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
Code for the ICCV 2021 paper "Pixel Difference Networks for Efficient Edge Detection" (Oral).

Microsoft365_devicePhish Abusing Microsoft 365 OAuth Authorization Flow for Phishing Attack This is a simple proof-of-concept script that allows an at

Alex 236 Dec 21, 2022
PAIRED in PyTorch 🔥

PAIRED This codebase provides a PyTorch implementation of Protagonist Antagonist Induced Regret Environment Design (PAIRED), which was first introduce

UCL DARK Lab 46 Dec 12, 2022
Hand Gesture Volume Control is AIML based project which uses image processing to control the volume of your Computer.

Hand Gesture Volume Control Modules There are basically three modules Handtracking Program Handtracking Module Volume Control Program Handtracking Pro

VITTAL 1 Jan 12, 2022
Using deep actor-critic model to learn best strategies in pair trading

Deep-Reinforcement-Learning-in-Stock-Trading Using deep actor-critic model to learn best strategies in pair trading Abstract Partially observed Markov

281 Dec 09, 2022
A SAT-based sudoku solver

SAT Sudoku solver A SAT-based Sudoku solver made in the context of a small project in the "Logic Problem Solving" class in the first year at the Polyt

Alexandre Malfreyt 5 Apr 15, 2022
Implementation of "Bidirectional Projection Network for Cross Dimension Scene Understanding" CVPR 2021 (Oral)

Bidirectional Projection Network for Cross Dimension Scene Understanding CVPR 2021 (Oral) [ Project Webpage ] [ arXiv ] [ Video ] Existing segmentatio

Hu Wenbo 135 Dec 26, 2022
A curated (most recent) list of resources for Learning with Noisy Labels

A curated (most recent) list of resources for Learning with Noisy Labels

Jiaheng Wei 321 Jan 09, 2023
Camera-caps - Examine the camera capabilities for V4l2 cameras

camera-caps This is a graphical user interface over the v4l2-ctl command line to

Jetsonhacks 25 Dec 26, 2022
Jaxtorch (a jax nn library)

Jaxtorch (a jax nn library) This is my jax based nn library. I created this because I was annoyed by the complexity and 'magic'-ness of the popular ja

nshepperd 17 Dec 08, 2022
BED: A Real-Time Object Detection System for Edge Devices

BED: A Real-Time Object Detection System for Edge Devices About this project Thi

Data Analytics Lab at Texas A&M University 44 Nov 18, 2022
Semi-supervised Stance Detection of Tweets Via Distant Network Supervision

SANDS This is an annonymous repository containing code and data necessary to reproduce the results published in "Semi-supervised Stance Detection of T

2 Sep 22, 2022
Source code for the BMVC-2021 paper "SimReg: Regression as a Simple Yet Effective Tool for Self-supervised Knowledge Distillation".

SimReg: A Simple Regression Based Framework for Self-supervised Knowledge Distillation Source code for the paper "SimReg: Regression as a Simple Yet E

9 Oct 15, 2022
A Python script that creates subtitles of a given length from text paragraphs that can be easily imported into any Video Editing software such as FinalCut Pro for further adjustments.

Text to Subtitles - Python This python file creates subtitles of a given length from text paragraphs that can be easily imported into any Video Editin

Dmytro North 9 Dec 24, 2022
Python Interview Questions

Python Interview Questions Clone the code to your computer. You need to understand the code in main.py and modify the content in if __name__ =='__main

ClassmateLin 575 Dec 28, 2022
FLSim a flexible, standalone library written in PyTorch that simulates FL settings with a minimal, easy-to-use API

Federated Learning Simulator (FLSim) is a flexible, standalone core library that simulates FL settings with a minimal, easy-to-use API. FLSim is domain-agnostic and accommodates many use cases such a

Meta Research 162 Jan 02, 2023
The official PyTorch code implementation of "Human Trajectory Prediction via Counterfactual Analysis" in ICCV 2021.

Human Trajectory Prediction via Counterfactual Analysis (CausalHTP) The official PyTorch code implementation of "Human Trajectory Prediction via Count

46 Dec 03, 2022
[ECCV 2020] Reimplementation of 3DDFAv2, including face mesh, head pose, landmarks, and more.

Stable Head Pose Estimation and Landmark Regression via 3D Dense Face Reconstruction Reimplementation of (ECCV 2020) Towards Fast, Accurate and Stable

Remilia Scarlet 221 Dec 30, 2022
Deep ViT Features as Dense Visual Descriptors

dino-vit-features [paper] [project page] Official implementation of the paper "Deep ViT Features as Dense Visual Descriptors". We demonstrate the effe

Shir Amir 113 Dec 24, 2022
Cascaded Pyramid Network (CPN) based on Keras (Tensorflow backend)

ML2 Takehome Project Reimplementing the paper: Cascaded Pyramid Network for Multi-Person Pose Estimation Dataset The model uses the COCO dataset which

Vo Van Tu 1 Nov 22, 2021
Torch implementation of various types of GAN (e.g. DCGAN, ALI, Context-encoder, DiscoGAN, CycleGAN, EBGAN, LSGAN)

gans-collection.torch Torch implementation of various types of GANs (e.g. DCGAN, ALI, Context-encoder, DiscoGAN, CycleGAN, EBGAN). Note that EBGAN and

Minchul Shin 53 Jan 22, 2022