40-Issue 2
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Browsing 40-Issue 2 by Subject "Animation"
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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 MultiResGNet: Approximating Nonlinear Deformation via Multi-Resolution Graphs(The Eurographics Association and John Wiley & Sons Ltd., 2021) Li, Tianxing; Shi, Rui; Kanai, Takashi; Mitra, Niloy and Viola, IvanThis paper presents a graph-learning-based, powerfully generalized method for automatically generating nonlinear deformation for characters with an arbitrary number of vertices. Large-scale character datasets with a significant number of poses are normally required for training to learn such automatic generalization tasks. There are two key contributions that enable us to address this challenge while making our network generalized to achieve realistic deformation approximation. First, after the automatic linear-based deformation step, we encode the roughly deformed meshes by constructing graphs where we propose a novel graph feature representation method with three descriptors to represent meshes of arbitrary characters in varying poses. Second, we design a multi-resolution graph network (MultiResGNet) that takes the constructed graphs as input, and end-to-end outputs the offset adjustments of each vertex. By processing multi-resolution graphs, general features can be better extracted, and the network training no longer heavily relies on large amounts of training data. Experimental results show that the proposed method achieves better performance than prior studies in deformation approximation for unseen characters and poses.