Volume 43 (2024)
Permanent URI for this community
Browse
Browsing Volume 43 (2024) by Subject "Animation"
Now showing 1 - 4 of 4
Results Per Page
Sort Options
Item Garment Animation NeRF with Color Editing(The Eurographics Association and John Wiley & Sons Ltd., 2024) Wang, Renke; Zhang, Meng; Li, Jun; Yang, Jian; Skouras, Melina; Wang, HeGenerating high-fidelity garment animations through traditional workflows, from modeling to rendering, is both tedious and expensive. These workflows often require repetitive steps in response to updates in character motion, rendering viewpoint changes, or appearance edits. Although recent neural rendering offers an efficient solution for computationally intensive processes, it struggles with rendering complex garment animations containing fine wrinkle details and realistic garment-and-body occlusions, while maintaining structural consistency across frames and dense view rendering. In this paper, we propose a novel approach to directly synthesize garment animations from body motion sequences without the need for an explicit garment proxy. Our approach infers garment dynamic features from body motion, providing a preliminary overview of garment structure. Simultaneously, we capture detailed features from synthesized reference images of the garment's front and back, generated by a pre-trained image model. These features are then used to construct a neural radiance field that renders the garment animation video. Additionally, our technique enables garment recoloring by decomposing its visual elements. We demonstrate the generalizability of our method across unseen body motions and camera views, ensuring detailed structural consistency. Furthermore, we showcase its applicability to color editing on both real and synthetic garment data. Compared to existing neural rendering techniques, our method exhibits qualitative and quantitative improvements in garment dynamics and wrinkle detail modeling. Code is available at https://github.com/wrk226/GarmentAnimationNeRF.Item LLAniMAtion: LLAMA Driven Gesture Animation(The Eurographics Association and John Wiley & Sons Ltd., 2024) Windle, Jonathan; Matthews, Iain; Taylor, Sarah; Skouras, Melina; Wang, HeCo-speech gesturing is an important modality in conversation, providing context and social cues. In character animation, appropriate and synchronised gestures add realism, and can make interactive agents more engaging. Historically, methods for automatically generating gestures were predominantly audio-driven, exploiting the prosodic and speech-related content that is encoded in the audio signal. In this paper we instead experiment with using Large-Language Model (LLM) features for gesture generation that are extracted from text using LLAMA2. We compare against audio features, and explore combining the two modalities in both objective tests and a user study. Surprisingly, our results show that LLAMA2 features on their own perform significantly better than audio features and that including both modalities yields no significant difference to using LLAMA2 features in isolation. We demonstrate that the LLAMA2 based model can generate both beat and semantic gestures without any audio input, suggesting LLMs can provide rich encodings that are well suited for gesture generation.Item Reactive Gaze during Locomotion in Natural Environments(The Eurographics Association and John Wiley & Sons Ltd., 2024) Melgaré, Julia K.; Rohmer, Damien; Musse, Soraia R.; Cani, Marie-Paule; Skouras, Melina; Wang, HeAnimating gaze behavior is crucial for creating believable virtual characters, providing insights into their perception and interaction with the environment. In this paper, we present an efficient yet natural-looking gaze animation model applicable to real-time walking characters exploring natural environments. We address the challenge of dynamic gaze adaptation by combining findings from neuroscience with a data-driven saliency model. Specifically, our model determines gaze focus by considering the character's locomotion, environment stimuli, and terrain conditions. Our model is compatible with both automatic navigation through pre-defined character trajectories and user-guided interactive locomotion, and can be configured according to the desired degree of visual exploration of the environment. Our perceptual evaluation shows that our solution significantly improves the state-of-the-art saliency-based gaze animation with respect to the character's apparent awareness of the environment, the naturalness of the motion, and the elements to which it pays attention.Item VMP: Versatile Motion Priors for Robustly Tracking Motion on Physical Characters(The Eurographics Association and John Wiley & Sons Ltd., 2024) Serifi, Agon; Grandia, Ruben; Knoop, Espen; Gross, Markus; Bächer, Moritz; Skouras, Melina; Wang, HeRecent progress in physics-based character control has made it possible to learn policies from unstructured motion data. However, it remains challenging to train a single control policy that works with diverse and unseen motions, and can be deployed to real-world physical robots. In this paper, we propose a two-stage technique that enables the control of a character with a full-body kinematic motion reference, with a focus on imitation accuracy. In a first stage, we extract a latent space encoding by training a variational autoencoder, taking short windows of motion from unstructured data as input. We then use the embedding from the time-varying latent code to train a conditional policy in a second stage, providing a mapping from kinematic input to dynamics-aware output. By keeping the two stages separate, we benefit from self-supervised methods to get better latent codes and explicit imitation rewards to avoid mode collapse. We demonstrate the efficiency and robustness of our method in simulation, with unseen user-specified motions, and on a bipedal robot, where we bring dynamic motions to the real world.