Multi-scale edge aggregation mesh-graph-network for character secondary motion

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2024-05-17 DOI:10.1002/cav.2241
Tianyi Wang, Shiguang Liu
{"title":"Multi-scale edge aggregation mesh-graph-network for character secondary motion","authors":"Tianyi Wang,&nbsp;Shiguang Liu","doi":"10.1002/cav.2241","DOIUrl":null,"url":null,"abstract":"<p>As an enhancement to skinning-based animations, light-weight secondary motion method for 3D characters are widely demanded in many application scenarios. To address the dependence of data-driven methods on ground truth data, we propose a self-supervised training strategy that is free of ground truth data for the first time in this domain. Specifically, we construct a self-supervised training framework by modeling the implicit integration problem with steps as an optimization problem based on physical energy terms. Furthermore, we introduce a multi-scale edge aggregation mesh-graph block (MSEA-MG Block), which significantly enhances the network performance. This enables our model to make vivid predictions of secondary motion for 3D characters with arbitrary structures. Empirical experiments indicate that our method, without requiring ground truth data for model training, achieves comparable or even superior performance quantitatively and qualitatively compared to state-of-the-art data-driven approaches in the field.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 3","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2024-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2241","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0

Abstract

As an enhancement to skinning-based animations, light-weight secondary motion method for 3D characters are widely demanded in many application scenarios. To address the dependence of data-driven methods on ground truth data, we propose a self-supervised training strategy that is free of ground truth data for the first time in this domain. Specifically, we construct a self-supervised training framework by modeling the implicit integration problem with steps as an optimization problem based on physical energy terms. Furthermore, we introduce a multi-scale edge aggregation mesh-graph block (MSEA-MG Block), which significantly enhances the network performance. This enables our model to make vivid predictions of secondary motion for 3D characters with arbitrary structures. Empirical experiments indicate that our method, without requiring ground truth data for model training, achieves comparable or even superior performance quantitatively and qualitatively compared to state-of-the-art data-driven approaches in the field.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
人物二次运动的多尺度边缘聚合网格图网络
作为对基于皮肤的动画的增强,轻量级三维角色二次运动方法在许多应用场景中都有广泛需求。为了解决数据驱动方法对地面实况数据的依赖,我们首次在该领域提出了一种无需地面实况数据的自监督训练策略。具体来说,我们将隐式积分问题建模为基于物理能量项的优化问题,从而构建了一个自监督训练框架。此外,我们还引入了多尺度边缘聚合网格图块(MSEA-MG Block),从而显著提高了网络性能。这使得我们的模型能够对具有任意结构的 3D 角色的二次运动做出生动的预测。实证实验表明,我们的方法无需地面实况数据来训练模型,就能在定量和定性方面达到与该领域最先进的数据驱动方法相当甚至更优的性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
期刊最新文献
Diverse Motions and Responses in Crowd Simulation A Facial Motion Retargeting Pipeline for Appearance Agnostic 3D Characters Enhancing Front-End Security: Protecting User Data and Privacy in Web Applications Virtual Roaming of Cultural Heritage Based on Image Processing PainterAR: A Self-Painting AR Interface for Mobile Devices
×
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
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 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 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1