动态运动匹配:游戏情境感知动画系统的设计与实现

Adan Häfliger, Shuichi Kurabayashi
{"title":"动态运动匹配:游戏情境感知动画系统的设计与实现","authors":"Adan Häfliger, Shuichi Kurabayashi","doi":"10.1142/s1793351x22400086","DOIUrl":null,"url":null,"abstract":"Despite modern game systems adopting motion matching to retrieve an appropriate short motion clip from a database in real-time, existing methods struggle to support complex gaming scenes due to their inability to adapt live the motion retrieval based on the context. This paper presents the design and implementation of a context-aware character animation system, synthesizing realistic animations suitable for complex game scenes from a large-scale motion database. This system, called dynamic motion matching (DyMM), enables geometry and objects aware motion synthesis by introducing a two-phase context computation: an offline subspace decomposition of motion clips for creating a set of retrieval sub-spaces tailored to specific contexts and a subspace ensemble matching to compare relevant sub-features to determine the most appropriate motion clip. We also show the system architecture and implementation details applicable to a production-grade game engine. We verified the effectiveness of our method with industry-level motion data captured by professional game artists for multiple configurations and character controllers. The results of this study show that, by finding motion clips that comply well with the scene context, one can leverage large motion capture datasets to create practical systems that generate believable and controllable animations for games.","PeriodicalId":217956,"journal":{"name":"Int. J. Semantic Comput.","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Dynamic Motion Matching: Design and Implementation of a Context-Aware Animation System for Games\",\"authors\":\"Adan Häfliger, Shuichi Kurabayashi\",\"doi\":\"10.1142/s1793351x22400086\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Despite modern game systems adopting motion matching to retrieve an appropriate short motion clip from a database in real-time, existing methods struggle to support complex gaming scenes due to their inability to adapt live the motion retrieval based on the context. This paper presents the design and implementation of a context-aware character animation system, synthesizing realistic animations suitable for complex game scenes from a large-scale motion database. This system, called dynamic motion matching (DyMM), enables geometry and objects aware motion synthesis by introducing a two-phase context computation: an offline subspace decomposition of motion clips for creating a set of retrieval sub-spaces tailored to specific contexts and a subspace ensemble matching to compare relevant sub-features to determine the most appropriate motion clip. We also show the system architecture and implementation details applicable to a production-grade game engine. We verified the effectiveness of our method with industry-level motion data captured by professional game artists for multiple configurations and character controllers. The results of this study show that, by finding motion clips that comply well with the scene context, one can leverage large motion capture datasets to create practical systems that generate believable and controllable animations for games.\",\"PeriodicalId\":217956,\"journal\":{\"name\":\"Int. J. Semantic Comput.\",\"volume\":\"39 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-05-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Int. J. Semantic Comput.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1142/s1793351x22400086\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Int. J. Semantic Comput.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1142/s1793351x22400086","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

尽管现代游戏系统采用动作匹配从数据库中实时检索适当的短动作片段,但现有方法由于无法根据上下文实时调整动作检索而难以支持复杂的游戏场景。本文介绍了一个情境感知角色动画系统的设计与实现,该系统从大型动作数据库中合成适合复杂游戏场景的逼真动画。该系统称为动态运动匹配(DyMM),通过引入两阶段上下文计算,实现几何和物体感知运动合成:运动剪辑的离线子空间分解,用于创建一组针对特定上下文的检索子空间,子空间集成匹配,用于比较相关子特征,以确定最合适的运动剪辑。我们还展示了适用于生产级游戏引擎的系统架构和实现细节。我们用专业游戏艺术家为多种配置和角色控制器捕获的工业级运动数据验证了我们方法的有效性。这项研究的结果表明,通过寻找符合场景背景的动作剪辑,可以利用大型动作捕捉数据集来创建实用的系统,为游戏生成可信和可控的动画。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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
Dynamic Motion Matching: Design and Implementation of a Context-Aware Animation System for Games
Despite modern game systems adopting motion matching to retrieve an appropriate short motion clip from a database in real-time, existing methods struggle to support complex gaming scenes due to their inability to adapt live the motion retrieval based on the context. This paper presents the design and implementation of a context-aware character animation system, synthesizing realistic animations suitable for complex game scenes from a large-scale motion database. This system, called dynamic motion matching (DyMM), enables geometry and objects aware motion synthesis by introducing a two-phase context computation: an offline subspace decomposition of motion clips for creating a set of retrieval sub-spaces tailored to specific contexts and a subspace ensemble matching to compare relevant sub-features to determine the most appropriate motion clip. We also show the system architecture and implementation details applicable to a production-grade game engine. We verified the effectiveness of our method with industry-level motion data captured by professional game artists for multiple configurations and character controllers. The results of this study show that, by finding motion clips that comply well with the scene context, one can leverage large motion capture datasets to create practical systems that generate believable and controllable animations for games.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Guest Editorial - Special Issue on IEEE AIKE 2022 TemporalDedup: Domain-Independent Deduplication of Redundant and Errant Temporal Data Knowledge Graph-Based Explainable Artificial Intelligence for Business Process Analysis Knowledge Graph-Based Integration of Autonomous Driving Datasets Confidence-Based Cheat Detection Through Constrained Order Inference of Temporal Sequences
×
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