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Two-Stage Motion Editing Interface for Character Animation 角色动画的两阶段运动编辑界面
Pub Date : 2021-09-06 DOI: 10.1145/3475946.3480960
Yichen Peng, Chunqi Zhao, Zhengyu Huang, Tsukasa Fukusato, Haoran Xie, K. Miyata
In this paper, we propose a user interface that enables users to intuitively retrieve relevant motions from a database and edit them by drawing motion trajectories on the screen. This system consists of two-stage operations to provide global-level and local-level motion editing: a global stage that enables users to design the body movement in virtual space roughly, and a local stage that enables users to design detailed movements such as limbs movement. We verified the proposed system with character animation editing with both global and local stages.
在本文中,我们提出了一个用户界面,使用户能够直观地从数据库中检索相关的运动,并通过在屏幕上绘制运动轨迹来编辑它们。该系统由两阶段操作组成,提供全局级和局部级的运动编辑:全局阶段允许用户在虚拟空间中大致设计身体运动,局部阶段允许用户设计肢体运动等详细运动。我们用全局和局部舞台的角色动画编辑验证了所提出的系统。
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引用次数: 5
Facial Expression Transfer from Video Via Deep Learning 通过深度学习从视频中转移面部表情
Pub Date : 2021-09-06 DOI: 10.1145/3475946.3480959
Xiaojun Zeng, S. Dwarakanath, Wuyue Lu, Masaki Nakada, Demetri Terzopoulos
The transfer of facial expressions from people to 3D face models is a classic computer graphics problem. In this paper, we present a novel, learning-based approach to transferring facial expressions and head movements from images and videos to a biomechanical model of the face-head-neck musculoskeletal complex. Specifically, leveraging the Facial Action Coding System (FACS) as an intermediate representation of the expression space, we train a deep neural network to take in FACS Action Units (AUs) and output suitable facial muscle and jaw activations for the biomechanical model. Through biomechanical simulation, the activations deform the face, thereby transferring the expression to the model. The success of our approach is demonstrated through experiments involving the transfer of a range of expressive facial images and videos onto our biomechanical face-head-neck complex.
从人的面部表情到三维面部模型的转换是一个经典的计算机图形学问题。在本文中,我们提出了一种新颖的、基于学习的方法,将面部表情和头部运动从图像和视频转移到脸-头颈肌肉骨骼复合体的生物力学模型中。具体来说,利用面部动作编码系统(FACS)作为表达空间的中间表示,我们训练了一个深度神经网络来接受FACS动作单元(au),并为生物力学模型输出合适的面部肌肉和下颌激活。通过生物力学模拟,激活使面部变形,从而将表情传递给模型。我们的方法的成功是通过实验来证明的,实验包括将一系列富有表现力的面部图像和视频转移到我们的生物力学面部-头颈复合体上。
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引用次数: 0
DASH: Modularized Human Manipulation Simulation with Vision and Language for Embodied AI DASH:具有视觉和语言的模块化人体操作仿真,用于嵌入式AI
Pub Date : 2021-08-28 DOI: 10.1145/3475946.3480950
Yifeng Jiang, Michelle Guo, Jiangshan Li, Ioannis Exarchos, Jiajun Wu, C. Liu
Creating virtual humans with embodied, human-like perceptual and actuation constraints has the promise to provide an integrated simulation platform for many scientific and engineering applications. We present Dynamic and Autonomous Simulated Human (DASH), an embodied virtual human that, given natural language commands, performs grasp-and-stack tasks in a physically-simulated cluttered environment solely using its own visual perception, proprioception, and touch, without requiring human motion data. By factoring the DASH system into a vision module, a language module, and manipulation modules of two skill categories, we can mix and match analytical and machine learning techniques for different modules so that DASH is able to not only perform randomly arranged tasks with a high success rate, but also do so under anthropomorphic constraints and with fluid and diverse motions. The modular design also favors analysis and extensibility to more complex manipulation skills.
创建具有具体的、类人的感知和驱动约束的虚拟人有望为许多科学和工程应用提供一个集成的仿真平台。我们介绍了动态和自主模拟人类(DASH),这是一种具体的虚拟人类,在给定自然语言命令的情况下,仅使用自己的视觉感知、本体感觉和触觉,在物理模拟的混乱环境中执行抓取和堆叠任务,而不需要人类运动数据。通过将DASH系统分解为视觉模块、语言模块和操作两个技能类别的模块,我们可以混合匹配不同模块的分析和机器学习技术,使DASH不仅能够以高成功率执行随机安排的任务,而且能够在拟人化约束下以流体和多样化的动作完成任务。模块化设计还有利于分析和扩展到更复杂的操作技能。
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引用次数: 2
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The ACM SIGGRAPH / Eurographics Symposium on Computer Animation
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