Difference: MocapResequence (9 vs. 10)

Revision 102006-03-08 - HagitSchechter

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META TOPICPARENT name="CPSC526ComputerAnimation"

Animation using Motion Resequencing and Blending

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  Although the authors listed several potential applications, I doubt motion graph can be easily imported into video games--either for non-player characters or for players. Realistic motion is definitely desirable, but in real time games: first, players and NPCs are acting every second which may cost much computation power if we use this kind of technique to every character; second, again, many imaginary characters appear in those virtual worlds which makes the original motion capture data not so easy to be used, let alone the modified data. Anyway, this paper also reminds me a question in our last assignment. --Zhangbo(Zephyr) Liu
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(Motion Graphs) An interesting idea. It would be interesting to compare their detection of candidate transitions method with the Sederberg algorithm (Time Warping) that I presented on Monday. In the "Path Synthesis" section, it was not clear to me how they handle rotating the motion (if any); i.e. when two identical motions needs to be concatenated to follow a specific path (which requires rotating the original motion). If I understood correctly they do not handle that and will only use sub-portions of existing data in order to follow the path. In that case – wouldn’t it be relevant to support orientation changes of an existing motion? -- Hagit Schechter
 

Precomputing Avatar Behaviour From Human Motion Data

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  Using reinforcement learning to allow animated characters to come up with motions is a very neat idea. The authors mentioned that they added in some small actions and allowed for randomness in the model by allowing these actions to be chosen even when they aren’t optimal. Would it not be better if the authors used a HMM instead of a fully observable Markov Model? This would allow for the output states to have a probability distribution that could be randomly sampled and also keep the model more close to reality. -Disha Al Baqui
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(Pre-Computing Avatar Behavior) I find the merge of machine learning and computer graphics quite interesting. I see the potential of actually using the paper's suggested technique for video games, but the paper lacks in my view a thorough discussion of the usability issue. Another question that comes to my mind is whether the reinforcement learning technique used in the paper also work for other scenarios where two concepts needs to be learned at the same time. For example, a two people dance. -- Hagit Schechter
 
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