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Repurposing Hand Animation for Interactive Applications
Method for repurposing authored hand animation across different interactive contexts by adaptively retargeting motion to new constraints.
Abstract
This paper describes a method for automatically animating interactive characters from an existing corpus of keyframed hand-animation. The method learns separate low-dimensional embeddings for subsets of the animation corresponding to different semantic labels, using the Gaussian Process Latent Variable Model to map high-dimensional rig control parameters to a three-dimensional latent space. By moving a simulated particle within these latent spaces it generates novel animations, and bridges linking similar poses across spaces allow smooth transitions between semantic labels. The approach is demonstrated by interactively animating the face of the dragon Toothless from How to Train Your Dragon 2 as it plays a game with the user.
How to read this
- Category
- Method: data-driven animation synthesis from an authored corpus
- Contributions
- Learns separate low-dimensional embeddings of a keyframed hand-animation corpus per semantic label using a Gaussian Process Latent Variable Model mapping rig controls to a 3D latent space
- Generates novel motion by moving a simulated particle through the latent spaces, with bridges between similar poses enabling smooth transitions across semantic labels
- Demonstrates interactive character animation on the face of Toothless from How to Train Your Dragon 2 playing a game with the user
- Context
- Sits in the data-driven motion synthesis lineage, applying the Gaussian Process Latent Variable Model to repurpose existing keyframed rig animation for real-time interactive control.
- Correctness
- Validated by a single qualitative interactive demo (a production dragon face), so generality across rigs and richer interactions is suggested rather than measured, and quality depends on the coverage of the input corpus.
- Clarity
- Application idea is accessible on a first pass; the GPLVM latent-space formulation and bridging warrant a second pass.
- How to read it
- First pass for the corpus-to-latent-space framing and the bridge-transition idea; do a second pass on the GPLVM mapping and particle dynamics if you intend to reimplement or assess fidelity.
Related work
- Face poser: interactive modeling of 3D facial expressions using model priors 2009 / TOG
- Neural Face Rigging for Animating and Retargeting Facial Meshes in the Wild 2023 / SIGGRAPH
- Sketch-Based Controllers for Blendshape Facial Animation 2015 / Eurographics
- Easy Generation of Facial Animation Using Motion Graphs 2017 / CGF
Keywords
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