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 unet implementation for Image semantic segmentation

Unet-pytorch a unet implementation for Image semantic segmentation 参考网上的Unet做分割的代码,做了一个针对kaggle地盐识别的,请去以下地址获取数据集: https://www.kaggle.com/c/tgs-salt-id

Rabbit 3 Jun 29, 2022
A simple tutoral for error correction task, based on Pytorch

gramcorrector A simple tutoral for error correction task, based on Pytorch Grammatical Error Detection (sentence-level) a binary sequence-based classi

peiyuan_gong 8 Dec 03, 2022
KinectFusion implemented in Python with PyTorch

KinectFusion implemented in Python with PyTorch This is a lightweight Python implementation of KinectFusion. All the core functions (TSDF volume, fram

Jingwen Wang 80 Jan 03, 2023
Weakly- and Semi-Supervised Panoptic Segmentation (ECCV18)

Weakly- and Semi-Supervised Panoptic Segmentation by Qizhu Li*, Anurag Arnab*, Philip H.S. Torr This repository demonstrates the weakly supervised gro

Qizhu Li 159 Dec 20, 2022
Malware Env for OpenAI Gym

Malware Env for OpenAI Gym Citing If you use this code in a publication please cite the following paper: Hyrum S. Anderson, Anant Kharkar, Bobby Fila

ENDGAME 563 Dec 29, 2022
YOLTv4 builds upon YOLT and SIMRDWN, and updates these frameworks to use the most performant version of YOLO, YOLOv4

YOLTv4 builds upon YOLT and SIMRDWN, and updates these frameworks to use the most performant version of YOLO, YOLOv4. YOLTv4 is designed to detect objects in aerial or satellite imagery in arbitraril

Adam Van Etten 161 Jan 06, 2023
Pytorch Lightning Distributed Accelerators using Ray

Distributed PyTorch Lightning Training on Ray This library adds new PyTorch Lightning accelerators for distributed training using the Ray distributed

166 Dec 27, 2022
Semi-Supervised Learning with Ladder Networks in Keras. Get 98% test accuracy on MNIST with just 100 labeled examples !

Semi-Supervised Learning with Ladder Networks in Keras This is an implementation of Ladder Network in Keras. Ladder network is a model for semi-superv

Divam Gupta 101 Sep 07, 2022
Source code for "Interactive All-Hex Meshing via Cuboid Decomposition [SIGGRAPH Asia 2021]".

Interactive All-Hex Meshing via Cuboid Decomposition Video demonstration This repository contains an interactive software to the PolyCube-based hex-me

Lingxiao Li 131 Dec 05, 2022
Online Pseudo Label Generation by Hierarchical Cluster Dynamics for Adaptive Person Re-identification

Online Pseudo Label Generation by Hierarchical Cluster Dynamics for Adaptive Person Re-identification

TANG, shixiang 6 Nov 25, 2022
A library for answering questions using data you cannot see

A library for computing on data you do not own and cannot see PySyft is a Python library for secure and private Deep Learning. PySyft decouples privat

OpenMined 8.5k Jan 02, 2023
Numenta Platform for Intelligent Computing is an implementation of Hierarchical Temporal Memory (HTM), a theory of intelligence based strictly on the neuroscience of the neocortex.

NuPIC Numenta Platform for Intelligent Computing The Numenta Platform for Intelligent Computing (NuPIC) is a machine intelligence platform that implem

Numenta 6.3k Dec 30, 2022
Pixray is an image generation system

Pixray is an image generation system

pixray 883 Jan 07, 2023
JFB: Jacobian-Free Backpropagation for Implicit Models

JFB: Jacobian-Free Backpropagation for Implicit Models

Typal Research 28 Dec 11, 2022
Cerberus Transformer: Joint Semantic, Affordance and Attribute Parsing

Cerberus Transformer: Joint Semantic, Affordance and Attribute Parsing Paper Introduction Multi-task indoor scene understanding is widely considered a

62 Dec 05, 2022
PyTorch Implementation of PortaSpeech: Portable and High-Quality Generative Text-to-Speech

PortaSpeech - PyTorch Implementation PyTorch Implementation of PortaSpeech: Portable and High-Quality Generative Text-to-Speech. Model Size Module Nor

Keon Lee 279 Jan 04, 2023
QueryFuzz implements a metamorphic testing approach to test Datalog engines.

Datalog is a popular query language with applications in several domains. Like any complex piece of software, Datalog engines may contain bugs. The mo

34 Sep 10, 2022
This is an official implementation for "PlaneRecNet".

PlaneRecNet This is an official implementation for PlaneRecNet: A multi-task convolutional neural network provides instance segmentation for piece-wis

yaxu 50 Nov 17, 2022
Kaggleship: Kaggle Notebooks

Kaggleship: Kaggle Notebooks This repository contains my Kaggle notebooks. They are generally about data science, machine learning, and deep learning.

Erfan Sobhaei 1 Jan 25, 2022
TensorFlow Tutorials with YouTube Videos

TensorFlow Tutorials Original repository on GitHub Original author is Magnus Erik Hvass Pedersen Introduction These tutorials are intended for beginne

9.1k Jan 02, 2023