Jan 2021
Event2021 IEEE/CVF Conference on Computer Vision and Pattern Recognition, CVPR 2021 - Virtual, Online, United States
Duration: 19 Jun 202125 Jun 2021

Publication series

NameProceedings of the IEEE Computer Society Conference on Computer Vision and Pattern Recognition
ISSN (Print)1063-6919

Conference

Conference2021 IEEE/CVF Conference on Computer Vision and Pattern Recognition, CVPR 2021
Country/TerritoryUnited States
CityVirtual, Online
Period19/06/2125/06/21

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