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Abstract
realistic animations using methods such as key-framing is time consuming and requires much artistic expertise. Alternatively, motion
capture methods have their own challenges (getting the animal into
a studio, attaching motion capture markers, and getting the animal
to put on the desired performance) and the resulting animation
will still most likely require cleaning up. It would be useful if an
animator could provide an initial rough animation and in return be
given a corresponding high quality realistic one. To this end, we
present a deep-learning approach for the automatic enhancement of
quadruped animations. Given an initial animation, possibly lacking
the subtle details of true quadruped motion and/or containing small
errors, our results show that it is possible for a neural network to learn how to add these subtleties and correct errors to produce an
enhanced animation while preserving the semantics and context
of the initial animation. Our work also has potential uses in other
applications, for example, its ability to be used in real-time means
it could form part of a quadruped embodiment system.
Original language | English |
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Title of host publication | Proceedings MIG 2021 - 14th ACM SIGGRAPH Conference on Motion, Interaction and Games |
Subtitle of host publication | 14th ACM SIGGRAPH Conference on Motion, Interaction, and Games |
Editors | Stephen N. Spencer |
Place of Publication | U. S. A. |
Publisher | Association for Computing Machinery |
Pages | 1-7 |
Number of pages | 7 |
ISBN (Electronic) | 9781450391313 |
ISBN (Print) | 9781450391313 |
DOIs | |
Publication status | Published - 10 Nov 2021 |
Event | 14th ACM SIGGRAPH Conference on Motion, Interaction and Games - Duration: 10 Nov 2021 → 12 Nov 2021 https://mig2021.inria.fr/ |
Publication series
Name | Proceedings - MIG 2021: 14th ACM SIGGRAPH Conference on Motion, Interaction, and Games |
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Conference
Conference | 14th ACM SIGGRAPH Conference on Motion, Interaction and Games |
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Abbreviated title | MIG'21 |
Period | 10/11/21 → 12/11/21 |
Internet address |
Bibliographical note
Funding Information:This research was funded by Science Foundation Ireland under the ADAPT Centre for Digital Content Technology (Grant No. 13/RC/2106_P2) and RADICal (Grant No. 19/FFP/6409).
Publisher Copyright:
© 2021 Owner/Author.
Keywords
- Deep-Learning
- Motion Capture
- Quadruped Animation
ASJC Scopus subject areas
- Computer Science Applications
- Human-Computer Interaction
- Education
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA) - 2.0
Campbell, N. (PI), Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Cosker, D. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Petrini, K. (CoI), Proulx, M. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/11/20 → 31/10/25
Project: Research council
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA)
Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Fincham Haines, T. (CoI), Hall, P. (CoI), Kim, K. I. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Richardt, C. (CoI), Salo, A. (CoI), Seminati, E. (CoI), Tabor, A. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/09/15 → 28/02/21
Project: Research council