Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games最新文献

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Procedural Sound Generation for Soft Bodies in Video Games 电子游戏软体的程序声音生成
Feng Su, C. Joslin
{"title":"Procedural Sound Generation for Soft Bodies in Video Games","authors":"Feng Su, C. Joslin","doi":"10.1145/3359566.3360068","DOIUrl":"https://doi.org/10.1145/3359566.3360068","url":null,"abstract":"We propose a real-time, data-driven method to synthesize the sound of typical soft bodies (such as cloth and rope) in video games. For a given soft body, we perform a geometric analysis of its shape at each frame. These data are used to calculate a variety of motion events at run time that would produce sounds. We then record a database of sounds, which contains sequences of segmented sound units. Finally, we use a concatenative synthesis method to select and synthesize the actual soft-body sounds according to the extracted motion signals. Our approach is more computationally efficient compared to existing soft-body sound synthesis methods and is compatible with any particle-based soft-body physics in video games. We implement our method in Unreal Engine 4 and demonstrate its efficiency with several examples.","PeriodicalId":217888,"journal":{"name":"Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124753624","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
The Influence of Step Length to Step Frequency Ratio on the Perception of Virtual Walking Motions 步长/步频比对虚拟行走运动感知的影响
Benjamin Niay, A. Olivier, J. Pettré, Ludovic Hoyet
{"title":"The Influence of Step Length to Step Frequency Ratio on the Perception of Virtual Walking Motions","authors":"Benjamin Niay, A. Olivier, J. Pettré, Ludovic Hoyet","doi":"10.1145/3359566.3364687","DOIUrl":"https://doi.org/10.1145/3359566.3364687","url":null,"abstract":"HAL is a multi-disciplinary open access archive for the deposit and dissemination of scientific research documents, whether they are published or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et à la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés. The Influence of Step Length to Step Frequency Ratio on the Perception of Virtual Walking Motions Benjamin Niay, Anne-Hélène Olivier, Julien Pettré, Ludovic Hoyet","PeriodicalId":217888,"journal":{"name":"Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124771451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Emotion Transfer for Hand Animation 手部动画的情感转移
Ana-Sabina Irimia, Jacky C. P. Chan, Kamlesh Mistry, Wei Wei, Edmond S. L. Ho
{"title":"Emotion Transfer for Hand Animation","authors":"Ana-Sabina Irimia, Jacky C. P. Chan, Kamlesh Mistry, Wei Wei, Edmond S. L. Ho","doi":"10.1145/3359566.3364692","DOIUrl":"https://doi.org/10.1145/3359566.3364692","url":null,"abstract":"We propose a new data-driven framework for synthesizing hand motion at different emotion levels. Specifically, we first capture high-quality hand motion using VR gloves. The hand motion data is then annotated with the emotion type and a latent space is constructed from the motions to facilitate the motion synthesis process. By interpolating the latent representation of the hand motion, new hand animation with different levels of emotion strength can be generated. Experimental results show that our framework can produce smooth and consistent hand motions at an interactive rate.","PeriodicalId":217888,"journal":{"name":"Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131000768","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
An interactive motion analysis framework for diagnosing and rectifying potential injuries caused through resistance training 一个交互式运动分析框架,用于诊断和纠正阻力训练引起的潜在损伤
Jake Hall, Jacky C. P. Chan, Hubert P. H. Shum, Wei Wei, Edmond S. L. Ho
{"title":"An interactive motion analysis framework for diagnosing and rectifying potential injuries caused through resistance training","authors":"Jake Hall, Jacky C. P. Chan, Hubert P. H. Shum, Wei Wei, Edmond S. L. Ho","doi":"10.1145/3359566.3364688","DOIUrl":"https://doi.org/10.1145/3359566.3364688","url":null,"abstract":"With the rapid increase in individuals participating in resistance training activities, the number of injuries pertaining to these activities has also grown just as aggressively. Diagnosing the causes of injuries and discomfort requires a large amount of resources from highly experienced physiotherapists. In this paper, we propose a new framework to analyse and visualize movement patterns during performance of four major compound lifts. The analysis generated will be used to efficiently determine whether the exercises are being performed correctly, ensuring anatomy remains within its functional range of motion, in order to prevent strain or discomfort that may lead to injury.","PeriodicalId":217888,"journal":{"name":"Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games","volume":"186 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132683239","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Early Termination of Conjugate Gradients for Corotated Finite Elements 共轭有限元共轭梯度的早期终止
A. Dahl, Adam W. Bargteil
{"title":"Early Termination of Conjugate Gradients for Corotated Finite Elements","authors":"A. Dahl, Adam W. Bargteil","doi":"10.1145/3359566.3360080","DOIUrl":"https://doi.org/10.1145/3359566.3360080","url":null,"abstract":"Since the introduction of the conjugate gradient method to computer graphics, researchers have largely treated it as a black box. In particular, an arbitrary small value is chosen for the tolerance and the method is run to convergence. In the context of soft body animation, this approach results in significant wasted computation and has led researchers to consider alternative, more complex, and less versatile approaches. In this paper we argue that in the context of corotational finite elements, less than 10 iterations can give a good enough solution and substantial savings of computational cost. We examine the use of different preconditioners for conjugate gradient including the mass and Jacobi matrices, as well as the use of different initial guesses. We show that for our examples an initial guess of the previous velocity and the Jacobi preconditioner works best.","PeriodicalId":217888,"journal":{"name":"Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122351348","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Data-driven Gaze Animation using Recurrent Neural Networks 使用递归神经网络的数据驱动凝视动画
Alex Klein, Zerrin Yumak, Arjen Beij, A.F. van der Stappen
{"title":"Data-driven Gaze Animation using Recurrent Neural Networks","authors":"Alex Klein, Zerrin Yumak, Arjen Beij, A.F. van der Stappen","doi":"10.1145/3359566.3360054","DOIUrl":"https://doi.org/10.1145/3359566.3360054","url":null,"abstract":"We present a data-driven gaze animation method using recurrent neural networks. The neural network is trained with motion capture data including different poses such as standing, sitting, and lying down and is able to learn the constraints related with each particular pose. A simplified version of the neural network is also presented for Level of Detail (LOD) animation. We compare various neural network architectures and show that our method produces natural gaze motion in real-time. Results from a user study conducted among game industry professionals shows that our method has better perceived naturalness compared to the procedural gaze animation system of a well-known game company. Our approach is the first one to show the feasibility of gaze motions using deep neural networks.","PeriodicalId":217888,"journal":{"name":"Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115831935","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
Prior-less 3D Human Shape Reconstruction with an Earth Mover’s Distance Informed CNN 先前的三维人体形状重建与地球移动的距离告知CNN
Jingtian Zhang, Hubert P. H. Shum, Kevin D. McCay, Edmond S. L. Ho
{"title":"Prior-less 3D Human Shape Reconstruction with an Earth Mover’s Distance Informed CNN","authors":"Jingtian Zhang, Hubert P. H. Shum, Kevin D. McCay, Edmond S. L. Ho","doi":"10.1145/3359566.3364694","DOIUrl":"https://doi.org/10.1145/3359566.3364694","url":null,"abstract":"We propose a novel end-to-end deep learning framework, capable of 3D human shape reconstruction from a 2D image without the need of a 3D prior parametric model. We employ a “prior-less” representation of the human shape using unordered point clouds. Due to the lack of prior information, comparing the generated and ground truth point clouds to evaluate the reconstruction error is challenging. We solve this problem by proposing an Earth Mover’s Distance (EMD) function to find the optimal mapping between point clouds. Our experimental results show that we are able to obtain a visually accurate estimation of the 3D human shape from a single 2D image, with some inaccuracy for heavily occluded parts.","PeriodicalId":217888,"journal":{"name":"Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114256615","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Stylistic Locomotion Modeling and Synthesis using Variational Generative Models 使用变分生成模型的文体运动建模和综合
H. Du, E. Herrmann, J. Sprenger, K. Fischer, P. Slusallek
{"title":"Stylistic Locomotion Modeling and Synthesis using Variational Generative Models","authors":"H. Du, E. Herrmann, J. Sprenger, K. Fischer, P. Slusallek","doi":"10.1145/3359566.3360083","DOIUrl":"https://doi.org/10.1145/3359566.3360083","url":null,"abstract":"We propose a novel approach to create generative models for distinctive styles of locomotion for humanoid characters. Our approach only requires a single or a few style examples and a neutral motion database. We are inspired by the observation that human styles can be easily distinguished from a few examples. However, learning a generative model for natural human motions which can display huge amounts of variations and randomness would require a lot of training data. Furthermore, it would require considerable efforts to create such a large motion database for each style. One solution for that is motion style transfer, which provides the possibility of converting the content of the motion from one style to the other. Typically style transfer focuses on transferring the content motion to target style explicitly. We propose a variational generative model to combine the large variation in neutral motion database and style information from a limited number of examples. We formulate the style motion modeling as a conditional distribution learning problem and style transfer is implicitly applied during the model learning process. A conditional variational autoencoder (CVAE) is applied to learn the distribution and stylistic examples are used as constraints. We demonstrate that our approach can generate any number of natural-looking, various human motions with a similar style to the target.","PeriodicalId":217888,"journal":{"name":"Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132718818","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 16
A VR Game-based System for Multimodal Emotion Data Collection 基于VR游戏的多模态情感数据采集系统
C. Bassano, Giorgio Ballestin, Eleonora Ceccaldi, Fanny Larradet, M. Mancini, Erica Volta, Radoslaw Niewiadomski
{"title":"A VR Game-based System for Multimodal Emotion Data Collection","authors":"C. Bassano, Giorgio Ballestin, Eleonora Ceccaldi, Fanny Larradet, M. Mancini, Erica Volta, Radoslaw Niewiadomski","doi":"10.1145/3359566.3364695","DOIUrl":"https://doi.org/10.1145/3359566.3364695","url":null,"abstract":"The rising popularity of learning techniques in data analysis has recently led to an increased need of large-scale datasets. In this study, we propose a system consisting of a VR game and a software platform designed to collect the player’s multimodal data, synchronized with the VR content, with the aim of creating a dataset for emotion detection and recognition. The game was implemented ad-hoc in order to elicit joy and frustration, following the emotion elicitation process described by Roseman’s appraisal theory. In this preliminary study, 5 participants played our VR game along with pre-existing ones and self-reported experienced emotions.","PeriodicalId":217888,"journal":{"name":"Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130035738","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Social presence and place illusion are affected by photorealism in embodied VR 在具身虚拟现实中,社会在场和场所幻觉受到真实感的影响
Katja Zibrek, R. Mcdonnell
{"title":"Social presence and place illusion are affected by photorealism in embodied VR","authors":"Katja Zibrek, R. Mcdonnell","doi":"10.1145/3359566.3360064","DOIUrl":"https://doi.org/10.1145/3359566.3360064","url":null,"abstract":"Photorealism of virtual characters and environments is becoming more achievable in Virtual Reality (VR). With this development comes the need for further investigation into the role it plays on people’s responses to characters. Whether or not these improvements make any difference to the perception and response towards the virtual character was the central question of the present study. In order to evaluate this, we designed a within-subjects experiment, where participants were embodied in a high-fidelity virtual body in VR and were observing an animated character, rendered in photorealistic and simplified style. The character displayed a simple interactive behaviour with the participant (eye-gaze) and was designed to express an emotional reaction to induce an empathetic response in participants. Our goal was to evaluate if photorealism alone is enough to increase self-reported and behavioural signs (interpersonal distance or proximity) of social presence, place illusion, and empathetic concern for the character in virtual reality. This was found to be the case for self-reported social presence and place illusion, while empathetic concern depended on the order of condition. behavioural measure proximity was not affected by render style.","PeriodicalId":217888,"journal":{"name":"Proceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127462148","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 24
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