Our system is currently under heavy load due to increased usage. We're actively working on upgrades to improve performance. Thank you for your patience.
Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games 2018
DOI: 10.1145/3274247.3274506
|View full text |Cite
|
Sign up to set email alerts
|

Physics-based motion capture imitation with deep reinforcement learning

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
47
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
9

Relationship

0
9

Authors

Journals

citations
Cited by 68 publications
(47 citation statements)
references
References 34 publications
0
47
0
Order By: Relevance
“…Although physics-based methods has shown promising results for individual characters performing a wide variety of behaviors, there exist only a few studies for multi-character animations. Zordan et al [2002;2005] proposed motion capture-driven simulated characters that can react to external perturbations, where two-player interactions such as fighting, [Berseth et al 2018;Peng et al 2017;, such as imitation [Bergamin et al 2019;Chentanez et al 2018;Peng et al 2018;Won et al 2020;Won and Lee 2019], and such as other skills [Clegg et al 2018;Hodgins 2017, 2018;Xie et al 2020]. However, the number of studies on multi-characters is still limited.…”
Section: Physics-based Character Animationmentioning
confidence: 99%
“…Although physics-based methods has shown promising results for individual characters performing a wide variety of behaviors, there exist only a few studies for multi-character animations. Zordan et al [2002;2005] proposed motion capture-driven simulated characters that can react to external perturbations, where two-player interactions such as fighting, [Berseth et al 2018;Peng et al 2017;, such as imitation [Bergamin et al 2019;Chentanez et al 2018;Peng et al 2018;Won et al 2020;Won and Lee 2019], and such as other skills [Clegg et al 2018;Hodgins 2017, 2018;Xie et al 2020]. However, the number of studies on multi-characters is still limited.…”
Section: Physics-based Character Animationmentioning
confidence: 99%
“…This strategy has been effective for imitating individual motion clips, but it can be difficult to scale to datasets containing multiple disparate motions, as it may not be possible to synchronize and align multiple reference motions according to a single-phase variable. Recent methods have extended these tracking-based techniques to larger motion datasets by explicitly providing target poses from the reference motion that is being tracked as inputs to the controller [Bergamin et al 2019;Chentanez et al 2018;Won et al 2020]. This then allows a controller to imitate different motions depending on the input target poses.…”
Section: Related Workmentioning
confidence: 99%
“…All features are recorded in the character's local coordinate system. Unlike previous systems, which synchronize the policy with a particular reference motion by including additional phase information in the state, such as scalar phase variables Peng et al 2018a] or target poses [Bergamin et al 2019;Chentanez et al 2018;Won et al 2020], our policies are not trained to explicitly imitate any specific motion from the dataset. Therefore, no such synchronization or phase information is necessary.…”
Section: States and Actionsmentioning
confidence: 99%
“…However, although inertial sensors were used, the number of inertial motion sensors was lower than other inertial motion sensors, resulting in lower data extraction. Other studies have analyzed motion-capture data stored in databases using machine learning [13,14]; such studies have also collected motion data using optical systems, resulting in inaccurate and unreliable data. To date, most studies of human motion using databases have stored data captured with markerless optical systems.…”
Section: Human-motion Databasementioning
confidence: 99%