Physics-based Motion Retargeting from Sparse Inputs

dc.contributor.authorReda, Danieleen_US
dc.contributor.authorWon, Jungdamen_US
dc.contributor.authorYe, Yutingen_US
dc.contributor.authorPanne, Michiel van deen_US
dc.contributor.authorWinkler, Alexanderen_US
dc.contributor.editorWang, Huaminen_US
dc.contributor.editorYe, Yutingen_US
dc.contributor.editorVictor Zordanen_US
dc.date.accessioned2023-10-16T12:32:53Z
dc.date.available2023-10-16T12:32:53Z
dc.date.issued2023
dc.description.abstractAvatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user’s motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user’s pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time.We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human.We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.en_US
dc.description.number3
dc.description.sectionheadersPhysics-based Character Control
dc.description.seriesinformationProceedings of the ACM on Computer Graphics and Interactive Techniques
dc.description.volume6
dc.identifier.doi10.1145/3606928
dc.identifier.issn2577-6193
dc.identifier.urihttps://doi.org/10.1145/3606928
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3606928
dc.publisherACM Association for Computing Machineryen_US
dc.subjectCCS Concepts: Computing methodologies -> Reinforcement learning; Physical simulation retargeting, reinforcement learning, physics-based simulation, computer animation"
dc.subjectComputing methodologies
dc.subjectReinforcement learning
dc.subjectPhysical simulation retargeting
dc.subjectreinforcement learning
dc.subjectphysics
dc.subjectbased simulation
dc.subjectcomputer animation"
dc.titlePhysics-based Motion Retargeting from Sparse Inputsen_US
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