{"title":"A language-directed virtual human motion generation approach based on musculoskeletal models","authors":"Libo Sun, Yongxiang Wang, Wenhu Qin","doi":"10.1002/cav.2257","DOIUrl":null,"url":null,"abstract":"<p>The development of the systems capable of synthesizing natural and life-like motions for virtual characters has long been a central focus in computer animation. It needs to generate high-quality motions for characters and provide users with a convenient and flexible interface for guiding character motions. In this work, we propose a language-directed virtual human motion generation approach based on musculoskeletal models to achieve interactive and higher-fidelity virtual human motion, which lays the foundation for the development of language-directed controllers in physics-based character animation. First, we construct a simplified model of musculoskeletal dynamics for the virtual character. Subsequently, we propose a hierarchical control framework consisting of a trajectory tracking layer and a muscle control layer, obtaining the optimal control policy for imitating the reference motions through the training. We design a multi-policy aggregation controller based on large language models, which selects the motion policy with the highest similarity to user text commands from the action-caption data pool, facilitating natural language-based control of virtual character motions. Experimental results demonstrate that the proposed approach not only generates high-quality motions highly resembling reference motions but also enables users to effectively guide virtual characters to perform various motions via natural language instructions.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 3","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2024-06-05","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.2257","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
The development of the systems capable of synthesizing natural and life-like motions for virtual characters has long been a central focus in computer animation. It needs to generate high-quality motions for characters and provide users with a convenient and flexible interface for guiding character motions. In this work, we propose a language-directed virtual human motion generation approach based on musculoskeletal models to achieve interactive and higher-fidelity virtual human motion, which lays the foundation for the development of language-directed controllers in physics-based character animation. First, we construct a simplified model of musculoskeletal dynamics for the virtual character. Subsequently, we propose a hierarchical control framework consisting of a trajectory tracking layer and a muscle control layer, obtaining the optimal control policy for imitating the reference motions through the training. We design a multi-policy aggregation controller based on large language models, which selects the motion policy with the highest similarity to user text commands from the action-caption data pool, facilitating natural language-based control of virtual character motions. Experimental results demonstrate that the proposed approach not only generates high-quality motions highly resembling reference motions but also enables users to effectively guide virtual characters to perform various motions via natural language instructions.
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.