Proceedings of the ACM on computer graphics and interactive techniques最新文献

筛选
英文 中文
Too Stiff, Too Strong, Too Smart 太僵硬,太强大,太聪明
Kaixiang Xie, Pei Xu, S. Andrews, V. Zordan, P. Kry
{"title":"Too Stiff, Too Strong, Too Smart","authors":"Kaixiang Xie, Pei Xu, S. Andrews, V. Zordan, P. Kry","doi":"10.1145/3606935","DOIUrl":"https://doi.org/10.1145/3606935","url":null,"abstract":"Deep reinforcement learning (DRL) methods have demonstrated impressive results for skilled motion synthesis of physically based characters, and while these methods perform well in terms of tracking reference motions or achieving complex tasks, several concerns arise when evaluating the naturalness of the motion. In this paper, we conduct a preliminary study of specific quantitative metrics for measuring the naturalness of motion produced by DRL control policies beyond their visual appearance. Namely, we propose to study the stiffness of the control policy, in anticipation that it will influence how the character behaves in the presence of external perturbation. Second, we establish two baselines for strength that allow evaluating the use of joint torques in comparison to human performance. Third, we propose the study of variability to reveal the unnatural precision of control policies and how they compare to real human motion. In sum, we aim to establish repeatable measures to assess the naturalness of control policies produced by DRL methods, and we present a set of comparisons from state-of-the-art systems. Finally, we propose simple modifications to improve realism on these axes.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":" ","pages":"1 - 17"},"PeriodicalIF":0.0,"publicationDate":"2023-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44235174","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
ACT2G ACT2G
Hitoshi Teshima, Naoki Wake, Diego Thomas, Yuta Nakashima, Hiroshi Kawasaki, K. Ikeuchi
{"title":"ACT2G","authors":"Hitoshi Teshima, Naoki Wake, Diego Thomas, Yuta Nakashima, Hiroshi Kawasaki, K. Ikeuchi","doi":"10.1145/3606940","DOIUrl":"https://doi.org/10.1145/3606940","url":null,"abstract":"Recent increase of remote-work, online meeting and tele-operation task makes people find that gesture for avatars and communication robots is more important than we have thought. It is one of the key factors to achieve smooth and natural communication between humans and AI systems and has been intensively researched. Current gesture generation methods are mostly based on deep neural network using text, audio and other information as the input, however, they generate gestures mainly based on audio, which is called a beat gesture. Although the ratio of the beat gesture is more than 70% of actual human gestures, content based gestures sometimes play an important role to make avatars more realistic and human-like. In this paper, we propose a attention-based contrastive learning for text-to-gesture (ACT2G), where generated gestures represent content of the text by estimating attention weight for each word from the input text. In the method, since text and gesture features calculated by the attention weight are mapped to the same latent space by contrastive learning, once text is given as input, the network outputs a feature vector which can be used to generate gestures related to the content. User study confirmed that the gestures generated by ACT2G were better than existing methods. In addition, it was demonstrated that wide variation of gestures were generated from the same text by changing attention weights by creators.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":" ","pages":"1 - 17"},"PeriodicalIF":0.0,"publicationDate":"2023-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45872962","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
MAAIP
Mohamed Younes, Ewa Kijak, R. Kulpa, Simon Malinowski, F. Multon
{"title":"MAAIP","authors":"Mohamed Younes, Ewa Kijak, R. Kulpa, Simon Malinowski, F. Multon","doi":"10.1145/3606926","DOIUrl":"https://doi.org/10.1145/3606926","url":null,"abstract":"Simulating realistic interaction and motions for physics-based characters is of great interest for interactive applications, and automatic secondary character animation in the movie and video game industries. Recent works in reinforcement learning have proposed impressive results for single character simulation, especially the ones that use imitation learning based techniques. However, imitating multiple characters interactions and motions requires to also model their interactions. In this paper, we propose a novel Multi-Agent Generative Adversarial Imitation Learning based approach that generalizes the idea of motion imitation for one character to deal with both the interaction and the motions of the multiple physics-based characters. Two unstructured datasets are given as inputs: 1) a single-actor dataset containing motions of a single actor performing a set of motions linked to a specific application, and 2) an interaction dataset containing a few examples of interactions between multiple actors. Based on these datasets, our system trains control policies allowing each character to imitate the interactive skills associated with each actor, while preserving the intrinsic style. This approach has been tested on two different fighting styles, boxing and full-body martial art, to demonstrate the ability of the method to imitate different styles.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"6 1","pages":"1 - 20"},"PeriodicalIF":0.0,"publicationDate":"2023-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43395160","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
Adaptive Rigidification of Discrete Shells 离散壳的自适应刚性
Alexandre Mercier-Aubin, P. Kry
{"title":"Adaptive Rigidification of Discrete Shells","authors":"Alexandre Mercier-Aubin, P. Kry","doi":"10.1145/3606932","DOIUrl":"https://doi.org/10.1145/3606932","url":null,"abstract":"We present a method to improve the computation time of thin shell simulations by using adaptive rigidification to reduce the number of degrees of freedom. Our method uses a discretization independent metric for bending rates, and we derive a membrane strain rate to curvature rate equivalence that permits the use of a common threshold. To improve accuracy, we enhance the elastification oracle by considering both membrane and bending deformation to determine when to rigidify or elastify. Furthermore, we explore different approaches that are compatible with the previous work on adaptive rigidifcation and enhance the accuracy of the elastification on new contacts without increasing the computational overhead. Additionally, we propose a scaling approach that reduces the conditioning issues that arise from mixing rigid and elastic bodies in the same model.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":" ","pages":"1 - 17"},"PeriodicalIF":0.0,"publicationDate":"2023-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46285994","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
A Linear and Angular Momentum Conserving Hybrid Particle/Grid Iteration for Volumetric Elastic Contact 体积弹性接触的线性和角动量守恒混合粒子/网格迭代
A. M. Razon, Yizhou Chen, Yushan Han, S. Gagniere, M. Tupek, J. Teran
{"title":"A Linear and Angular Momentum Conserving Hybrid Particle/Grid Iteration for Volumetric Elastic Contact","authors":"A. M. Razon, Yizhou Chen, Yushan Han, S. Gagniere, M. Tupek, J. Teran","doi":"10.1145/3606924","DOIUrl":"https://doi.org/10.1145/3606924","url":null,"abstract":"We present a momentum conserving hybrid particle/grid iteration for resolving volumetric elastic collision. Our hybrid method uses implicit time stepping with a Lagrangian finite element discretization of the volumetric elastic material together with impulse-based collision-correcting momentum updates designed to exactly conserve linear and angular momentum. We use a two-step process for collisions: first we use a novel grid-based approach that leverages the favorable collision resolution properties of Particle-In-Cell (PIC) techniques, then we finalize with a classical collision impulse strategy utilizing continuous collision detection. Our PIC approach uses Affine-Particle-In-Cell momentum transfers as collision preventing impulses together with novel perfectly momentum conserving boundary resampling and downsampling operators that prevent artifacts in portions of the boundary where the grid resolution is of disparate resolution. We combine this with a momentum conserving augury iteration to remove numerical cohesion and model sliding friction. Our collision strategy has the same continuous collision detection as traditional approaches, however our hybrid particle/grid iteration drastically reduces the number of iterations required. Lastly, we develop a novel symmetric positive semi-definite Rayleigh damping model that increases the convexity of the nonlinear systems associated with implicit time stepping. We demonstrate the robustness and efficiency of our approach in a number of collision intensive examples.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"6 1","pages":"1 - 25"},"PeriodicalIF":0.0,"publicationDate":"2023-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47489308","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
A Unified Analysis of Penalty-Based Collision Energies 基于惩罚的碰撞能量的统一分析
Alvin Shi, Theodore Kim
{"title":"A Unified Analysis of Penalty-Based Collision Energies","authors":"Alvin Shi, Theodore Kim","doi":"10.1145/3606934","DOIUrl":"https://doi.org/10.1145/3606934","url":null,"abstract":"We analyze a wide class of penalty energies used for contact response through the lens of a reduced frame. Applying our analysis to both spring-based and barrier-based energies, we show that we can obtain closed-form, analytic eigensystems that can be used to guarantee positive semidefiniteness in implicit solvers. Our approach is both faster than direct numerical methods, and more robust than approximate methods such as Gauss-Newton. Over the course of our analysis, we investigate physical interpretations for two separate notions of length. Finally, we showcase the stability of our analysis on challenging strand, cloth, and volume scenarios with large timesteps on the order of 1/40 s.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":" ","pages":"1 - 19"},"PeriodicalIF":0.0,"publicationDate":"2023-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43014858","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: 2
Motion In-Betweening with Phase Manifolds 具有相位流形的中间运动
Paul Starke, S. Starke, T. Komura, Frank Steinicke
{"title":"Motion In-Betweening with Phase Manifolds","authors":"Paul Starke, S. Starke, T. Komura, Frank Steinicke","doi":"10.1145/3606921","DOIUrl":"https://doi.org/10.1145/3606921","url":null,"abstract":"This paper introduces a novel data-driven motion in-betweening system to reach target poses of characters by making use of phases variables learned by a Periodic Autoencoder. Our approach utilizes a mixture-of-experts neural network model, in which the phases cluster movements in both space and time with different expert weights. Each generated set of weights then produces a sequence of poses in an autoregressive manner between the current and target state of the character. In addition, to satisfy poses which are manually modified by the animators or where certain end effectors serve as constraints to be reached by the animation, a learned bi-directional control scheme is implemented to satisfy such constraints. The results demonstrate that using phases for motion in-betweening tasks sharpen the interpolated movements, and furthermore stabilizes the learning process. Moreover, using phases for motion in-betweening tasks can also synthesize more challenging movements beyond locomotion behaviors. Additionally, style control is enabled between given target keyframes. Our proposed framework can compete with popular state-of-the-art methods for motion in-betweening in terms of motion quality and generalization, especially in the existence of long transition durations. Our framework contributes to faster prototyping workflows for creating animated character sequences, which is of enormous interest for the game and film industry.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"6 1","pages":"1 - 17"},"PeriodicalIF":0.0,"publicationDate":"2023-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42019146","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
NeuroDog NeuroDog
Donald E. Egan, D. Cosker, R. Mcdonnell
{"title":"NeuroDog","authors":"Donald E. Egan, D. Cosker, R. Mcdonnell","doi":"10.1145/3606936","DOIUrl":"https://doi.org/10.1145/3606936","url":null,"abstract":"Virtual reality (VR) allows us to immerse ourselves in alternative worlds in which we can embody avatars to take on new identities. Usually, these avatars are humanoid or possess very strong anthropomorphic qualities. Allowing users of VR to embody non-humanoid virtual characters or animals presents additional challenges. Extreme morphological differences and the complexities of different characters' motions can make the construction of a real-time mapping between input human motion and target character motion a difficult challenge. Previous animal embodiment work has focused on direct mapping of human motion to the target animal via inverse kinematics. This can lead to the target animal moving in a way which is inappropriate or unnatural for the animal type. We present a novel real-time method, incorporating two neural networks, for mapping human motion to realistic quadruped motion. Crucially, the output quadruped motions are realistic, while also being faithful to the input user motions. We incorporate our mapping into a VR embodiment system in which users can embody a virtual quadruped from a first person perspective. Further, we evaluate our system via a perceptual experiment in which we investigate the quality of the synthesised motion, the system's response to user input and the sense of embodiment experienced by users. The main findings of the study are that the system responds as well as traditional embodiment systems to user input, produces higher quality motion and users experience a higher sense of body ownership when compared to a baseline method in which the human to quadruped motion mapping relies solely on inverse kinematics. Finally, our embodiment system relies solely on consumer-grade hardware, thus making it appropriate for use in applications such as VR gaming or VR social platforms.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":" ","pages":"1 - 19"},"PeriodicalIF":0.0,"publicationDate":"2023-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42805786","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
An Eigenanalysis of Angle-Based Deformation Energies 基于角度的变形能的特征分析
Haomiao Wu, Theodore Kim
{"title":"An Eigenanalysis of Angle-Based Deformation Energies","authors":"Haomiao Wu, Theodore Kim","doi":"10.1145/3606929","DOIUrl":"https://doi.org/10.1145/3606929","url":null,"abstract":"Angle-based energies appear in numerous physics-based simulation models, including thin-shell bending and isotropic elastic strands. We present a generic analysis of these energies that allows us to analytically filter the negative eigenvalues of the second derivative (Hessian), which is critical for stable, implicit time integration. While these energies are usually formulated in terms of angles and positions, we propose an abstract edge stencil that succinctly parameterizes the edge deformation, and allows us to derive generic, closed-form analytical expressions for the energy eigensystems. The resultant eigenvectors have straightforward geometric interpretations. We demonstrate that our method is readily applicable to a variety of 2D and 3D angle-based elastic energies, including both cloth and strands, and is up to 7× faster than numerical eigendecomposition.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":" ","pages":"1 - 19"},"PeriodicalIF":0.0,"publicationDate":"2023-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43479488","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
Physical Cyclic Animations 物理循环动画
Shiyang Jia, Stephanie Wang, Tzu-Mao Li, Albert Chern
{"title":"Physical Cyclic Animations","authors":"Shiyang Jia, Stephanie Wang, Tzu-Mao Li, Albert Chern","doi":"10.1145/3606938","DOIUrl":"https://doi.org/10.1145/3606938","url":null,"abstract":"We address the problem of synthesizing physical animations that can loop seamlessly. We formulate a variational approach by deriving a physical law in a periodic time domain. The trajectory of the animation is represented as a parametric closed curve, and the physical law corresponds to minimizing the bending energy of the curve. Compared to traditional keyframe animation approaches, our formulation is constraint-free, which allows us to apply a standard Gauss--Newton solver. We further propose a fast projection method to efficiently generate an initial guess close to the desired animation. Our method can handle a variety of physical cyclic animations, including clothes, soft bodies with collisions, and N-body systems.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"6 1","pages":"1 - 18"},"PeriodicalIF":0.0,"publicationDate":"2023-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"64078673","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
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信
小红书