Animation using Motion Resequencing and Blending
Comments & Questions:
It presents a new way to re-assemble the captured data to create a realistic, controllable motion. But two problems are presented: 1. Not completely automatic. The special motions must recognized and labeled before. 2. Considering large database, the search part will be time-consuming even with parallelization. Especially in the time-critial application like game, it is the downside refering to the paper result. --jianfeng tong
As for the creating of transitions, smooth transition between frames might not give a pleasing motion; after all, it is interpolated between global positions and joint angles. So I am wondering how general this method could be? In addition, when extracting motion from a large graph, both efficiency and the acceptable final motion would be the concerns, even if user provides enough guidance. -- Steven Chang
An interesting paper. The model the authors described in this paper is more suitable for designing the games. So some AI concepts, such as reward function, are used in their algorithm. As a game, real-time and performance are the most important things need to be considered. In order to improve the performance, the authors adopted pre-compiled motion graph. By using the reward functions to control the actor's responses, the motion of the actor can't be forcasted. It makes the game more playable. The system is easy to extend by adding more reward functions. As an example used in the paper, a boxing game, all the motions are a little similar, so the transition from one clip to another can be easily handled. --Bo Liang
Although the authors listed several potential applications, I doubt motion graph can be easily imported into video games--either for non-player characters or for players. Realistic motion is definitely desirable, but in real time games: first, players and NPCs are acting every second which may cost much computation power if we use this kind of technique to every character; second, again, many imaginary characters appear in those virtual worlds which makes the original motion capture data not so easy to be used, let alone the modified data. Anyway, this paper also reminds me a question in our last assignment. --Zhangbo(Zephyr) Liu
Comments & Questions:
The actual definition of an action is unclear to me. Is it a whole motion, or just some part of a motion? Also, I could use some clarification of the details of training/reward system. Scalability in terms of memory sounds like it might be a problem if you wanted the avatars to handle a wider variety of abilities.
-Christopher Batty
Compared with the other paper, I am more interested in the precomputed control. It has a significant improvement in performance over the search. Precomputed control and runtime synthesis is a great combination to satisfy the requirement of time and a certain range of control. jianfeng tong
Compared with Lee's paper, this model is more suitable to be used in making a movie. You can define an error function, then the system will render a shore movie clip as you expected. So the performance is not as important as Lee's model. Maybe this is the reason the autor didn't use a pre-compiled motion database. The motions used to construct the motion graph are multiplicate, so the transition between the different clips are difficult to handle. --Bo Liang
Using dynamic programming to choose a pose on each iteration makes a lot sense, which would give more desirable result than with the method used in “Motion graph” to pick a target motion. Since I am lacking of knowledge on reinforcement learning and autonomous agents, further elaboration on that would be of help. -- Steven Chang