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
modelvshuman is a Python library to benchmark the gap between human and machine vision

modelvshuman is a Python library to benchmark the gap between human and machine vision. Using this library, both PyTorch and TensorFlow models can be evaluated on 17 out-of-distribution datasets with

Bethge Lab 244 Jan 03, 2023
Domain Adaptation with Invariant RepresentationLearning: What Transformations to Learn?

Domain Adaptation with Invariant RepresentationLearning: What Transformations to Learn? Repository Structure: DSAN |└───amazon |    └── dataset (Amazo

DMIRLAB 17 Jan 04, 2023
SciKit-Learn Laboratory (SKLL) makes it easy to run machine learning experiments.

SciKit-Learn Laboratory This Python package provides command-line utilities to make it easier to run machine learning experiments with scikit-learn. O

ETS 528 Nov 25, 2022
Leaderboard, taxonomy, and curated list of few-shot object detection papers.

Leaderboard, taxonomy, and curated list of few-shot object detection papers.

Gabriel Huang 70 Jan 07, 2023
Easy-to-use micro-wrappers for Gym and PettingZoo based RL Environments

SuperSuit introduces a collection of small functions which can wrap reinforcement learning environments to do preprocessing ('microwrappers'). We supp

Farama Foundation 357 Jan 06, 2023
Bayesian regularization for functional graphical models.

BayesFGM Paper: Jiajing Niu, Andrew Brown. Bayesian regularization for functional graphical models. Requirements R version 3.6.3 and up Python 3.6 and

0 Oct 07, 2021
Code for our ACL 2021 paper "One2Set: Generating Diverse Keyphrases as a Set"

One2Set This repository contains the code for our ACL 2021 paper “One2Set: Generating Diverse Keyphrases as a Set”. Our implementation is built on the

Jiacheng Ye 63 Jan 05, 2023
Code for ACL2021 long paper: Knowledgeable or Educated Guess? Revisiting Language Models as Knowledge Bases

LANKA This is the source code for paper: Knowledgeable or Educated Guess? Revisiting Language Models as Knowledge Bases (ACL 2021, long paper) Referen

Boxi Cao 30 Oct 24, 2022
Person Re-identification

Person Re-identification Final project of Computer Vision Table of content Person Re-identification Table of content Students: Proposed method Dataset

Nguyễn Hoàng Quân 4 Jun 17, 2021
Code for the paper "TadGAN: Time Series Anomaly Detection Using Generative Adversarial Networks"

TadGAN: Time Series Anomaly Detection Using Generative Adversarial Networks This is a Python3 / Pytorch implementation of TadGAN paper. The associated

Arun 92 Dec 03, 2022
Code for the paper A Theoretical Analysis of the Repetition Problem in Text Generation

A Theoretical Analysis of the Repetition Problem in Text Generation This repository share the code for the paper "A Theoretical Analysis of the Repeti

Zihao Fu 37 Nov 21, 2022
A library for differentiable nonlinear optimization.

Theseus A library for differentiable nonlinear optimization built on PyTorch to support constructing various problems in robotics and vision as end-to

Meta Research 1.1k Dec 30, 2022
Code for our ALiBi method for transformer language models.

Train Short, Test Long: Attention with Linear Biases Enables Input Length Extrapolation This repository contains the code and models for our paper Tra

Ofir Press 211 Dec 31, 2022
(CVPR 2022 - oral) Multi-View Depth Estimation by Fusing Single-View Depth Probability with Multi-View Geometry

Multi-View Depth Estimation by Fusing Single-View Depth Probability with Multi-View Geometry Official implementation of the paper Multi-View Depth Est

Bae, Gwangbin 138 Dec 28, 2022
🐤 Nix-TTS: An Incredibly Lightweight End-to-End Text-to-Speech Model via Non End-to-End Distillation

🐤 Nix-TTS An Incredibly Lightweight End-to-End Text-to-Speech Model via Non End-to-End Distillation Rendi Chevi, Radityo Eko Prasojo, Alham Fikri Aji

Rendi Chevi 156 Jan 09, 2023
Label Mask for Multi-label Classification

LM-MLC 一种基于完型填空的多标签分类算法 1 前言 本文主要介绍本人在全球人工智能技术创新大赛【赛道一】设计的一种基于完型填空(模板)的多标签分类算法:LM-MLC,该算法拟合能力很强能感知标签关联性,在多个数据集上测试表明该算法与主流算法无显著性差异,在该比赛数据集上的dev效果很好,但是由

52 Nov 20, 2022
Tensorflow Repo for "DeepGCNs: Can GCNs Go as Deep as CNNs?"

DeepGCNs: Can GCNs Go as Deep as CNNs? In this work, we present new ways to successfully train very deep GCNs. We borrow concepts from CNNs, mainly re

Guohao Li 612 Nov 15, 2022
Face detection using deep learning.

Face Detection Docker Solution Using Faster R-CNN Dockerface is a deep learning face detector. It deploys a trained Faster R-CNN network on Caffe thro

Nataniel Ruiz 181 Dec 19, 2022
Self-Adaptable Point Processes with Nonparametric Time Decays

NPPDecay This is our implementation for the paper Self-Adaptable Point Processes with Nonparametric Time Decays, by Zhimeng Pan, Zheng Wang, Jeff M. P

zpan 2 Sep 24, 2022
Hybrid Neural Fusion for Full-frame Video Stabilization

FuSta: Hybrid Neural Fusion for Full-frame Video Stabilization Project Page | Video | Paper | Google Colab Setup Setup environment for [Yu and Ramamoo

Yu-Lun Liu 430 Jan 04, 2023