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Learning Robust and Scalable Motion Matching with Lipschitz Continuity and Sparse Mixture of Experts
Motion matching(Büttner and Clavet [2015]; Clavet [2016]) has become a widely adopted technique for generating high-quality interactive animation systems in video games. However, its current implementations suffer from significant computational and ...
Objective Evaluation Metric for Motion Generative Models: Validating Fréchet Motion Distance on Foot Skating and Over-smoothing Artifacts.
Nowadays, Deep Learning-powered generative models are able to generate new synthetic samples nearly indistinguishable from natural data. The development of such systems necessarily involves the design of evaluation protocols to assess their ...
Motion-DVAE: Unsupervised learning for fast human motion denoising
Pose and motion priors are crucial for recovering realistic and accurate human motion from noisy observations. Substantial progress has been made on pose and shape estimation from images, and recent works showed impressive results using priors to ...
Reward Function Design for Crowd Simulation via Reinforcement Learning
Crowd simulation is important for video-games design, since it enables to populate virtual worlds with autonomous avatars that navigate in a human-like manner. Reinforcement learning has shown great potential in simulating virtual crowds, but the ...
MeshGraphNetRP: Improving Generalization of GNN-based Cloth Simulation
Deep learning-based cloth simulation approaches have potential in achieving real-time simulation of complex cloth by directly learning a mapping from control input to resulting cloth movement, bypassing the need for time-consuming dynamic solving and ...
Real-time Computational Cinematographic Editing for Broadcasting of Volumetric-captured events: an Application to Ultimate Fighting
The capacity to capture and broadcast sports events with close to real-time volumetric reconstruction techniques opens exciting perspectives in how audiences can consume and interact with these contents. In this work, we propose the design of an real-...
Exploring Mid-air Gestural Interfaces for Children with ADHD
- Vera Remizova,
- Antti Sand,
- Oleg Špakov,
- Jani Lylykangas,
- Moshi Qin,
- Terhi Helminen,
- Fiia Takio,
- Kati Rantanen,
- Anneli Kylliäinen,
- Veikko Surakka,
- Yulia Gizatdinova
This study examined the potential of mid-air gestural interfaces specifically designed for children, in the context of full-body motion control for confirmation actions while interacting with large conventional displays. The study aimed to investigate ...
Player Exploration Patterns in Interactive Molecular Docking with Electrostatic Visual Cues
Serious games rely on sensory cues from the system of interest to guide players in performing a specific task. For instance, a serious game used in research and education is interactive molecular docking, where players try to bind a small molecule (...
Heat Simulation on Meshless Crafted-Made Shapes
- Auguste De Lambilly,
- Gabriel Benedetti,
- Nour Rizk,
- Chen Hanqi,
- Siyuan Huang,
- Junnan Qiu,
- David Louapre,
- Raphael Granier De Cassagnac,
- Damien Rohmer
Interactive shape crafting is an increasingly popular feature in video games, offering players a sense of freedom and personalization. In this work, we propose to combine a stochastic simulation approach to solve the heat equation on Implicit Surface, ...
Virtual Joystick Control Sensitivity and Usage Patterns in a Large-Scale Touchscreen-Based Mobile Game Study
The virtual sliding joystick input method for touchscreen devices is widely used for games on mobile devices. Existing studies compare virtual joysticks to other input methods, but do not consider potential impacts of large differences in player ...
SoftDECA: Computationally Efficient Physics-Based Facial Animations
Facial animation on computationally weak systems is still mostly dependent on linear blendshape models. However, these models suffer from typical artifacts such as loss of volume, self-collisions, or erroneous soft tissue elasticity. In addition, while ...
Audiovisual Inputs for Learning Robust, Real-time Facial Animation with Lip Sync
- Iñaki Navarro,
- Dario Kneubuehler,
- Tijmen Verhulsdonck,
- Eloi Du Bois,
- William Welch,
- Charles Shang,
- Ian Sachs,
- Morgan Mcguire,
- Victor Zordan,
- Kiran Bhat
We present an approach for generating facial animation that combines video and audio input data in real time for low-end devices through deep learning. Our method produces control signals from audiovisual inputs separately, and mixes them to animate a ...
FaceDiffuser: Speech-Driven 3D Facial Animation Synthesis Using Diffusion
Speech-driven 3D facial animation synthesis has been a challenging task both in industry and research. Recent methods mostly focus on deterministic deep learning methods meaning that given a speech input, the output is always the same. However, in ...
MUNCH: Modelling Unique 'N Controllable Heads
The automated generation of 3D human heads has been an intriguing and challenging task for computer vision researchers. Prevailing methods synthesize realistic avatars but with limited control over the diversity and quality of rendered outputs and ...
Generating Emotionally Expressive Look-At Animation
Humanoid characters in video games are generally animated using motion capture technology, enabling high-quality, realistic animation. This animation has to remain interactive and allow characters to react to their environment; one important component ...
Avatar Tracking Control with Featherstone's Algorithm and Newton-Euler Formulation for Inverse Dynamics
With a spread of inexpensive and easy-to-use motion tracking methods such as cameras and trackers for virtual realities (VRs), real-time motion-tracked avatars are becoming increasingly common in virtual environments, particularly social VRs, virtual ...
Real-Time Conversational Gaze Synthesis for Avatars
Eye movement plays an important role in face-to-face communication. In this work, we present a deep learning approach for synthesizing the eye movements of avatars for two-party conversations and evaluate viewer perception of different types of eye ...
Designing Hand-held Controller-based Handshake Interaction in Social VR and Metaverse
This work presents four possible designs for the handshake interaction in a Social VR-like virtual environment in which the user operates using hand-held controllers: a first design based on a graphics user interface (GUI), a second design leveraging a ...
Effect of Avatar Clothing and User Personality on Group Dynamics in Virtual Reality
Virtual reality (VR) has emerged as a promising technology for remote teamwork; it allows individuals to collaborate in real-time via virtual avatars that convey body language and other nonverbal cues not available via traditional communication ...
Runtime Motion Adaptation for Precise Character Locomotion
Character animation is a critical component of games and interactive applications. Recent data-driven methods rely on motion capture to generate high-quality real-time locomotion models for movement such as walking or running. However, these methods do ...
Primal Extended Position Based Dynamics for Hyperelasticity
The Extended Position Based Dynamics (XPBD) approach of Macklin et al. [2016] addresses the issues with iteration-dependent behavior in the original Position Based Dynamics [2007] (PBD) which itself is a powerful method for the real-time simulation of ...
SwimXYZ: A large-scale dataset of synthetic swimming motions and videos
Technologies play an increasingly important role in sports and become a real competitive advantage for the athletes who benefit from it. Among them, the use of motion capture is developing in various sports to optimize sporting gestures. Unfortunately, ...
Physical Simulation of Balance Recovery after a Push
- Alexis Jensen,
- Thomas Chatagnon,
- Niloofar Khoshsiyar,
- Daniele Reda,
- Michiel Van De Panne,
- Charles Pontonnier,
- Julien Pettré
Our goal is to simulate how humans recover balance after external perturbation, e.g., being pushed. While different strategies can be adopted to achieve balance recovery, we particularly aim at replicating how humans combine the control of their support ...
Video-Based Motion Retargeting Framework between Characters with Various Skeleton Structure
We introduce a motion retargeting framework capable of animating characters with distinct skeletal structures using video data. While prior studies have successfully performed motion retargeting between skeletons with different structures, retargeting ...
Navigating With a Defensive Agent: Role Switching for Human Automation Collaboration
Safely navigating environments with obstacles that move stochastically cannot be guaranteed by automation, due to the motion planning becoming computationally intractable. One way to improve safety is to add a defensive escort agent that can clear ...
Index Terms
- Proceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
MIG '13 | -9 | -9 | 100% |
Overall | -9 | -9 | 100% |