Proceedings of the ACM on Computer Graphics and Interactive Techniques
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Published By Association For Computing Machinery

2577-6193

Author(s):  
Paul Schreiner ◽  
Maksym Perepichka ◽  
Hayden Lewis ◽  
Sune Darkner ◽  
Paul G. Kry ◽  
...  

We present a method for reconstructing the global position of motion capture where position sensing is poor or unavailable. Capture systems, such as IMU suits, can provide excellent pose and orientation data of a capture subject, but otherwise need post processing to estimate global position. We propose a solution that trains a neural network to predict, in real-time, the height and body displacement given a short window of pose and orientation data. Our training dataset contains pre-recorded data with global positions from many different capture subjects, performing a wide variety of activities in order to broadly train a network to estimate on like and unseen activities. We compare training on two network architectures, a universal network (u-net) and a traditional convolutional neural network (CNN) - observing better error properties for the u-net in our results. We also evaluate our method for different classes of motion. We observe high quality results for motion examples with good representation in specialized datasets, while general performance appears better in a more broadly sampled dataset when input motions are far from training examples.


Author(s):  
Mike Chemistruck ◽  
Andrew Allen ◽  
John Snyder ◽  
Nikunj Raghuvanshi

We model acoustic perception in AI agents efficiently within complex scenes with many sound events. The key idea is to employ perceptual parameters that capture how each sound event propagates through the scene to the agent's location. This naturally conforms virtual perception to human. We propose a simplified auditory masking model that limits localization capability in the presence of distracting sounds. We show that anisotropic reflections as well as the initial sound serve as useful localization cues. Our system is simple, fast, and modular and obtains natural results in our tests, letting agents navigate through passageways and portals by sound alone, and anticipate or track occluded but audible targets. Source code is provided.


Author(s):  
Xu Wang ◽  
Makoto Fujisawa ◽  
Masahiko Mikawa

This paper introduces a method for simulating soil-structure coupling with water, which involves a series of visual effects, including wet granular materials, seepage flows, capillary action between grains, and dam breaking simulation. We develop a seepage flow based SPH-DEM framework to handle soil and water particles interactions through a momentum exchange term. In this framework, water is seen as a seepage flow through porous media by Darcy's law; the seepage rate and the soil permeability are manipulated according to drag coefficient and soil porosity. A water saturation-based capillary model is used to capture various soil behaviors such as sandy soil and clay soil. Furthermore, the capillary model can dynamically adjust liquid bridge forces induced by surface tension between soil particles. The adhesion model describes the attraction ability between soil surfaces and water particles to achieve various visual effects for soil and water. Lastly, this framework can capture the complicated dam-breaking scenarios caused by overtopping flow or internal seepage erosion that are challenging to simulate.


Author(s):  
Beatríz Cabrero Daniel ◽  
Ricardo Marques ◽  
Ludovic Hoyet ◽  
Julien Pettré ◽  
Josep Blat

Simulating crowds requires controlling a very large number of trajectories and is usually performed using crowd motion algorithms for which appropriate parameter values need to be found. The study of the relation between parametric values for simulation techniques and the quality of the resulting trajectories has been studied either through perceptual experiments or by comparison with real crowd trajectories. In this paper, we integrate both strategies. A quality metric, QF, is proposed to abstract from reference data while capturing the most salient features that affect the perception of trajectory realism. QF weights and combines cost functions that are based on several individual, local and global properties of trajectories. These trajectory features are selected from the literature and from interviews with experts. To validate the capacity of QF to capture perceived trajectory quality, we conduct an online experiment that demonstrates the high agreement between the automatic quality score and non-expert users. To further demonstrate the usefulness of QF, we use it in a data-free parameter tuning application able to tune any parametric microscopic crowd simulation model that outputs independent trajectories for characters. The learnt parameters for the tuned crowd motion model maintain the influence of the reference data which was used to weight the terms of QF.


Author(s):  
Soomin Park ◽  
Deok-Kyeong Jang ◽  
Sung-Hee Lee

This paper presents a novel deep learning-based framework for translating a motion into various styles within multiple domains. Our framework is a single set of generative adversarial networks that learns stylistic features from a collection of unpaired motion clips with style labels to support mapping between multiple style domains. We construct a spatio-temporal graph to model a motion sequence and employ the spatial-temporal graph convolution networks (ST-GCN) to extract stylistic properties along spatial and temporal dimensions. Through spatial-temporal modeling, our framework shows improved style translation results between significantly different actions and on a long motion sequence containing multiple actions. In addition, we first develop a mapping network for motion stylization that maps a random noise to style, which allows for generating diverse stylization results without using reference motions. Through various experiments, we demonstrate the ability of our method to generate improved results in terms of visual quality, stylistic diversity, and content preservation.


Author(s):  
Pei Xu ◽  
Ioannis Karamouzas

We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework where an ensemble of classifiers and an imitation policy are trained in tandem given pre-processed reference clips. The classifiers are trained to discriminate the reference motion from the motion generated by the imitation policy, while the policy is rewarded for fooling the discriminators. Using our GAN-like approach, multiple motor control policies can be trained separately to imitate different behaviors. In runtime, our system can respond to external control signal provided by the user and interactively switch between different policies. Compared to existing method, our proposed approach has the following attractive properties: 1) achieves state-of-the-art imitation performance without manually designing and fine tuning a reward function; 2) directly controls the character without having to track any target reference pose explicitly or implicitly through a phase state; and 3) supports interactive policy switching without requiring any motion generation or motion matching mechanism. We highlight the applicability of our approach in a range of imitation and interactive control tasks, while also demonstrating its ability to withstand external perturbations as well as to recover balance. Overall, our approach has low runtime cost and can be easily integrated into interactive applications and games.


Author(s):  
Jane Wu ◽  
Yongxu Jin ◽  
Zhenglin Geng ◽  
Hui Zhou ◽  
Ronald Fedkiw

Regularization is used to avoid overfitting when training a neural network; unfortunately, this reduces the attainable level of detail hindering the ability to capture high-frequency information present in the training data. Even though various approaches may be used to re-introduce high-frequency detail, it typically does not match the training data and is often not time coherent. In the case of network inferred cloth, these sentiments manifest themselves via either a lack of detailed wrinkles or unnaturally appearing and/or time incoherent surrogate wrinkles. Thus, we propose a general strategy whereby high-frequency information is procedurally embedded into low-frequency data so that when the latter is smeared out by the network the former still retains its high-frequency detail. We illustrate this approach by learning texture coordinates which when smeared do not in turn smear out the high-frequency detail in the texture itself but merely smoothly distort it. Notably, we prescribe perturbed texture coordinates that are subsequently used to correct the over-smoothed appearance of inferred cloth, and correcting the appearance from multiple camera views naturally recovers lost geometric information.


Author(s):  
Seung Heon Sheen ◽  
Egor Larionov ◽  
Dinesh K. Pai

Simulation of human soft tissues in contact with their environment is essential in many fields, including visual effects and apparel design. Biological tissues are nearly incompressible. However, standard methods employ compressible elasticity models and achieve incompressibility indirectly by setting Poisson's ratio to be close to 0.5. This approach can produce results that are plausible qualitatively but inaccurate quantatively. This approach also causes numerical instabilities and locking in coarse discretizations or otherwise poses a prohibitive restriction on the size of the time step. We propose a novel approach to alleviate these issues by replacing indirect volume preservation using Poisson's ratios with direct enforcement of zonal volume constraints, while controlling fine-scale volumetric deformation through a cell-wise compression penalty. To increase realism, we propose an epidermis model to mimic the dramatically higher surface stiffness on real skinned bodies. We demonstrate that our method produces stable realistic deformations with precise volume preservation but without locking artifacts. Due to the volume preservation not being tied to mesh discretization, our method also allows a resolution consistent simulation of incompressible materials. Our method improves the stability of the standard neo-Hookean model and the general compression recovery in the Stable neo-Hookean model.


Author(s):  
Tassilo Kugelstadt ◽  
Jan Bender ◽  
José Antonio Fernández-Fernández ◽  
Stefan Rhys Jeske ◽  
Fabian Löschner ◽  
...  

We develop a new operator splitting formulation for the simulation of corotated linearly elastic solids with Smoothed Particle Hydrodynamics (SPH). Based on the technique of Kugelstadt et al. [2018] originally developed for the Finite Element Method (FEM), we split the elastic energy into two separate terms corresponding to stretching and volume conservation, and based on this principle, we design a splitting scheme compatible with SPH. The operator splitting scheme enables us to treat the two terms separately, and because the stretching forces lead to a stiffness matrix that is constant in time, we are able to prefactor the system matrix for the implicit integration step. Solid-solid contact and fluid-solid interaction is achieved through a unified pressure solve. We demonstrate more than an order of magnitude improvement in computation time compared to a state-of-the-art SPH simulator for elastic solids. We further improve the stability and reliability of the simulation through several additional contributions. We introduce a new implicit penalty mechanism that suppresses zero-energy modes inherent in the SPH formulation for elastic solids, and present a new, physics-inspired sampling algorithm for generating high-quality particle distributions for the rest shape of an elastic solid. We finally also devise an efficient method for interpolating vertex positions of a high-resolution surface mesh based on the SPH particle positions for use in high-fidelity visualization.


Author(s):  
Sheldon Andrews ◽  
Loic Nassif ◽  
Kenny Erleben ◽  
Paul G. Kry

We present a novel meso-scale model for computing anisotropic and asymmetric friction for contacts in rigid body simulations that is based on surface facet orientations. The main idea behind our approach is to compute a direction dependent friction coefficient that is determined by an object's roughness. Specifically, where the friction is dependent on asperity interlocking, but at a scale where surface roughness is also a visual characteristic of the surface. A GPU rendering pipeline is employed to rasterize surfaces using a shallow depth orthographic projection at each contact point in order to sample facet normal information from both surfaces, which we then combine to produce direction dependent friction coefficients that can be directly used in typical LCP contact solvers, such as the projected Gauss-Seidel method. We demonstrate our approach with a variety of rough textures, where the roughness is both visible in the rendering and in the motion produced by the physical simulation.


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