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MIG '23: Proceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games
ACM2023 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
MIG '23: The 16th ACM SIGGRAPH Conference on Motion, Interaction and Games Rennes France November 15 - 17, 2023
ISBN:
979-8-4007-0393-5
Published:
15 November 2023
Sponsors:
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Abstract

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SESSION: Session: ML for Motion
research-article
Learning Robust and Scalable Motion Matching with Lipschitz Continuity and Sparse Mixture of Experts
Article No.: 1, Pages 1–13https://doi.org/10.1145/3623264.3624442

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 ...

research-article
Open Access
Objective Evaluation Metric for Motion Generative Models: Validating Fréchet Motion Distance on Foot Skating and Over-smoothing Artifacts.
Article No.: 2, Pages 1–11https://doi.org/10.1145/3623264.3624443

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 ...

short-paper
Motion-DVAE: Unsupervised learning for fast human motion denoising
Article No.: 3, Pages 1–8https://doi.org/10.1145/3623264.3624454

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 ...

short-paper
Reward Function Design for Crowd Simulation via Reinforcement Learning
Article No.: 4, Pages 1–7https://doi.org/10.1145/3623264.3624452

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 ...

short-paper
MeshGraphNetRP: Improving Generalization of GNN-based Cloth Simulation
Article No.: 5, Pages 1–7https://doi.org/10.1145/3623264.3624441

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 ...

SESSION: Session: Games
research-article
Real-time Computational Cinematographic Editing for Broadcasting of Volumetric-captured events: an Application to Ultimate Fighting
Article No.: 6, Pages 1–8https://doi.org/10.1145/3623264.3624468

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-...

research-article
Open Access
Exploring Mid-air Gestural Interfaces for Children with ADHD
Article No.: 7, Pages 1–10https://doi.org/10.1145/3623264.3624449

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 ...

research-article
Player Exploration Patterns in Interactive Molecular Docking with Electrostatic Visual Cues
Article No.: 8, Pages 1–9https://doi.org/10.1145/3623264.3624463

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 (...

short-paper
Heat Simulation on Meshless Crafted-Made Shapes
Article No.: 9, Pages 1–7https://doi.org/10.1145/3623264.3624457

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, ...

short-paper
Virtual Joystick Control Sensitivity and Usage Patterns in a Large-Scale Touchscreen-Based Mobile Game Study
Article No.: 10, Pages 1–6https://doi.org/10.1145/3623264.3624461

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 ...

SESSION: Session: ML for Faces
research-article
Open Access
SoftDECA: Computationally Efficient Physics-Based Facial Animations
Article No.: 11, Pages 1–11https://doi.org/10.1145/3623264.3624439

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 ...

research-article
Open Access
Audiovisual Inputs for Learning Robust, Real-time Facial Animation with Lip Sync
Article No.: 12, Pages 1–12https://doi.org/10.1145/3623264.3624451

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 ...

research-article
FaceDiffuser: Speech-Driven 3D Facial Animation Synthesis Using Diffusion
Article No.: 13, Pages 1–11https://doi.org/10.1145/3623264.3624447

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 ...

research-article
MUNCH: Modelling Unique 'N Controllable Heads
Article No.: 14, Pages 1–11https://doi.org/10.1145/3623264.3624470

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 ...

short-paper
Generating Emotionally Expressive Look-At Animation
Article No.: 15, Pages 1–6https://doi.org/10.1145/3623264.3624438

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 ...

SESSION: Session: Virtual Reality
research-article
Avatar Tracking Control with Featherstone's Algorithm and Newton-Euler Formulation for Inverse Dynamics
Article No.: 16, Pages 1–10https://doi.org/10.1145/3623264.3624444

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 ...

short-paper
Open Access
Real-Time Conversational Gaze Synthesis for Avatars
Article No.: 17, Pages 1–7https://doi.org/10.1145/3623264.3624446

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 ...

short-paper
Open Access
Designing Hand-held Controller-based Handshake Interaction in Social VR and Metaverse
Article No.: 18, Pages 1–6https://doi.org/10.1145/3623264.3624464

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 ...

short-paper
Effect of Avatar Clothing and User Personality on Group Dynamics in Virtual Reality
Article No.: 19, Pages 1–8https://doi.org/10.1145/3623264.3624456

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 ...

short-paper
Runtime Motion Adaptation for Precise Character Locomotion
Article No.: 20, Pages 1–7https://doi.org/10.1145/3623264.3624450

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 ...

SESSION: Session: Animation
research-article
Open Access
Primal Extended Position Based Dynamics for Hyperelasticity
Article No.: 21, Pages 1–10https://doi.org/10.1145/3623264.3624437

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 ...

short-paper
SwimXYZ: A large-scale dataset of synthetic swimming motions and videos
Article No.: 22, Pages 1–7https://doi.org/10.1145/3623264.3624440

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, ...

research-article
Physical Simulation of Balance Recovery after a Push
Article No.: 23, Pages 1–11https://doi.org/10.1145/3623264.3624448

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 ...

short-paper
Video-Based Motion Retargeting Framework between Characters with Various Skeleton Structure
Article No.: 24, Pages 1–6https://doi.org/10.1145/3623264.3624473

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 ...

short-paper
Navigating With a Defensive Agent: Role Switching for Human Automation Collaboration
Article No.: 25, Pages 1–7https://doi.org/10.1145/3623264.3624459

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 ...

Contributors
  • University of Rennes
  • Swiss Federal Institute of Technology, Zurich
  • Trinity College Dublin

Index Terms

  1. Proceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games
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      Acceptance Rates

      Overall Acceptance Rate -9 of -9 submissions, 100%
      YearSubmittedAcceptedRate
      MIG '13-9-9100%
      Overall-9-9100%