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- research-articleJuly 2024
Categorical Codebook Matching for Embodied Character Controllers
ACM Transactions on Graphics (TOG), Volume 43, Issue 4Article No.: 142, Pages 1–14https://doi.org/10.1145/3658209Translating motions from a real user onto a virtual embodied avatar is a key challenge for character animation in the metaverse. In this work, we present a novel generative framework that enables mapping from a set of sparse sensor signals to a full body ...
- research-articleJuly 2022
A Motion Matching-based Framework for Controllable Gesture Synthesis from Speech
- Ikhsanul Habibie,
- Mohamed Elgharib,
- Kripasindhu Sarkar,
- Ahsan Abdullah,
- Simbarashe Nyatsanga,
- Michael Neff,
- Christian Theobalt
SIGGRAPH '22: ACM SIGGRAPH 2022 Conference ProceedingsArticle No.: 46, Pages 1–9https://doi.org/10.1145/3528233.3530750Recent deep learning-based approaches have shown promising results for synthesizing plausible 3D human gestures from speech input. However, these approaches typically offer limited freedom to incorporate user control. Furthermore, training such models ...
- research-articleJuly 2022
DeepPhase: periodic autoencoders for learning motion phase manifolds
ACM Transactions on Graphics (TOG), Volume 41, Issue 4Article No.: 136, Pages 1–13https://doi.org/10.1145/3528223.3530178Learning the spatial-temporal structure of body movements is a fundamental problem for character motion synthesis. In this work, we propose a novel neural network architecture called the Periodic Autoencoder that can learn periodic features from large ...
- research-articleSeptember 2021Best Paper
Learning Speech-driven 3D Conversational Gestures from Video
- Ikhsanul Habibie,
- Weipeng Xu,
- Dushyant Mehta,
- Lingjie Liu,
- Hans-Peter Seidel,
- Gerard Pons-Moll,
- Mohamed Elgharib,
- Christian Theobalt
IVA '21: Proceedings of the 21st ACM International Conference on Intelligent Virtual AgentsPages 101–108https://doi.org/10.1145/3472306.3478335We propose the first approach to synthesize the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN architecture that leverages the inherent ...
- research-articleJuly 2021
Neural animation layering for synthesizing martial arts movements
ACM Transactions on Graphics (TOG), Volume 40, Issue 4Article No.: 92, Pages 1–16https://doi.org/10.1145/3450626.3459881Interactively synthesizing novel combinations and variations of character movements from different motion skills is a key problem in computer animation. In this paper, we propose a deep learning framework to produce a large variety of martial arts ...
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- research-articleNovember 2020
Learning to manipulate amorphous materials
ACM Transactions on Graphics (TOG), Volume 39, Issue 6Article No.: 189, Pages 1–11https://doi.org/10.1145/3414685.3417868We present a method of training character manipulation of amorphous materials such as those often used in cooking. Common examples of amorphous materials include granular materials (salt, uncooked rice), fluids (honey), and visco-plastic materials (...
- research-articleDecember 2020
Application of Unity and Playmaker in Game Characters Control
ICASIT 2020: Proceedings of the 2020 International Conference on Aviation Safety and Information TechnologyPages 130–139https://doi.org/10.1145/3434581.3434604The movement of game characters in various scene have always been the basis of game development, which generally speaking, is to use computer language to compile in the game engine to realize the goal. Based on the Playmaker visual programming plug-in, ...
- research-articleAugust 2020
Local motion phases for learning multi-contact character movements
ACM Transactions on Graphics (TOG), Volume 39, Issue 4Article No.: 54, Pages 54:1–54:13https://doi.org/10.1145/3386569.3392450Training a bipedal character to play basketball and interact with objects, or a quadruped character to move in various locomotion modes, are difficult tasks due to the fast and complex contacts happening during the motion. In this paper, we propose a ...
- research-articleAugust 2020
Character controllers using motion VAEs
ACM Transactions on Graphics (TOG), Volume 39, Issue 4Article No.: 40, Pages 40:1–40:12https://doi.org/10.1145/3386569.3392422A fundamental problem in computer animation is that of realizing purposeful and realistic human movement given a sufficiently-rich set of motion capture clips. We learn data-driven generative models of human movement using autoregressive conditional ...
- research-articleNovember 2019
Neural state machine for character-scene interactions
ACM Transactions on Graphics (TOG), Volume 38, Issue 6Article No.: 209, Pages 1–14https://doi.org/10.1145/3355089.3356505We propose Neural State Machine, a novel data-driven framework to guide characters to achieve goal-driven actions with precise scene interactions. Even a seemingly simple task such as sitting on a chair is notoriously hard to model with supervised ...
- short-paperNovember 2018Best Short Paper
PuppetPhone: puppeteering virtual characters using a smartphone
MIG '18: Proceedings of the 11th ACM SIGGRAPH Conference on Motion, Interaction and GamesArticle No.: 5, Pages 1–6https://doi.org/10.1145/3274247.3274511Video games enable the representation and control of characters that can agilely evolve in virtual environments. However, the detached character interaction they propose - often using a push-button metaphor - is far from the satisfactory feeling of ...
- research-articleJuly 2018
Mode-adaptive neural networks for quadruped motion control
ACM Transactions on Graphics (TOG), Volume 37, Issue 4Article No.: 145, Pages 1–11https://doi.org/10.1145/3197517.3201366Quadruped motion includes a wide variation of gaits such as walk, pace, trot and canter, and actions such as jumping, sitting, turning and idling. Applying existing data-driven character control frameworks to such data requires a significant amount of ...
- research-articleSeptember 2017
Don't stand so close to me: investigating the effect of control on the appeal of virtual humans using immersion and a proximity-based behavioral task
SAP '17: Proceedings of the ACM Symposium on Applied PerceptionArticle No.: 3, Pages 1–11https://doi.org/10.1145/3119881.3119887In recent years, there has been much research and media attention devoted to investigating virtual reality environments. In this paper, we are investigating if there are differences in how characters are perceived in immersive virtual reality as opposed ...
- research-articleJuly 2017
Phase-functioned neural networks for character control
ACM Transactions on Graphics (TOG), Volume 36, Issue 4Article No.: 42, Pages 1–13https://doi.org/10.1145/3072959.3073663We present a real-time character control mechanism using a novel neural network architecture called a Phase-Functioned Neural Network. In this network structure, the weights are computed via a cyclic function which uses the phase as an input. Along with ...
- research-articleJuly 2013
Control of rotational dynamics for ground behaviors
SCA '13: Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer AnimationPages 55–61https://doi.org/10.1145/2485895.2485906This paper proposes a physics-based framework to generate rolling behaviors with significant rotational components. The proposed technique is a general approach for guiding coordinated action that can be layered over existing control architectures ...
- research-articleMay 2011
Composite control of physically simulated characters
ACM Transactions on Graphics (TOG), Volume 30, Issue 3Article No.: 16, Pages 1–11https://doi.org/10.1145/1966394.1966395A physics-based control system that tracks a single motion trajectory produces high-quality animations, but does not recover from large disturbances that require deviating from this tracked trajectory. In order to enhance the responsiveness of ...
- research-articleJuly 2009
Contact-aware nonlinear control of dynamic characters
SIGGRAPH '09: ACM SIGGRAPH 2009 papersArticle No.: 81, Pages 1–9https://doi.org/10.1145/1576246.1531387Dynamically simulated characters are difficult to control because they are underactuated---they have no direct control over their global position and orientation. In order to succeed, control policies must look ahead to determine stabilizing actions, ...
- research-articleJuly 2009
Contact-aware nonlinear control of dynamic characters
ACM Transactions on Graphics (TOG), Volume 28, Issue 3Article No.: 81, Pages 1–9https://doi.org/10.1145/1531326.1531387Dynamically simulated characters are difficult to control because they are underactuated---they have no direct control over their global position and orientation. In order to succeed, control policies must look ahead to determine stabilizing actions, ...
- ArticleJuly 2007
Responsive characters from motion fragments
In game environments, animated character motion must rapidly adapt to changes in player input - for example, if a directional signal from the player's gamepad is not incorporated into the character's trajectory immediately, the character may blithely ...
- articleJuly 2007
Responsive characters from motion fragments
ACM Transactions on Graphics (TOG), Volume 26, Issue 3Pages 6–eshttps://doi.org/10.1145/1276377.1276385In game environments, animated character motion must rapidly adapt to changes in player input - for example, if a directional signal from the player's gamepad is not incorporated into the character's trajectory immediately, the character may blithely ...