Abstract / Description of output
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 \taku{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.
Original language | English |
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Article number | 54 |
Number of pages | 14 |
Journal | ACM Transactions on Graphics |
Volume | 39 |
Issue number | 4 |
DOIs | |
Publication status | Published - 8 Jul 2020 |
Event | The 47th International Conference & Exhibition Computer Graphics & Interactive Techniques - Washington DC, Virtual conference, United States Duration: 17 Aug 2020 → 28 Aug 2020 Conference number: 47 https://s2020.siggraph.org/ |
Keywords / Materials (for Non-textual outputs)
- neural networks
- human motion
- character animation
- character control
- character interactions
- deep learning
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Taku Komura
- Institute of Perception, Action and Behaviour
- Language, Interaction, and Robotics
- School of Informatics - Personal Chair of Computing Graphics
Person: Academic: Research Active