双皮肤角色交互的几何感知重定位

IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING ACM Transactions on Graphics Pub Date : 2024-11-19 DOI:10.1145/3687962
Inseo Jang, Soojin Choi, Seokhyeon Hong, Chaelin Kim, Junyong Noh
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引用次数: 0

摘要

多个角色之间的互动运动在游戏和电影中被广泛使用。然而,考虑到角色不同的网格形状,生成交互运动的方法仍有待研究。我们提出了一种空间合作变换器(SCT),用于重新定位具有任意网格连接性的两个角色的交互运动。考虑到交互角色的源和目标之间的形状差异,SCT 可以预测根位置和关节旋转的残差。此外,我们还为 SCT 引入了一个锚损失函数,以便在重定目标时保持交互角色之间的几何距离。我们还提出了一种基于变形适应的运动增强方法,以准备一个具有相同网格连接性的源目标配对数据集进行训练。在实验中,与基线方法相比,我们的方法在语义保存方面达到了更高的准确度,并且在未见过的角色和运动中,交互角色之间的相互渗透产生的假象更少。此外,我们还使用从低到高交互级别的各种形状的字符进行了用户评估,证明与之前的研究相比,我们的方法能更好地保留语义。
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Geometry-Aware Retargeting for Two-Skinned Characters Interaction
Interactive motion between multiple characters is widely utilized in games and movies. However, the method for generating interactive motions considering the character's diverse mesh shape has yet to be studied. We propose a Spatio Cooperative Transformer (SCT) to retarget the interacting motions of two characters having arbitrary mesh connectivity. SCT predicts the residual of root position and joint rotations considering the shape difference between the source and target of interacting characters. In addition, we introduce an anchor loss function for SCT to maintain the geometric distance between the interacting characters when they are retargeted. We also propose a motion augmentation method with deformation-based adaptation to prepare a source-target paired dataset with an identical mesh connectivity for training. In experiments, our method achieved higher accuracy for semantic preservation and produced less artifacts of inter-penetration between the interacting characters for unseen characters and motions than the baselines. Moreover, we conducted a user evaluation using characters with various shapes, spanning low-to-high interaction levels to prove better semantic preservation of our method compared to previous studies.
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来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
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