Browsing by Author "Yin, KangKang"
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Item Laplace–Beltrami Operator on Point Clouds Based on Anisotropic Voronoi Diagram(© 2018 The Eurographics Association and John Wiley & Sons Ltd., 2018) Qin, Hongxing; Chen, Yi; Wang, Yunhai; Hong, Xiaoyang; Yin, Kangkang; Huang, Hui; Chen, Min and Benes, BedrichThe symmetrizable and converged Laplace–Beltrami operator () is an indispensable tool for spectral geometrical analysis of point clouds. The , introduced by Liu et al. [LPG12] is guaranteed to be symmetrizable, but its convergence degrades when it is applied to models with sharp features. In this paper, we propose a novel , which is not only symmetrizable but also can handle the point‐sampled surface containing significant sharp features. By constructing the anisotropic Voronoi diagram in the local tangential space, the can be well constructed for any given point. To compute the area of anisotropic Voronoi cell, we introduce an efficient approximation by projecting the cell to the local tangent plane and have proved its convergence. We present numerical experiments that clearly demonstrate the robustness and efficiency of the proposed for point clouds that may contain noise, outliers, and non‐uniformities in thickness and spacing. Moreover, we can show that its spectrum is more accurate than the ones from existing for scan points or surfaces with sharp features.The symmetrizable and converged Laplace–Beltrami operator () is an indispensable tool for spectral geometrical analysis of point clouds. The , introduced by Liu et al. [LPG12] is guaranteed to be symmetrizable, but its convergence degrades when it is applied to models with sharp features. In this paper, we propose a novel , which is not only symmetrizable but also can handle the point‐sampled surface containing significant sharp features. By constructing the anisotropic Voronoi diagram in the local tangential space, the can be well constructed for any given point. To compute the area of anisotropic Voronoi cell, we introduce an efficient approximation by projecting the cell to the local tangent plane and have proved its convergence. We present numerical experiments that clearly demonstrate the robustness and efficiency of the proposed for point clouds that may contain noise, outliers, and non‐uniformities in thickness and spacing.Item Learning and Exploring Motor Skills with Spacetime Bounds(The Eurographics Association and John Wiley & Sons Ltd., 2021) Ma, Li-Ke; Yang, Zeshi; Tong, Xin; Guo, Baining; Yin, KangKang; Mitra, Niloy and Viola, IvanEquipping characters with diverse motor skills is the current bottleneck of physics-based character animation. We propose a Deep Reinforcement Learning (DRL) framework that enables physics-based characters to learn and explore motor skills from reference motions. The key insight is to use loose space-time constraints, termed spacetime bounds, to limit the search space in an early termination fashion. As we only rely on the reference to specify loose spacetime bounds, our learning is more robust with respect to low quality references. Moreover, spacetime bounds are hard constraints that improve learning of challenging motion segments, which can be ignored by imitation-only learning. We compare our method with state-of-the-art tracking-based DRL methods. We also show how to guide style exploration within the proposed framework.Item Linear Time Stable PD Controllers for Physics-based Character Animation(The Eurographics Association and John Wiley & Sons Ltd., 2020) Yin, Zhiqi; Yin, KangKang; Bender, Jan and Popa, TiberiuIn physics-based character animation, Proportional-Derivative (PD) controllers are commonly used for tracking reference motions in motor control tasks. Stable PD (SPD) controllers significantly improve the numerical stability of traditional PD controllers and support large gains and large integration time steps during simulation [TLT11]. For an articulated rigid body system with n degrees of freedom, all SPD implementations to date, however, use an O(n3) dense matrix factorization based method. In this paper, we propose a linear time algorithm for SPD computation, which is based on Featherstone's forward dynamics formulation for articulated rigid body systems in generalized coordinates [Fea14]. We demonstrate the performance advantage of our algorithm by comparing with both the conventional dense matrix factorization based method and an alternative sparse matrix factorization based method.We show that the proposed algorithm provides superior stability when controlling complex models at large time steps. We further demonstrate that our algorithm can improve the learning speed and quality of a Deep Reinforcement Learning (DRL) system for physics-based character animation.Item Towards Robust Direction Invariance in Character Animation(The Eurographics Association and John Wiley & Sons Ltd., 2019) Ma, Li-Ke; Yang, Zeshi; Guo, Baining; Yin, KangKang; Lee, Jehee and Theobalt, Christian and Wetzstein, GordonIn character animation, direction invariance is a desirable property. That is, a pose facing north and the same pose facing south are considered the same; a character that can walk to the north is expected to be able to walk to the south in a similar style. To achieve such direction invariance, the current practice is to remove the facing direction's rotation around the vertical axis before further processing. Such a scheme, however, is not robust for rotational behaviors in the sagittal plane. In search of a smooth scheme to achieve direction invariance, we prove that in general a singularity free scheme does not exist. We further connect the problem with the hairy ball theorem, which is better-known to the graphics community. Due to the nonexistence of a singularity free scheme, a general solution does not exist and we propose a remedy by using a properly-chosen motion direction that can avoid singularities for specific motions at hand. We perform comparative studies using two deep-learning based methods, one builds kinematic motion representations and the other learns physics-based controls. The results show that with our robust direction invariant features, both methods can achieve better results in terms of learning speed and/or final quality. We hope this paper can not only boost performance for character animation methods, but also help related communities currently not fully aware of the direction invariance problem to achieve more robust results.