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
Learning cell communication from spatial graphs of cells

ncem Features Repository for the manuscript Fischer, D. S., Schaar, A. C. and Theis, F. Learning cell communication from spatial graphs of cells. 2021

Theis Lab 77 Dec 30, 2022
Useful materials and tutorials for 110-1 NTU DBME5028 (Application of Deep Learning in Medical Imaging)

Useful materials and tutorials for 110-1 NTU DBME5028 (Application of Deep Learning in Medical Imaging)

7 Jun 22, 2022
improvement of CLIP features over the traditional resnet features on the visual question answering, image captioning, navigation and visual entailment tasks.

CLIP-ViL In our paper "How Much Can CLIP Benefit Vision-and-Language Tasks?", we show the improvement of CLIP features over the traditional resnet fea

310 Dec 28, 2022
Intrinsic Image Harmonization

Intrinsic Image Harmonization [Paper] Zonghui Guo, Haiyong Zheng, Yufeng Jiang, Zhaorui Gu, Bing Zheng Here we provide PyTorch implementation and the

VISION @ OUC 44 Dec 21, 2022
A model to classify a piece of news as REAL or FAKE

Fake_news_classification A model to classify a piece of news as REAL or FAKE. This python project of detecting fake news deals with fake and real news

Gokul Stark 1 Jan 29, 2022
Official Pytorch Implementation of 'Learning Action Completeness from Points for Weakly-supervised Temporal Action Localization' (ICCV-21 Oral)

Learning-Action-Completeness-from-Points Official Pytorch Implementation of 'Learning Action Completeness from Points for Weakly-supervised Temporal A

Pilhyeon Lee 67 Jan 03, 2023
Python Implementation of algorithms in Graph Mining, e.g., Recommendation, Collaborative Filtering, Community Detection, Spectral Clustering, Modularity Maximization, co-authorship networks.

Graph Mining Author: Jiayi Chen Time: April 2021 Implemented Algorithms: Network: Scrabing Data, Network Construbtion and Network Measurement (e.g., P

Jiayi Chen 3 Mar 03, 2022
Multivariate Time Series Forecasting with efficient Transformers. Code for the paper "Long-Range Transformers for Dynamic Spatiotemporal Forecasting."

Spacetimeformer Multivariate Forecasting This repository contains the code for the paper, "Long-Range Transformers for Dynamic Spatiotemporal Forecast

QData 440 Jan 02, 2023
CSAC - Collaborative Semantic Aggregation and Calibration for Separated Domain Generalization

CSAC Introduction This repository contains the implementation code for paper: Co

ScottYuan 5 Jul 22, 2022
TransMIL: Transformer based Correlated Multiple Instance Learning for Whole Slide Image Classification

TransMIL: Transformer based Correlated Multiple Instance Learning for Whole Slide Image Classification [NeurIPS 2021] Abstract Multiple instance learn

132 Dec 30, 2022
PyTorch reimplementation of REALM and ORQA

PyTorch reimplementation of REALM and ORQA

Li-Huai (Allan) Lin 17 Aug 20, 2022
KITTI-360 Annotation Tool is a framework that developed based on python(cherrypy + jinja2 + sqlite3) as the server end and javascript + WebGL as the front end.

KITTI-360 Annotation Tool is a framework that developed based on python(cherrypy + jinja2 + sqlite3) as the server end and javascript + WebGL as the front end.

86 Dec 12, 2022
Unofficial implementation of Alias-Free Generative Adversarial Networks. (https://arxiv.org/abs/2106.12423) in PyTorch

alias-free-gan-pytorch Unofficial implementation of Alias-Free Generative Adversarial Networks. (https://arxiv.org/abs/2106.12423) This implementation

Kim Seonghyeon 502 Jan 03, 2023
Using machine learning to predict and analyze high and low reader engagement for New York Times articles posted to Facebook.

How The New York Times can increase Engagement on Facebook Using machine learning to understand characteristics of news content that garners "high" Fa

Jessica Miles 0 Sep 16, 2021
Python package for visualizing the loss landscape of parameterized quantum algorithms.

orqviz A Python package for easily visualizing the loss landscape of Variational Quantum Algorithms by Zapata Computing Inc. orqviz provides a collect

Zapata Computing, Inc. 75 Dec 30, 2022
Systematic generalisation with group invariant predictions

Requirements are Python 3, TensorFlow v1.14, Numpy, Scipy, Scikit-Learn, Matplotlib, Pillow, Scikit-Image, h5py, tqdm. Experiments were run on V100 GPUs (16 and 32GB).

Faruk Ahmed 30 Dec 01, 2022
A Parameter-free Deep Embedded Clustering Method for Single-cell RNA-seq Data

A Parameter-free Deep Embedded Clustering Method for Single-cell RNA-seq Data Overview Clustering analysis is widely utilized in single-cell RNA-seque

AI-Biomed @NSCC-gz 3 May 08, 2022
BBScan py3 - BBScan py3 With Python

BBScan_py3 This repository is forked from lijiejie/BBScan 1.5. I migrated the fo

baiyunfei 12 Dec 30, 2022
Woosung Choi 63 Nov 14, 2022
A Tensorflow implementation of BicycleGAN.

BicycleGAN implementation in Tensorflow As part of the implementation series of Joseph Lim's group at USC, our motivation is to accelerate (or sometim

Cognitive Learning for Vision and Robotics (CLVR) lab @ USC 97 Dec 02, 2022