Motion In-Betweening with Phase Manifolds

IF 1.4 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Proceedings of the ACM on computer graphics and interactive techniques Pub Date : 2023-08-16 DOI:10.1145/3606921
Paul Starke, S. Starke, T. Komura, Frank Steinicke
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Abstract

This paper introduces a novel data-driven motion in-betweening system to reach target poses of characters by making use of phases variables learned by a Periodic Autoencoder. Our approach utilizes a mixture-of-experts neural network model, in which the phases cluster movements in both space and time with different expert weights. Each generated set of weights then produces a sequence of poses in an autoregressive manner between the current and target state of the character. In addition, to satisfy poses which are manually modified by the animators or where certain end effectors serve as constraints to be reached by the animation, a learned bi-directional control scheme is implemented to satisfy such constraints. The results demonstrate that using phases for motion in-betweening tasks sharpen the interpolated movements, and furthermore stabilizes the learning process. Moreover, using phases for motion in-betweening tasks can also synthesize more challenging movements beyond locomotion behaviors. Additionally, style control is enabled between given target keyframes. Our proposed framework can compete with popular state-of-the-art methods for motion in-betweening in terms of motion quality and generalization, especially in the existence of long transition durations. Our framework contributes to faster prototyping workflows for creating animated character sequences, which is of enormous interest for the game and film industry.
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具有相位流形的中间运动
本文介绍了一种新的数据驱动的中间运动系统,通过使用周期自动编码器学习的相位变量来达到角色的目标姿态。我们的方法利用了一个混合专家神经网络模型,其中阶段以不同的专家权重对空间和时间上的运动进行聚类。然后,每个生成的权重集以自回归的方式在角色的当前状态和目标状态之间生成一系列姿势。此外,为了满足由动画师手动修改的姿势,或者在某些末端效应器用作动画要达到的约束的情况下,实现学习的双向控制方案以满足这种约束。结果表明,在任务之间使用相位进行运动可以锐化插值运动,并进一步稳定学习过程。此外,在任务之间使用相位进行运动也可以合成运动行为之外的更具挑战性的运动。此外,在给定的目标关键帧之间启用样式控制。我们提出的框架可以在运动质量和泛化方面与流行的最先进的运动中介方法相竞争,尤其是在存在长过渡持续时间的情况下。我们的框架有助于创建动画角色序列的更快原型工作流程,这对游戏和电影行业来说非常有趣。
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