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Llanimation: Llama Driven Gesture Animation 动画拉玛驱动手势动画
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-17 DOI: 10.1111/cgf.15167
J. Windle, I. Matthews, S. Taylor

Co-speech gesturing is an important modality in conversation, providing context and social cues. In character animation, appropriate and synchronised gestures add realism, and can make interactive agents more engaging. Historically, methods for automatically generating gestures were predominantly audio-driven, exploiting the prosodic and speech-related content that is encoded in the audio signal. In this paper we instead experiment with using Large-Language Model (LLM) features for gesture generation that are extracted from text using Llama2. We compare against audio features, and explore combining the two modalities in both objective tests and a user study. Surprisingly, our results show that Llama2 features on their own perform significantly better than audio features and that including both modalities yields no significant difference to using Llama2 features in isolation. We demonstrate that the Llama2 based model can generate both beat and semantic gestures without any audio input, suggesting LLMs can provide rich encodings that are well suited for gesture generation.

协同语音手势是对话中的一种重要方式,可提供语境和社交线索。在角色动画中,适当的同步手势能增加真实感,并能使交互式代理更具吸引力。一直以来,自动生成手势的方法主要由音频驱动,利用音频信号中编码的前音和语音相关内容。在本文中,我们尝试使用大语言模型(LLM)特征来生成手势,这些特征是使用 Llama2 从文本中提取的。我们将其与音频特征进行了比较,并在客观测试和用户研究中探索了两种模式的结合。令人惊讶的是,我们的结果表明,Llama2 特征本身的性能明显优于音频特征,而将两种模式结合使用与单独使用 Llama2 特征相比没有显著差异。我们证明,基于 Llama2 的模型可以在没有任何音频输入的情况下生成节拍和语义手势,这表明 LLM 可以提供非常适合手势生成的丰富编码。
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引用次数: 0
Generalized eXtended Finite Element Method for Deformable Cutting via Boolean Operations 通过布尔运算实现可变形切割的通用扩展有限元法
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-17 DOI: 10.1111/cgf.15184
Q. M. Ton-That, P. G. Kry, S. Andrews

Traditional mesh-based methods for cutting deformable bodies rely on modifying the simulation mesh by deleting, duplicating, deforming or subdividing its elements. Unfortunately, such topological changes eventually lead to instability, reduced accuracy, or computational efficiency challenges. Hence, state of the art algorithms favor the extended finite element method (XFEM), which decouples the cut geometry from the simulation mesh, allowing for stable and accurate cuts at an additional computational cost that is local to the cut region. However, in the 3-dimensional setting, current XFEM frameworks are limited by the cutting configurations that they support. In particular, intersecting cuts are either prohibited or require sophisticated special treatment. Our work presents a general XFEM formulation that is applicable to the 1-, 2-, and 3-dimensional setting without sacrificing the desirable properties of the method. In particular, we propose a generalized enrichment which supports multiple intersecting cuts of various degrees of non-linearity by leveraging recent advances in robust mesh-Boolean technology. This novel strategy additionally enables analytic discontinuous integration schemes required to compute mass, force and elastic energy. We highlight the simplicity, expressivity and accuracy of our XFEM implementation across various scenarios in which intersecting cutting patterns are featured.

传统的基于网格的可变形体切割方法依赖于通过删除、复制、变形或细分网格元素来修改模拟网格。遗憾的是,这种拓扑变化最终会导致不稳定、精度降低或计算效率降低等问题。因此,最先进的算法倾向于采用扩展有限元法 (XFEM),该方法将切割几何与模拟网格分离开来,只需在切割区域局部增加计算成本,即可实现稳定而精确的切割。然而,在三维环境中,当前的 XFEM 框架受到其支持的切割配置的限制。特别是,相交切割要么被禁止,要么需要复杂的特殊处理。我们的研究提出了一种通用的 XFEM 公式,它适用于一维、二维和三维环境,且不会牺牲该方法的理想特性。特别是,我们提出了一种广义的富集方法,利用最近在鲁棒网格布尔技术方面取得的进展,支持不同非线性程度的多重相交切分。这种新颖的策略还能实现计算质量、力和弹性能量所需的解析非连续积分方案。我们着重介绍了我们的 XFEM 实现在各种情景下的简易性、表现力和准确性,这些情景都以相交切割模式为特征。
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引用次数: 0
A Multi-layer Solver for XPBD XPBD 的多层求解器
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-17 DOI: 10.1111/cgf.15186
A. Mercier-Aubin, P. G. Kry

We present a novel multi-layer method for extended position-based dynamics that exploits a sequence of reduced models consisting of rigid and elastic parts to speed up convergence. Taking inspiration from concepts like adaptive rigidification and long-range constraints, we automatically generate different rigid bodies at each layer based on the current strain rate. During the solve, the rigid bodies provide coupling between progressively less distant vertices during layer iterations, and therefore the fully elastic iterations at the final layer start from a lower residual error. Our layered approach likewise helps with the treatment of contact, where the mixed solves of both rigid and elastic in the layers permit fast propagation of impacts. We show several experiments that guide the selection of parameters of the solver, including the number of layers, the iterations per layers, as well as the choice of rigid patterns. Overall, our results show lower compute times for achieving a desired residual reduction across a variety of simulation models and scenarios.

我们针对基于位置的扩展动力学提出了一种新颖的多层方法,该方法利用由刚性和弹性部分组成的简化模型序列来加快收敛速度。我们从自适应刚性化和长程约束等概念中汲取灵感,根据当前应变率在每一层自动生成不同的刚体。在求解过程中,刚体会在层迭代过程中为距离逐渐变小的顶点之间提供耦合,因此最后一层的全弹性迭代会从较低的残余误差开始。我们的分层方法同样有助于处理接触问题,各层中的刚体和弹性体混合求解允许冲击快速传播。我们展示了指导选择求解器参数的几项实验,包括层数、每层迭代次数以及刚性模式的选择。总体而言,我们的结果表明,在各种模拟模型和方案中,计算时间较短,就能达到所需的残余物减少量。
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引用次数: 0
Strongly Coupled Simulation of Magnetic Rigid Bodies 磁性刚体的强耦合模拟
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-17 DOI: 10.1111/cgf.15185
L. Westhofen, J. A. Fernández-Fernández, S. R. Jeske, J. Bender

We present a strongly coupled method for the robust simulation of linear magnetic rigid bodies. Our approach describes the magnetic effects as part of an incremental potential function. This potential is inserted into the reformulation of the equations of motion for rigid bodies as an optimization problem. For handling collision and friction, we lean on the Incremental Potential Contact (IPC) method. Furthermore, we provide a novel, hybrid explicit / implicit time integration scheme for the magnetic potential based on a distance criterion. This reduces the fill-in of the energy Hessian in cases where the change in magnetic potential energy is small, leading to a simulation speedup without compromising the stability of the system. The resulting system yields a strongly coupled method for the robust simulation of magnetic effects. We showcase the robustness in theory by analyzing the behavior of the magnetic attraction against the contact resolution. Furthermore, we display stability in practice by simulating exceedingly strong and arbitrarily shaped magnets. The results are free of artifacts like bouncing for time step sizes larger than with the equivalent weakly coupled approach. Finally, we showcase the utility of our method in different scenarios with complex joints and numerous magnets.

我们提出了一种强耦合方法,用于线性磁刚体的鲁棒模拟。我们的方法将磁效应描述为增量势函数的一部分。该势函数作为优化问题被插入刚体运动方程的重构中。为了处理碰撞和摩擦,我们采用了增量势接触(IPC)方法。此外,我们还根据距离准则为磁势提供了一种新颖的显式/隐式混合时间积分方案。在磁势能量变化较小的情况下,这减少了能量赫塞斯的填充,从而在不影响系统稳定性的情况下加快了模拟速度。由此产生的系统为磁效应的稳健模拟提供了一种强耦合方法。我们通过分析磁吸引力对接触分辨率的影响,展示了理论上的稳健性。此外,我们还通过模拟超强和任意形状的磁体,展示了实践中的稳定性。在时间步长大于等效弱耦合方法的情况下,结果不会出现反弹等假象。最后,我们展示了我们的方法在具有复杂关节和众多磁体的不同场景中的实用性。
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引用次数: 0
Curved Three-Director Cosserat Shells with Strong Coupling 具有强耦合的曲面三导科瑟拉壳
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-17 DOI: 10.1111/cgf.15183
F. Löschner, J. A. Fernández-Fernández, S. R. Jeske, J. Bender

Continuum-based shell models are an established approach for the simulation of thin deformables in computer graphics. However, existing research in physically-based animation is mostly focused on shear-rigid Kirchhoff-Love shells. In this work we explore three-director Cosserat (micropolar) shells which introduce additional rotational degrees of freedom. This microrotation field models transverse shearing and in-plane drilling rotations. We propose an incremental potential formulation of the Cosserat shell dynamics which allows for strong coupling with frictional contact and other physical systems. We evaluate a corresponding finite element discretization for non-planar shells using second-order elements which alleviates shear-locking and permits simulation of curved geometries. Our formulation and the discretization, in particular of the rotational degrees of freedom, is designed to integrate well with typical simulation approaches in physically-based animation. While the discretization of the rotations requires some care, we demonstrate that they do not pose significant numerical challenges in Newton's method. In our experiments we also show that the codimensional shell model is consistent with the respective three-dimensional model. We qualitatively compare our formulation with Kirchhoff-Love shells and demonstrate intriguing use cases for the additional modes of control over dynamic deformations offered by the Cosserat model such as directly prescribing rotations or angular velocities and influencing the shell's curvature.

基于连续介质的壳模型是计算机制图中模拟薄变形体的一种成熟方法。然而,现有的基于物理的动画研究大多集中在剪切刚性的基尔霍夫-洛夫壳上。在这项工作中,我们探索了引入额外旋转自由度的三向导 Cosserat(微旋转)壳。这种微旋转场可模拟横向剪切和平面内钻孔旋转。我们提出了 Cosserat 壳体动力学的增量势公式,允许与摩擦接触和其他物理系统进行强耦合。我们使用二阶元素对非平面壳体的相应有限元离散化进行了评估,该离散化减轻了剪切锁定,并允许对曲面几何进行模拟。我们的表述和离散化,尤其是旋转自由度的离散化,旨在与物理动画中的典型模拟方法很好地结合。虽然旋转的离散化需要一定的小心谨慎,但我们证明,在牛顿方法中,旋转并不构成重大的数值挑战。在实验中,我们还证明了二维外壳模型与相应的三维模型是一致的。我们定性比较了我们与 Kirchhoff-Love 壳体的表述,并展示了 Cosserat 模型提供的额外动态变形控制模式的有趣用例,如直接规定旋转或角速度以及影响壳体曲率。
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引用次数: 0
Generating Flight Summaries Conforming to Cinematographic Principles 生成符合电影拍摄原则的飞行摘要
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-17 DOI: 10.1111/cgf.15179
Christophe Lino, Marie-Paule Cani

We propose an automatic method for generating flight summaries of prescribed duration, given any planed 3D trajectory of a flying object. The challenge is to select relevant time-ellipses, while keeping and adequately framing the most interesting parts of the trajectory, and enforcing cinematographic rules between the selected shots. Our solution optimizes the visual quality of the output video both in terms of camera view and film editing choices, thanks to a new optimization technique, designed to jointly optimize the selection of the interesting parts of a flight, and the camera animation parameters over time. To our best knowledge, this solution is the first one to address camera control, film editing, and trajectory summarizing at once. Ablation studies demonstrate the visual quality of the flights summaries we generate compared to alternative methods.

我们提出了一种自动生成规定时长飞行摘要的方法,可以给定任何飞行物体的三维规划轨迹。我们面临的挑战是如何选择相关的时间片段,同时保留并充分定格轨迹中最有趣的部分,并在所选镜头之间执行电影规则。我们的解决方案在摄像机视角和电影编辑选择方面优化了输出视频的视觉质量,这要归功于一种新的优化技术,该技术旨在共同优化飞行过程中有趣部分的选择和摄像机随时间变化的动画参数。据我们所知,这是第一个同时解决摄像机控制、影片编辑和轨迹总结的解决方案。消融研究表明,与其他方法相比,我们所生成的飞行轨迹总结具有更高的视觉质量。
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引用次数: 0
Robust and Artefact-Free Deformable Contact with Smooth Surface Representations 采用平滑表面表示的稳健且无伪影的可变形接触
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-17 DOI: 10.1111/cgf.15187
Y. Du, Y. Li, S. Coros, B. Thomaszewski

Modeling contact between deformable solids is a fundamental problem in computer animation, mechanical design, and robotics. Existing methods based on C0-discretizations—piece-wise linear or polynomial surfaces—suffer from discontinuities and irregularities in tangential contact forces, which can significantly affect simulation outcomes and even prevent convergence. In this work, we show that these limitations can be overcome with a smooth surface representation based on Implicit Moving Least Squares (IMLS). In particular, we propose a self collision detection scheme tailored to IMLS surfaces that enables robust and efficient handling of challenging self contacts. Through a series of test cases, we show that our approach offers advantages over existing methods in terms of accuracy and robustness for both forward and inverse problems.

模拟可变形固体之间的接触是计算机动画、机械设计和机器人技术中的一个基本问题。现有的基于 C0-离散化(片断线性或多项式曲面)的方法会受到切向接触力的不连续性和不规则性的影响,从而严重影响模拟结果,甚至无法收敛。在这项工作中,我们展示了基于隐式移动最小二乘法(IMLS)的光滑表面表示法可以克服这些限制。特别是,我们提出了一种为 IMLS 曲面量身定制的自碰撞检测方案,能够稳健、高效地处理具有挑战性的自接触。通过一系列测试案例,我们证明了我们的方法在正向和反向问题的准确性和稳健性方面都优于现有方法。
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引用次数: 0
Diffusion-based Human Motion Style Transfer with Semantic Guidance 基于扩散的人体运动风格转移与语义指导
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-09 DOI: 10.1111/cgf.15169
Lei Hu, Zihao Zhang, Yongjing Ye, Yiwen Xu, Shihong Xia

3D Human motion style transfer is a fundamental problem in computer graphic and animation processing. Existing AdaIN-based methods necessitate datasets with balanced style distribution and content/style labels to train the clustered latent space. However, we may encounter a single unseen style example in practical scenarios, but not in sufficient quantity to constitute a style cluster for AdaIN-based methods. Therefore, in this paper, we propose a novel two-stage framework for few-shot style transfer learning based on the diffusion model. Specifically, in the first stage, we pre-train a diffusion-based text-to-motion model as a generative prior so that it can cope with various content motion inputs. In the second stage, based on the single style example, we fine-tune the pre-trained diffusion model in a few-shot manner to make it capable of style transfer. The key idea is regarding the reverse process of diffusion as a motion-style translation process since the motion styles can be viewed as special motion variations. During the fine-tuning for style transfer, a simple yet effective semantic-guided style transfer loss coordinated with style example reconstruction loss is introduced to supervise the style transfer in CLIP semantic space. The qualitative and quantitative evaluations demonstrate that our method can achieve state-of-the-art performance and has practical applications. The source code is available at https://github.com/hlcdyy/diffusion-based-motion-style-transfer.

三维人体运动风格转换是计算机图形和动画处理中的一个基本问题。现有的基于 AdaIN 的方法需要具有均衡风格分布和内容/风格标签的数据集来训练聚类潜在空间。然而,在实际场景中,我们可能会遇到单一的未见风格示例,但其数量不足以构成基于 AdaIN 方法的风格聚类。因此,在本文中,我们提出了一种基于扩散模型的两阶段式风格迁移学习框架。具体来说,在第一阶段,我们预先训练一个基于扩散的文本到运动模型作为生成先验,使其能够应对各种内容运动输入。在第二阶段,基于单一风格示例,我们对预训练的扩散模型进行微调,使其能够进行风格转换。关键的思路是将扩散的反向过程视为运动风格的转换过程,因为运动风格可以被视为特殊的运动变化。在风格转换的微调过程中,引入了一种简单而有效的语义指导风格转换损失,该损失与风格示例重构损失相协调,用于监督 CLIP 语义空间中的风格转换。定性和定量评估表明,我们的方法可以达到最先进的性能,并具有实际应用价值。源代码见 https://github.com/hlcdyy/diffusion-based-motion-style-transfer。
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引用次数: 0
Multiphase Viscoelastic Non-Newtonian Fluid Simulation 多相粘弹性非牛顿流体模拟
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-09 DOI: 10.1111/cgf.15180
Y. Zhang, S. Long, Y. Xu, X. Wang, C. Yao, J. Kosinka, S. Frey, A. Telea, X. Ban

We propose an SPH-based method for simulating viscoelastic non-Newtonian fluids within a multiphase framework. For this, we use mixture models to handle component transport and conformation tensor methods to handle the fluid's viscoelastic stresses. In addition, we consider a bonding effects network to handle the impact of microscopic chemical bonds on phase transport. Our method supports the simulation of both steady-state viscoelastic fluids and discontinuous shear behavior. Compared to previous work on single-phase viscous non-Newtonian fluids, our method can capture more complex behavior, including material mixing processes that generate non-Newtonian fluids. We adopt a uniform set of variables to describe shear thinning, shear thickening, and ordinary Newtonian fluids while automatically calculating local rheology in inhomogeneous solutions. In addition, our method can simulate large viscosity ranges under explicit integration schemes, which typically requires implicit viscosity solvers under earlier single-phase frameworks.

我们提出了一种基于 SPH 的方法,用于在多相框架内模拟粘弹性非牛顿流体。为此,我们使用混合模型来处理组分传输,并使用构象张量方法来处理流体的粘弹性应力。此外,我们还考虑了键效应网络,以处理微观化学键对相传输的影响。我们的方法支持稳态粘弹性流体和非连续剪切行为的模拟。与之前针对单相粘性非牛顿流体的研究相比,我们的方法可以捕捉到更复杂的行为,包括产生非牛顿流体的材料混合过程。我们采用一组统一的变量来描述剪切稀化、剪切增稠和普通牛顿流体,同时自动计算非均质溶液中的局部流变。此外,我们的方法可以在显式积分方案下模拟较大的粘度范围,而在早期的单相框架下,这通常需要隐式粘度求解器。
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引用次数: 0
Learning to Play Guitar with Robotic Hands 用机器手学习弹吉他
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-09 DOI: 10.1111/cgf.15166
Chaoyi Luo, Pengbin Tang, Yuqi Ma, Dongjin Huang

Playing the guitar is a dexterous human skill that poses significant challenges in computer graphics and robotics due to the precision required in finger positioning and coordination between hands. Current methods often rely on motion capture data to replicate specific guitar playing segments, which restricts the range of performances and demands intricate post-processing. In this paper, we introduce a novel reinforcement learning model that can play the guitar using robotic hands, without the need for motion capture datasets, from input tablatures. To achieve this, we divide the simulation task for playing guitar into three stages. (a): for an input tablature, we first generate corresponding fingerings that align with human habits. (b): based on the generated fingerings as the guidance, we train a neural network for controlling the fingers of the left hand using deep reinforcement learning, and (c): we generate plucking movements for the right hand based on inverse kinematics according to the tablature. We evaluate our method by employing precision, recall, and F1 scores as quantitative metrics to thoroughly assess its performance in playing musical notes. In addition, we conduct qualitative analysis through user studies to evaluate the visual and auditory effects of guitar performance. The results demonstrate that our model excels in playing most moderately difficult and easier musical pieces, accurately playing nearly all notes.

弹吉他是一项灵巧的人类技能,由于手指定位和双手协调的精确性要求,它给计算机图形学和机器人学带来了巨大挑战。目前的方法通常依赖动作捕捉数据来复制特定的吉他弹奏片段,这限制了表演范围,并要求复杂的后期处理。在本文中,我们介绍了一种新颖的强化学习模型,该模型无需动作捕捉数据集,即可通过输入的乐谱使用机械手弹奏吉他。为此,我们将弹吉他的模拟任务分为三个阶段。(a): 对于输入的乐谱,我们首先生成符合人类习惯的相应指法。(b):以生成的指法为指导,我们利用深度强化学习训练神经网络来控制左手的手指;(c):根据制表符,我们基于逆运动学为右手生成拨弦动作。我们采用精确度、召回率和 F1 分数作为定量指标来评估我们的方法,以全面评估其在弹奏音符方面的性能。此外,我们还通过用户研究进行了定性分析,以评估吉他演奏的视觉和听觉效果。结果表明,我们的模型在弹奏大多数中等难度和较简单的音乐作品时表现出色,几乎能准确弹奏出所有音符。
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引用次数: 0
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