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Article: Local motion phases for learning multi-contact character movements

TitleLocal motion phases for learning multi-contact character movements
Authors
Keywordshuman motion
character control
character animation
neural networks
deep learning
character interactions
Issue Date2020
Citation
ACM Transactions on Graphics, 2020, v. 39, n. 4, article no. 54 How to Cite?
Abstract© 2020 ACM. Training a bipedal character to play basketball and interact with objects, or a quadruped character to move in various locomotion modes, are difficult tasks due to the fast and complex contacts happening during the motion. In this paper, we propose a novel framework to learn fast and dynamic character interactions that involve multiple contacts between the body and an object, another character and the environment, from a rich, unstructured motion capture database. We use one-on-one basketball play and character interactions with the environment as examples. To achieve this task, we propose a novel feature called local motion phase, that can help neural networks to learn asynchronous movements of each bone and its interaction with external objects such as a ball or an environment. We also propose a novel generative scheme to reproduce a wide variation of movements from abstract control signals given by a gamepad, which can be useful for changing the style of the motion under the same context. Our scheme is useful for animating contact-rich, complex interactions for real-time applications such as computer games.
Persistent Identifierhttp://hdl.handle.net/10722/288830
ISSN
2023 Impact Factor: 7.8
2023 SCImago Journal Rankings: 7.766
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorStarke, Sebastian-
dc.contributor.authorZhao, Yiwei-
dc.contributor.authorKomura, Taku-
dc.contributor.authorZaman, Kazi-
dc.date.accessioned2020-10-12T08:05:59Z-
dc.date.available2020-10-12T08:05:59Z-
dc.date.issued2020-
dc.identifier.citationACM Transactions on Graphics, 2020, v. 39, n. 4, article no. 54-
dc.identifier.issn0730-0301-
dc.identifier.urihttp://hdl.handle.net/10722/288830-
dc.description.abstract© 2020 ACM. Training a bipedal character to play basketball and interact with objects, or a quadruped character to move in various locomotion modes, are difficult tasks due to the fast and complex contacts happening during the motion. In this paper, we propose a novel framework to learn fast and dynamic character interactions that involve multiple contacts between the body and an object, another character and the environment, from a rich, unstructured motion capture database. We use one-on-one basketball play and character interactions with the environment as examples. To achieve this task, we propose a novel feature called local motion phase, that can help neural networks to learn asynchronous movements of each bone and its interaction with external objects such as a ball or an environment. We also propose a novel generative scheme to reproduce a wide variation of movements from abstract control signals given by a gamepad, which can be useful for changing the style of the motion under the same context. Our scheme is useful for animating contact-rich, complex interactions for real-time applications such as computer games.-
dc.languageeng-
dc.relation.ispartofACM Transactions on Graphics-
dc.subjecthuman motion-
dc.subjectcharacter control-
dc.subjectcharacter animation-
dc.subjectneural networks-
dc.subjectdeep learning-
dc.subjectcharacter interactions-
dc.titleLocal motion phases for learning multi-contact character movements-
dc.typeArticle-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1145/3386569.3392450-
dc.identifier.scopuseid_2-s2.0-85090397346-
dc.identifier.hkuros325512-
dc.identifier.volume39-
dc.identifier.issue4-
dc.identifier.spagearticle no. 54-
dc.identifier.epagearticle no. 54-
dc.identifier.eissn1557-7368-
dc.identifier.isiWOS:000583700300027-
dc.identifier.issnl0730-0301-

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