论文标题

字符的实时可控运动过渡

Real-time Controllable Motion Transition for Characters

论文作者

Tang, Xiangjun, Wang, He, Hu, Bo, Gong, Xu, Yi, Ruifan, Kou, Qilong, Jin, Xiaogang

论文摘要

在游戏中普遍需要实时的运动生成之间,并且在现有动画管道中非常需要。它的核心挑战在于需要同时满足三个关键条件:质量,可控性和速度,这会导致需要任何需要离线计算(或后处理)的方法,或者无法(通常无法预测)用户控制不受欢迎。为此,我们提出了一种新的实时过渡方法,以应对上述挑战。我们的方法由两个关键组成部分组成:运动歧管和条件过渡。前者了解重要的低级运动特征及其动态。而后者合成了在目标框架和所需过渡持续时间的条件下的过渡。我们首先学习了一种运动歧管,该运动歧管通过多模式映射机制明确地在人类运动中明确模拟了内在的过渡随机性。然后,在生成期间,我们设计了一个过渡模型,该模型本质上是一种基于目标框架和瞄准过渡持续时间的学习歧管采样的抽样策略。我们在不允许后处理或离线计算的任务中验证不同数据集上的方法。通过详尽的评估和比较,我们表明我们的方法能够产生在多个指标下测得的高质量动作。我们的方法在各种目标框架下也很健壮(有极端情况)。

Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability and speed, which renders any methods that need offline computation (or post-processing) or cannot incorporate (often unpredictable) user control undesirable. To this end, we propose a new real-time transition method to address the aforementioned challenges. Our approach consists of two key components: motion manifold and conditional transitioning. The former learns the important low-level motion features and their dynamics; while the latter synthesizes transitions conditioned on a target frame and the desired transition duration. We first learn a motion manifold that explicitly models the intrinsic transition stochasticity in human motions via a multi-modal mapping mechanism. Then, during generation, we design a transition model which is essentially a sampling strategy to sample from the learned manifold, based on the target frame and the aimed transition duration. We validate our method on different datasets in tasks where no post-processing or offline computation is allowed. Through exhaustive evaluation and comparison, we show that our method is able to generate high-quality motions measured under multiple metrics. Our method is also robust under various target frames (with extreme cases).

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