Bringing Characters to Life with Computer Brains in Unity

Overview

AI4Animation: Deep Learning for Character Control

This project explores the opportunities of deep learning for character animation and control as part of my Ph.D. research at the University of Edinburgh in the School of Informatics, supervised by Taku Komura. Over the last couple years, this project has become a comprehensive framework for data-driven character animation, including data processing, network training and runtime control, developed in Unity3D / Tensorflow / PyTorch. This repository demonstrates using neural networks for animating biped locomotion, quadruped locomotion, and character-scene interactions with objects and the environment, plus sports and fighting games. Further advances on this research will continue being added to this project.


SIGGRAPH 2021
Neural Animation Layering for Synthesizing Martial Arts Movements
Sebastian Starke, Yiwei Zhao, Fabio Zinno, Taku Komura, ACM Trans. Graph. 40, 4, Article 92.

Interactively synthesizing novel combinations and variations of character movements from different motion skills is a key problem in computer animation. In this research, we propose a deep learning framework to produce a large variety of martial arts movements in a controllable manner from raw motion capture data. Our method imitates animation layering using neural networks with the aim to overcome typical challenges when mixing, blending and editing movements from unaligned motion sources. The system can be used for offline and online motion generation alike, provides an intuitive interface to integrate with animator workflows, and is relevant for real-time applications such as computer games.

- Video - Paper -


SIGGRAPH 2020
Local Motion Phases for Learning Multi-Contact Character Movements
Sebastian Starke, Yiwei Zhao, Taku Komura, Kazi Zaman. ACM Trans. Graph. 39, 4, Article 54.

Not sure how to align complex character movements? Tired of phase labeling? Unclear how to squeeze everything into a single phase variable? Don't worry, a solution exists!

Controlling characters to perform a large variety of dynamic, fast-paced and quickly changing movements is a key challenge in character animation. In this research, we present a deep learning framework to interactively synthesize such animations in high quality, both from unstructured motion data and without any manual labeling. We introduce the concept of local motion phases, and show our system being able to produce various motion skills, such as ball dribbling and professional maneuvers in basketball plays, shooting, catching, avoidance, multiple locomotion modes as well as different character and object interactions, all generated under a unified framework.

- Video - Paper - Code - Windows Demo - ReadMe -


SIGGRAPH Asia 2019
Neural State Machine for Character-Scene Interactions
Sebastian Starke+, He Zhang+, Taku Komura, Jun Saito. ACM Trans. Graph. 38, 6, Article 178.
(+Joint First Authors)

Animating characters can be an easy or difficult task - interacting with objects is one of the latter. In this research, we present the Neural State Machine, a data-driven deep learning framework for character-scene interactions. The difficulty in such animations is that they require complex planning of periodic as well as aperiodic movements to complete a given task. Creating them in a production-ready quality is not straightforward and often very time-consuming. Instead, our system can synthesize different movements and scene interactions from motion capture data, and allows the user to seamlessly control the character in real-time from simple control commands. Since our model directly learns from the geometry, the motions can naturally adapt to variations in the scene. We show that our system can generate a large variety of movements, icluding locomotion, sitting on chairs, carrying boxes, opening doors and avoiding obstacles, all from a single model. The model is responsive, compact and scalable, and is the first of such frameworks to handle scene interaction tasks for data-driven character animation.

- Video - Paper - Code & Demo - Mocap Data - ReadMe -


SIGGRAPH 2018
Mode-Adaptive Neural Networks for Quadruped Motion Control
He Zhang+, Sebastian Starke+, Taku Komura, Jun Saito. ACM Trans. Graph. 37, 4, Article 145.
(+Joint First Authors)

Animating characters can be a pain, especially those four-legged monsters! This year, we will be presenting our recent research on quadruped animation and character control at the SIGGRAPH 2018 in Vancouver. The system can produce natural animations from real motion data using a novel neural network architecture, called Mode-Adaptive Neural Networks. Instead of optimising a fixed group of weights, the system learns to dynamically blend a group of weights into a further neural network, based on the current state of the character. That said, the system does not require labels for the phase or locomotion gaits, but can learn from unstructured motion capture data in an end-to-end fashion.

- Video - Paper - Code - Mocap Data - Windows Demo - Linux Demo - Mac Demo - ReadMe -

- Animation Authoring Tool -


SIGGRAPH 2017
Phase-Functioned Neural Networks for Character Control
Daniel Holden, Taku Komura, Jun Saito. ACM Trans. Graph. 36, 4, Article 42.

This work continues the recent work on PFNN (Phase-Functioned Neural Networks) for character control. A demo in Unity3D using the original weights for terrain-adaptive locomotion is contained in the Assets/Demo/SIGGRAPH_2017/Original folder. Another demo on flat ground using the Adam character is contained in the Assets/Demo/SIGGRAPH_2017/Adam folder. In order to run them, you need to download the neural network weights from the link provided in the Link.txt file, extract them into the /NN folder, and store the parameters via the custom inspector button.

- Video - Paper - Code (Unity) - Windows Demo - Linux Demo - Mac Demo -


Processing Pipeline

In progress. More information will be added soon.

Copyright Information

This project is only for research or education purposes, and not freely available for commercial use or redistribution. The motion capture data is available only under the terms of the Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) license.

Owner
Sebastian Starke
Ph.D. Student in Character Animation @ The University of Edinburgh, AI Scientist @ Electronic Arts, Formerly @ Adobe Research
Sebastian Starke
Code for models used in Bashiri et al., "A Flow-based latent state generative model of neural population responses to natural images".

A Flow-based latent state generative model of neural population responses to natural images Code for "A Flow-based latent state generative model of ne

Sinz Lab 5 Aug 26, 2022
A check for whether the dependency jobs are all green.

alls-green A check for whether the dependency jobs are all green. Why? Do you have more than one job in your GitHub Actions CI/CD workflows setup? Do

Re:actors 33 Jan 03, 2023
Code of our paper "Contrastive Object-level Pre-training with Spatial Noise Curriculum Learning"

CCOP Code of our paper Contrastive Object-level Pre-training with Spatial Noise Curriculum Learning Requirement Install OpenSelfSup Install Detectron2

Chenhongyi Yang 21 Dec 13, 2022
Contenido del curso Bases de datos del DCC PUC versión 2021-2

IIC2413 - Bases de Datos Tabla de contenidos Equipo Profesores Ayudantes Contenidos Calendario Evaluaciones Resumen de notas Foro Política de integrid

54 Nov 23, 2022
Incremental Transformer Structure Enhanced Image Inpainting with Masking Positional Encoding (CVPR2022)

Incremental Transformer Structure Enhanced Image Inpainting with Masking Positional Encoding by Qiaole Dong*, Chenjie Cao*, Yanwei Fu Paper and Supple

Qiaole Dong 190 Dec 27, 2022
Lyapunov-guided Deep Reinforcement Learning for Stable Online Computation Offloading in Mobile-Edge Computing Networks

PyTorch code to reproduce LyDROO algorithm [1], which is an online computation offloading algorithm to maximize the network data processing capability subject to the long-term data queue stability an

Liang HUANG 87 Dec 28, 2022
The codes for the work "Swin-Unet: Unet-like Pure Transformer for Medical Image Segmentation"

Swin-Unet The codes for the work "Swin-Unet: Unet-like Pure Transformer for Medical Image Segmentation"(https://arxiv.org/abs/2105.05537). A validatio

869 Jan 07, 2023
nextPARS, a novel Illumina-based implementation of in-vitro parallel probing of RNA structures.

nextPARS, a novel Illumina-based implementation of in-vitro parallel probing of RNA structures. Here you will find the scripts necessary to produce th

Jesse Willis 0 Jan 20, 2022
Differentiable Neural Computers, Sparse Access Memory and Sparse Differentiable Neural Computers, for Pytorch

Differentiable Neural Computers and family, for Pytorch Includes: Differentiable Neural Computers (DNC) Sparse Access Memory (SAM) Sparse Differentiab

ixaxaar 302 Dec 14, 2022
Open-source python package for the extraction of Radiomics features from 2D and 3D images and binary masks.

pyradiomics v3.0.1 Build Status Linux macOS Windows Radiomics feature extraction in Python This is an open-source python package for the extraction of

Artificial Intelligence in Medicine (AIM) Program 842 Dec 28, 2022
Code for the ICCV 2021 paper "Pixel Difference Networks for Efficient Edge Detection" (Oral).

Microsoft365_devicePhish Abusing Microsoft 365 OAuth Authorization Flow for Phishing Attack This is a simple proof-of-concept script that allows an at

Alex 236 Dec 21, 2022
some classic model used to segment the medical images like CT、X-ray and so on

github_project This is a project for medical image segmentation. This project includes common medical image segmentation models such as U-net, FCN, De

2 Mar 30, 2022
PyTorch implementation of Towards Accurate Alignment in Real-time 3D Hand-Mesh Reconstruction (ICCV 2021).

Towards Accurate Alignment in Real-time 3D Hand-Mesh Reconstruction Introduction This is official PyTorch implementation of Towards Accurate Alignment

TANG Xiao 96 Dec 27, 2022
Multi-Agent Reinforcement Learning (MARL) method to learn scalable control polices for multi-agent target tracking.

scalableMARL Scalable Reinforcement Learning Policies for Multi-Agent Control CD. Hsu, H. Jeong, GJ. Pappas, P. Chaudhari. "Scalable Reinforcement Lea

Christopher Hsu 17 Nov 17, 2022
Differential rendering based motion capture blender project.

TraceArmature Summary TraceArmature is currently a set of python scripts that allow for high fidelity motion capture through the use of AI pose estima

William Rodriguez 4 May 27, 2022
Unifying Global-Local Representations in Salient Object Detection with Transformer

GLSTR (Global-Local Saliency Transformer) This is the official implementation of paper "Unifying Global-Local Representations in Salient Object Detect

11 Aug 24, 2022
Unicorn can be used for performance analyses of highly configurable systems with causal reasoning

Unicorn can be used for performance analyses of highly configurable systems with causal reasoning. Users or developers can query Unicorn for a performance task.

AISys Lab 27 Jan 05, 2023
This framework implements the data poisoning method found in the paper Adversarial Examples Make Strong Poisons

Adversarial poison generation and evaluation. This framework implements the data poisoning method found in the paper Adversarial Examples Make Strong

31 Nov 01, 2022
ReAct: Out-of-distribution Detection With Rectified Activations

ReAct: Out-of-distribution Detection With Rectified Activations This is the source code for paper ReAct: Out-of-distribution Detection With Rectified

38 Dec 05, 2022
Video-Captioning - A machine Learning project to generate captions for video frames indicating the relationship between the objects in the video

Video-Captioning - A machine Learning project to generate captions for video frames indicating the relationship between the objects in the video

1 Jan 23, 2022