Local Motion Phases for Learning Multi-Contact Character Movements

Sebastian Starke, Yiwei Zhao, Taku Komura, Kazi Zaman

Research output: Contribution to journalArticlepeer-review

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 languageEnglish
Article number54
Number of pages14
JournalACM Transactions on Graphics
Volume39
Issue number4
DOIs
Publication statusPublished - 8 Jul 2020
EventThe 47th International Conference & Exhibition Computer Graphics & Interactive Techniques
- Washington DC, Virtual conference, United States
Duration: 17 Aug 202028 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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