{"title":"Multi-scale edge aggregation mesh-graph-network for character secondary motion","authors":"Tianyi Wang, Shiguang Liu","doi":"10.1002/cav.2241","DOIUrl":null,"url":null,"abstract":"<p>As an enhancement to skinning-based animations, light-weight secondary motion method for 3D characters are widely demanded in many application scenarios. To address the dependence of data-driven methods on ground truth data, we propose a self-supervised training strategy that is free of ground truth data for the first time in this domain. Specifically, we construct a self-supervised training framework by modeling the implicit integration problem with steps as an optimization problem based on physical energy terms. Furthermore, we introduce a multi-scale edge aggregation mesh-graph block (MSEA-MG Block), which significantly enhances the network performance. This enables our model to make vivid predictions of secondary motion for 3D characters with arbitrary structures. Empirical experiments indicate that our method, without requiring ground truth data for model training, achieves comparable or even superior performance quantitatively and qualitatively compared to state-of-the-art data-driven approaches in the field.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 3","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2024-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2241","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0
Abstract
As an enhancement to skinning-based animations, light-weight secondary motion method for 3D characters are widely demanded in many application scenarios. To address the dependence of data-driven methods on ground truth data, we propose a self-supervised training strategy that is free of ground truth data for the first time in this domain. Specifically, we construct a self-supervised training framework by modeling the implicit integration problem with steps as an optimization problem based on physical energy terms. Furthermore, we introduce a multi-scale edge aggregation mesh-graph block (MSEA-MG Block), which significantly enhances the network performance. This enables our model to make vivid predictions of secondary motion for 3D characters with arbitrary structures. Empirical experiments indicate that our method, without requiring ground truth data for model training, achieves comparable or even superior performance quantitatively and qualitatively compared to state-of-the-art data-driven approaches in the field.
作为对基于皮肤的动画的增强,轻量级三维角色二次运动方法在许多应用场景中都有广泛需求。为了解决数据驱动方法对地面实况数据的依赖,我们首次在该领域提出了一种无需地面实况数据的自监督训练策略。具体来说,我们将隐式积分问题建模为基于物理能量项的优化问题,从而构建了一个自监督训练框架。此外,我们还引入了多尺度边缘聚合网格图块(MSEA-MG Block),从而显著提高了网络性能。这使得我们的模型能够对具有任意结构的 3D 角色的二次运动做出生动的预测。实证实验表明,我们的方法无需地面实况数据来训练模型,就能在定量和定性方面达到与该领域最先进的数据驱动方法相当甚至更优的性能。
期刊介绍:
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.