Terrain-adaptive locomotion skills using deep reinforcement learning

XB Peng, G Berseth, M Van de Panne - ACM Transactions on Graphics …, 2016 - dl.acm.org
Reinforcement learning offers a promising methodology for developing skills for simulated
characters, but typically requires working with sparse hand-crafted features. Building on …

Guided learning of control graphs for physics-based characters

L Liu, MVD Panne, KK Yin - ACM Transactions on Graphics (TOG), 2016 - dl.acm.org
The difficulty of developing control strategies has been a primary bottleneck in the adoption
of physics-based simulations of human motion. We present a method for learning robust …

Precision: Precomputing environment semantics for contact-rich character animation

M Kapadia, X Xianghao, M Nitti, M Kallmann… - Proceedings of the 20th …, 2016 - dl.acm.org
The widespread availability of high-quality motion capture data and the maturity of solutions
to animate virtual characters has paved the way for the next generation of interactive virtual …

[PDF][PDF] Repurposing hand animation for interactive applications

SW Bailey, M Watt, JF O'Brien - 2016 - escholarship.org
In this paper we describe a method for automatically animating interactive characters based
on an existing corpus of key-framed hand-animation. The method learns separate low …

A virtual character learns to defend himself in sword fighting based on q-network

Y Wang, E Li, F Wang, B Xu - 2016 IEEE 28th International …, 2016 - ieeexplore.ieee.org
In this paper, we create a virtual character that interacts with human player in a sword-
fighting task. The data taken from a human player waving a stick as the'sword'is mapped into …

Video-based motion capture and adaptation

M VONDRAK, JK Hodgins - US Patent 9,322,653, 2016 - Google Patents
The disclosure provides an approach for estimating a state-space controller from a set of
video frames depicting a motion of an entity. The approach includes incrementally …

[图书][B] Controller for jumping animations to achieve target positions

IC Ooi - 2016 - search.proquest.com
Animating a character for video games and films is difficult and time consuming, requiring
hours of artist labor to produce each animation. These animations are set and inflexible …

[图书][B] Physics-based character control with deep reinforcement learning

B Leonard-Cannon - 2016 - search.proquest.com
Modern video games increasingly rely on physics simulation engines for improved realism
and interactive capabilities. In video games, physics engines are generally employed to …

[PDF][PDF] Matthieu Aubry

F MULTON, J TISSEAU, P SOUERES, P DE LOOR… - researchgate.net
La vie quotidienne de l'homme est conditionnée par ses mouvements qui représentent son
principal moyen d'interaction avec l'environnement (déplacements, atteintes et …