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DReCon: Data-Driven Responsive Control of Physics-Based Characters

delete2019-11-08
delete141
PRE
AI
D
Daniel Holden
J
James Richard Forbes
DOI:10.1145/3355089.3356536delete
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Abstract

Abstract

En 中文
Interactive control of self-balancing, physically simulated humanoids is a long standing problem in the field of real-time character animation. While physical simulation guarantees realistic interactions in the virtual world, simulated characters can appear unnatural if they perform unusual movements in order to maintain balance. Therefore, obtaining a high level of responsiveness to user control, runtime performance, and diversity has often been overlooked in exchange for motion quality. Recent work in the field of deep reinforcement learning has shown that training physically simulated characters to follow motion capture clips can yield high quality tracking results. We propose a two-step approach for building responsive simulated character controllers from unstructured motion capture data. First, meaningful features from the data such as movement direction, heading direction, speed, and locomotion style, are interactively specified and drive a kinematic character controller implemented using motion matching. Second, reinforcement learning is used to train a simulated character controller that is general enough to track the entire distribution of motion that can be generated by the kinematic controller. Our design emphasizes responsiveness to user input, visual quality, and low runtime cost for application in video-games.
Keywords:
physically based animation
reinforcement learning
motion capture
real-time graphics
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Journal

ACM Transactions on Graphics cover
ACM Transactions on Graphics
IF:
9.5
Papers:
4.7K
Citations:
3.6W

Organization

M
McGill University
Scholars:
5.5W
Papers: 4.9W
Citations: 7.0W