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Local Motion Phases for Learning Multi-Contact Character Movements

Sebastian Starke, Yiwei Zhao, Taku Komura, Kazi Zaman

SIGGRAPHAcademic242 cites4 descendantsMotion Synthesis

Local phase representation per body part enabling neural networks to learn multi-contact character movements without global phase ambiguity.

Abstract

Training 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 novel framework to learn fast and dynamic character interactions that involve multiple contacts between the body and an object, another character and the environment, from a rich, unstructured motion capture database. We use one-on-one basketball play and character interactions with the environment as examples. To achieve this task, we propose a novel feature called local motion phase, that can help neural networks to learn asynchronous movements of each bone and its interaction with external objects such as a ball or an environment. We also propose a novel generative scheme to reproduce a wide variation of movements from abstract control signals given by a gamepad, which can be useful for changing the style of the motion under the same context. Our scheme is useful for animating contact-rich, complex interactions for real-time applications such as computer games.

How to read this

Category
Method: a motion representation for learning multi-contact character movement
Contributions
  • Local motion phase, a per-bone phase feature that helps networks learn asynchronous limb movements and contacts with external objects.
  • A framework that learns fast, contact-rich interactions (body-object, body-character, body-environment) from rich unstructured motion capture.
  • A generative scheme that reproduces wide motion variation, including style changes under the same context, from gamepad control signals.
Context
Builds on Starke et al.'s Neural State Machine for Character-Scene Interactions, addressing the global-phase ambiguity that arises in fast multi-contact motion.Builds on: Neural State Machine for Character-Scene Interactions
Correctness
Validated on examples such as one-on-one basketball play and environment interaction; as a data-driven real-time method, fidelity depends on the motion database and the local-phase labeling, and very novel contact configurations are the natural stress test.
Clarity
Accessible in concept, dense in detail; a first pass conveys why local phases beat a global phase, a second pass is needed for the feature extraction and network.
How to read it
Concentrate on the definition and extraction of local motion phase and why it resolves asynchronous contacts; a second pass on the generative control scheme is worth it for real-time applications.

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