TY - JOUR
T1 - Motion Editing for Quadruped Characters via Latent Frequency Embedding
AU - Zeng, Rui
AU - Pan, Junjun
AU - Dai, Ju
AU - Gao, Yang
AU - Bai, Junxuan
AU - Qin, Hong
N1 - Publisher Copyright:
© 2024 IEEE. All rights reserved, including rights for text and data mining, and training of artificial intelligence and similar technologies.
PY - 2025
Y1 - 2025
N2 - The accurate and diversified generation of motion sequences for virtual characters poses both an enticing and challenging task within the domain of 3D animation and game content production. To achieve a natural and realistic full-body motion, the movements of virtual characters must adhere to a set of constraints, promoting reliable and seamless pose-changing. This study presents a two-stage model specifically designed to learn Inverse Kinematics (IK) constraints from the representative quadruped character poses. In the first stage, we employ frequency analysis to decompose motion poses into the base-level and style-level components. The base-level content encapsulates the global correlations in the dataset, while the style-level variation centers on distinguishing the local attributes in similar data elements. In order to construct data correlations among poses, we embed the decomposed pose feature into a latent space in the second stage. The kernel matrix of the embedding, which is refined from the original joint angles to the decomposed representation and the IK constraints, creates a more compact distribution of the pose similarity and also guarantees a plausible sampling result with certain IK constraints. Moreover, new motions from the edited IK constraints can also be generated by proposing a searching strategy to adapt to our latent embedding. Experimental results reveal that our method is competitive with the state-of-the-art synthetic approaches in terms of accuracy, highlighting our considerable potential for high efficiency in the animation production.
AB - The accurate and diversified generation of motion sequences for virtual characters poses both an enticing and challenging task within the domain of 3D animation and game content production. To achieve a natural and realistic full-body motion, the movements of virtual characters must adhere to a set of constraints, promoting reliable and seamless pose-changing. This study presents a two-stage model specifically designed to learn Inverse Kinematics (IK) constraints from the representative quadruped character poses. In the first stage, we employ frequency analysis to decompose motion poses into the base-level and style-level components. The base-level content encapsulates the global correlations in the dataset, while the style-level variation centers on distinguishing the local attributes in similar data elements. In order to construct data correlations among poses, we embed the decomposed pose feature into a latent space in the second stage. The kernel matrix of the embedding, which is refined from the original joint angles to the decomposed representation and the IK constraints, creates a more compact distribution of the pose similarity and also guarantees a plausible sampling result with certain IK constraints. Moreover, new motions from the edited IK constraints can also be generated by proposing a searching strategy to adapt to our latent embedding. Experimental results reveal that our method is competitive with the state-of-the-art synthetic approaches in terms of accuracy, highlighting our considerable potential for high efficiency in the animation production.
KW - Skeleton animation
KW - frequency modulation
KW - inverse kinematics
KW - latent variable model
KW - sequential Monte Carlo
UR - https://www.scopus.com/pages/publications/85210990442
U2 - 10.1109/TVCG.2024.3507952
DO - 10.1109/TVCG.2024.3507952
M3 - 文章
C2 - 40030329
AN - SCOPUS:85210990442
SN - 1077-2626
VL - 31
SP - 6293
EP - 6306
JO - IEEE Transactions on Visualization and Computer Graphics
JF - IEEE Transactions on Visualization and Computer Graphics
IS - 9
ER -