unity逼真车辆_局部运动阶段技术可提高篮球动画的丰富度和逼真度

unity逼真车辆

Researchers from the University of Edinburgh School of Informatics and video game company Electronic Arts have proposed a novel framework that learns fast and dynamic character interactions. Trained on an unstructured basketball motion capture database, the model can animate multiple contacts between a player and the ball and other players and the environment.

爱丁堡大学信息学院和电子游戏公司Electronic Arts的研究人员提出了一个新颖的框架,该框架可以学习快速而动态的角色交互。 该模型在非结构化的篮球运动捕捉数据库上训练,可以为球员与球以及其他球员和环境之间的多次接触设置动画。

The team’s modular and stable framework for data-driven character animation includes data processing, network training and runtime control; and was developed using Unity, Tensor flow, and PyTorch. The approach can perform complex and realistic animations of bipeds or quadrupeds engaged in sports and beyond.

该团队的数据驱动角色动画的模块化稳定框架包括数据处理,网络培训和运行时控制; 并使用Unity,Tensor flow和PyTorch开发。 该方法可以对从事运动及其他领域的两足动物或四足动物执行复杂逼真的动画。

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Movement types synthesized by the animation system 动画系统合成的动作类型

Enabling characters to perform a wide variety of dynamic fast-paced and quickly changing movements is a key challenge in character animation. The new research proposes a deep learning framework that can interactively synthesize such animations in high quality from unstructured motion data without requiring any manual labelling.

使角色能够执行各种动态的快节奏和快速变化的动作是角色动画中的关键挑战。 这项新研究提出了一种深度学习框架,该框架可以从非结构化运动数据中以交互方式高质量地合成此类动画,而无需任何手动标记。

The researchers propose a local motion phases concept that can produce basketball-related motion skills such as dribbling, shooting, catching, avoidance, sharp turning and multiple look. The character and object interactions are all generated under a unified framework.

研究人员提出了一种局部运动阶段的概念,该概念可以产生与篮球相关的运动技巧,例如盘带,射击,接球,回避,急转弯和多看。 角色和对象的交互都在一个统一的框架下生成。

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Typically, in order to effectively align character movements a start and end reference pulse is defined to obtain a global phase parameter. However, such frameworks can result in mismatched poses when new movements are added. There are also actions for which it is difficult to define a global phase parameter to overcome such problems.

通常,为了有效地对准字符移动,定义了起始和终止参考脉冲以获得全局相位参数。 但是,当添加新动作时,此类框架可能导致姿势不匹配。 对于某些动作,很难定义全局相位参数来克服这些问题。

The researchers used a large database of one-on-one basketball play where one player catches and dribbles the ball while avoiding another player attempting to defend and intercept to design and train a neural character controller that produces realistic offence and switches to defence when ball possession changes hands.

研究人员使用了一个大型的一对一篮球比赛数据库,其中一个球员接球和运球,同时避免另一名球员试图防守和拦截,以设计和训练一个神经角色控制器,该控制器产生逼真的进攻并在持球时切换到防守易手。

Local motion phases can align character movements at the bone level in an asynchronous manner. Researchers then fit a sinusoidal function which returns to optimized amplitude and phase parameters to compute the motion phase vectors. This technique works in a fully automatic fashion and does not require the animator to define handcrafted rules for each type of motion.

局部运动阶段可以异步方式在骨骼级别对齐角色运动。 然后,研究人员拟合正弦函数,该函数可返回优化的幅度和相位参数以计算运动相位矢量。 该技术以全自动方式工作,不需要动画师为每种运动定义手工制作的规则。

In experiments, the local motion phase method was compared with PFNN, MANN, and LSTM approaches. The results show that the new method performs better on action styles such as body movement, foot skating and response time. Faster and more complex interactions between the character and the ball or another character can be synthesized in real time after training the system with the basketball play motion capture data.

在实验中,将局部运动相位方法与PFNN,MANN和LSTM方法进行了比较。 结果表明,该新方法在诸如身体运动,滑冰和响应时间等动作样式上表现更好。 在使用篮球比赛运动捕捉数据训练系统后,可以实时合成角色与球或另一个角色之间更快,更复杂的交互。

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The researchers say the technique is useful for animating contact-rich, complex interactions for real-time applications such as computer games and can also be applied to VR. The paper and novel animation system have garnered keen interest on the Internet, with a number of people expressing their eagerness to invest in the project.

研究人员说,该技术可用于为计算机游戏等实时应用中的丰富接触,复杂的交互动画,也可以应用于VR。 纸和新颖的动画系统在Internet上引起了浓厚的兴趣,许多人表示他们渴望对该项目进行投资。

The paper Local Motion Phases for Learning Multi-Contact Character Movement is on GitHub.

用于学习多触点角色运动的本地运动阶段论文在GitHub上。

Author: Xuehan Wang | Editor: Michael Sarazen; Fangyu Cai

作者 :王学涵| 编辑 :迈克尔·萨拉森; 蔡芳玉

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翻译自: https://medium.com/syncedreview/local-motion-phases-technique-boosts-basketball-animation-richness-and-realism-c67f5b37b22c

unity逼真车辆

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