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Character Control is the topic of my Master's Degree thesis; since I wanted to change from the usual rendering stuff I decided to focus on animation.
The thesis's idea comes from "Near-optimal Character Animation with Continuous User Control" Treuille, A. Lee, Y. Popović, Z. ACM Transactions on Graphics 26(3).
The work is wide, thus it is difficult to explain every single part of it in details. I've put a link to my thesis in pdf format
at the end of this page, so if you are interested, you can download it and give it a look.
The following list summarize most of the features present in the thesis while the next paragraph, which contains the abstract of my thesis, presents the idea behind the work.
- Skeleton Animation
- Motion Capture (acquisition, tracking, conversion from segments to transformation matrices, postprocessing)
- Animation Blending for skeleton animation
- Control System
- Reinforcement learning algorithms used to produce the near-optimal policy.
- Linear programming basis function approximation using ILOG CPlex
"The present work discusses theory and practice of a powerful animation method designed to
generate walk animations for digital characters. Our system permits to interact with the animation,
allowing the user to change at run-time several animation’s parameters, such as the motion direction or the
gait style, influencing the final animation. Our work starts presenting the skeleton animation system and
the motion capture system; then we explain how we can, thanks to these two techniques, generate a
database of walk animation clips. The so obtained animations are provided to the animation system which
links them together in a sequence. Linking is obtained generating a smooth transition from one clip to the
next one through the use of the animation blending technique. Since we want to interact with the
animation at run-time, the clip’s sequence is not given a priori, instead it is generated in real-time in
respect to the user’s desires. To this aim we create a controller in charge of choosing the next clip in
respect to the task that it is given, which can be simulating a walk along a line, or simulating a walk where
motion direction and character’s orientation are required by the user. The controller leans on a selection
policy in order to choose the next clip; in our work we propose two possible policies, a greedy one and a
near-optimal one. The former goes through every animation contained in the database and evaluates the
direct cost of adding the clip in exam to the sequence. The latter policy, instead, chooses the next clip
evaluating an approximation of the optimal choice, which is obtained through the implementation of a
reinforcement learning algorithm. The optimal choice estimates both the direct cost of choosing a clip as
well as all the future costs that the system will pay for that choice. Unfortunately we can’t effectively
implement the optimal policy, therefore we content ourselves with an approximation that leads to the nearoptimal
policy. We lastly show how both these policies produce controllers capable of responding, in realtime,
to the change of several animation parameters due to the user’s interaction as well as the
environmental constraints."
Lastly let's see some screenshot of the work as well as of the tools we developed.
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