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
A Text Attention Network for Spatial Deformation Robust Scene Text Image Super-resolution (CVPR2022)

A Text Attention Network for Spatial Deformation Robust Scene Text Image Super-resolution (CVPR2022) https://arxiv.org/abs/2203.09388 Jianqi Ma, Zheto

MA Jianqi, shiki 104 Jan 05, 2023
Official git for "CTAB-GAN: Effective Table Data Synthesizing"

CTAB-GAN This is the official git paper CTAB-GAN: Effective Table Data Synthesizing. The paper is published on Asian Conference on Machine Learning (A

30 Dec 26, 2022
How to use TensorLayer

How to use TensorLayer While research in Deep Learning continues to improve the world, we use a bunch of tricks to implement algorithms with TensorLay

zhangrui 349 Dec 07, 2022
General purpose GPU compute framework for cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends)

General purpose GPU compute framework for cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usec

The Kompute Project 1k Jan 06, 2023
Speeding-Up Back-Propagation in DNN: Approximate Outer Product with Memory

Approximate Outer Product Gradient Descent with Memory Code for the numerical experiment of the paper Speeding-Up Back-Propagation in DNN: Approximate

2 Mar 02, 2022
This is the code of NeurIPS'21 paper "Towards Enabling Meta-Learning from Target Models".

ST This is the code of NeurIPS 2021 paper "Towards Enabling Meta-Learning from Target Models". If you use any content of this repo for your work, plea

Su Lu 7 Dec 06, 2022
Official Pytorch implementation of the paper "Action-Conditioned 3D Human Motion Synthesis with Transformer VAE", ICCV 2021

ACTOR Official Pytorch implementation of the paper "Action-Conditioned 3D Human Motion Synthesis with Transformer VAE", ICCV 2021. Please visit our we

Mathis Petrovich 248 Dec 23, 2022
The Turing Change Point Detection Benchmark: An Extensive Benchmark Evaluation of Change Point Detection Algorithms on real-world data

Turing Change Point Detection Benchmark Welcome to the repository for the Turing Change Point Detection Benchmark, a benchmark evaluation of change po

The Alan Turing Institute 85 Dec 28, 2022
Calling Julia from Python - an experiment on data loading

Calling Julia from Python - an experiment on data loading See the slides. TLDR After reading Patrick's blog post, we decided to try to replace C++ wit

Abel Siqueira 8 Jun 07, 2022
An Image compression simulator that uses Source Extractor and Monte Carlo methods to examine the post compressive effects different compression algorithms have.

ImageCompressionSimulation An Image compression simulator that uses Source Extractor and Monte Carlo methods to examine the post compressive effects o

James Park 1 Dec 11, 2021
Malware Bypass Research using Reinforcement Learning

Malware Bypass Research using Reinforcement Learning

Bobby Filar 76 Dec 26, 2022
Codes for 'Dual Parameterization of Sparse Variational Gaussian Processes'

Dual Parameterization of Sparse Variational Gaussian Processes Documentation | Notebooks | API reference Introduction This repository is the official

AaltoML 7 Dec 23, 2022
Flexible-CLmser: Regularized Feedback Connections for Biomedical Image Segmentation

Flexible-CLmser: Regularized Feedback Connections for Biomedical Image Segmentation The skip connections in U-Net pass features from the levels of enc

Boheng Cao 1 Dec 29, 2021
The Pytorch code of "Joint Distribution Matters: Deep Brownian Distance Covariance for Few-Shot Classification", CVPR 2022 (Oral).

DeepBDC for few-shot learning        Introduction In this repo, we provide the implementation of the following paper: "Joint Distribution Matters: Dee

FeiLong 116 Dec 19, 2022
Code for Mining the Benefits of Two-stage and One-stage HOI Detection

Status: Archive (code is provided as-is, no updates expected) PPO-EWMA [Paper] This is code for training agents using PPO-EWMA and PPG-EWMA, introduce

OpenAI 33 Dec 15, 2022
Repository providing a wide range of self-supervised pretrained models for computer vision tasks.

Hierarchical Pretraining: Research Repository This is a research repository for reproducing the results from the project "Self-supervised pretraining

Colorado Reed 53 Nov 09, 2022
Repo for the paper "DiLBERT: Cheap Embeddings for Disease Related Medical NLP"

DiLBERT Repo for the paper "DiLBERT: Cheap Embeddings for Disease Related Medical NLP" Pretrained Model The pretrained model presented in the paper is

Kevin Roitero 2 Dec 15, 2022
BirdCLEF 2021 - Birdcall Identification 4th place solution

BirdCLEF 2021 - Birdcall Identification 4th place solution My solution detail kaggle discussion Inference Notebook (best submission) Environment Use K

tattaka 42 Jan 02, 2023
Implementation of the paper "Generating Symbolic Reasoning Problems with Transformer GANs"

Generating Symbolic Reasoning Problems with Transformer GANs This is the implementation of the paper Generating Symbolic Reasoning Problems with Trans

Reactive Systems Group 1 Apr 18, 2022
Reference models and tools for Cloud TPUs.

Cloud TPUs This repository is a collection of reference models and tools used with Cloud TPUs. The fastest way to get started training a model on a Cl

5k Jan 05, 2023