{"title":"基于肌肉骨骼模型的视频物理运动重建","authors":"Libo Sun, Rui Tian, Wenhu Qin","doi":"10.1002/cav.2209","DOIUrl":null,"url":null,"abstract":"<p>We propose a novel method that combines human pose estimation and physical simulation of character animation. Our approach allows characters to learn from the actor's skills captured in videos and subsequently reconstruct the motions with high fidelity in a physically simulated environment. Firstly, we model the character based on the human musculoskeletal system and build a complete dynamics model of the proposed system using the Lagrange equations of motion. Next, we employ the pose estimation method to process the input video and generate human reference motion. Finally, we design a hierarchical control framework consisting of a trajectory tracking layer and a muscle control layer. The trajectory tracking layer aims to minimize the difference between the reference motion pose and the actual output pose, while the muscle control layer aims to minimize the difference between the target torque and the actual output muscle force. The two layers interact by passing parameters through a proportional differential controller until the desired learning objective is achieved. A series of complex experimental results demonstrate that our proposed method can learn to produce comparable high-quality motions with high similarity from videos of different complexity levels and remains stable in the presence of muscle contracture weakness perturbations.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2023-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Physical based motion reconstruction from videos using musculoskeletal model\",\"authors\":\"Libo Sun, Rui Tian, Wenhu Qin\",\"doi\":\"10.1002/cav.2209\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>We propose a novel method that combines human pose estimation and physical simulation of character animation. Our approach allows characters to learn from the actor's skills captured in videos and subsequently reconstruct the motions with high fidelity in a physically simulated environment. Firstly, we model the character based on the human musculoskeletal system and build a complete dynamics model of the proposed system using the Lagrange equations of motion. Next, we employ the pose estimation method to process the input video and generate human reference motion. Finally, we design a hierarchical control framework consisting of a trajectory tracking layer and a muscle control layer. The trajectory tracking layer aims to minimize the difference between the reference motion pose and the actual output pose, while the muscle control layer aims to minimize the difference between the target torque and the actual output muscle force. The two layers interact by passing parameters through a proportional differential controller until the desired learning objective is achieved. A series of complex experimental results demonstrate that our proposed method can learn to produce comparable high-quality motions with high similarity from videos of different complexity levels and remains stable in the presence of muscle contracture weakness perturbations.</p>\",\"PeriodicalId\":50645,\"journal\":{\"name\":\"Computer Animation and Virtual Worlds\",\"volume\":\"35 1\",\"pages\":\"\"},\"PeriodicalIF\":0.9000,\"publicationDate\":\"2023-08-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Animation and Virtual Worlds\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/cav.2209\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2209","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
Physical based motion reconstruction from videos using musculoskeletal model
We propose a novel method that combines human pose estimation and physical simulation of character animation. Our approach allows characters to learn from the actor's skills captured in videos and subsequently reconstruct the motions with high fidelity in a physically simulated environment. Firstly, we model the character based on the human musculoskeletal system and build a complete dynamics model of the proposed system using the Lagrange equations of motion. Next, we employ the pose estimation method to process the input video and generate human reference motion. Finally, we design a hierarchical control framework consisting of a trajectory tracking layer and a muscle control layer. The trajectory tracking layer aims to minimize the difference between the reference motion pose and the actual output pose, while the muscle control layer aims to minimize the difference between the target torque and the actual output muscle force. The two layers interact by passing parameters through a proportional differential controller until the desired learning objective is achieved. A series of complex experimental results demonstrate that our proposed method can learn to produce comparable high-quality motions with high similarity from videos of different complexity levels and remains stable in the presence of muscle contracture weakness perturbations.
期刊介绍:
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.