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Authoring an appealing animation for a virtual character is a challenging task. In computer-aided keyframe animation artists define the key poses of a character by manipulating its underlying skeletons. To look plausible, a character pose must respect many ill-defined constraints, and so the resulting realism greatly depends on the animators skill and knowledge. Animation software provide tools to help in this matter, relying on various algorithms to automatically enforce some of these constraints. The increasing availability of motion capture data has raised interest in data-driven approaches to pose design, with the potential of shifting more of the task of assessing realism from the artist to the computer, and to provide easier access to nonexperts. In this article, we propose such a method, relying on neural networks to automatically learn the constraints from the data. We describe an efficient tool for pose design, allowing na{i}ve users to intuitively manipulate a pose to create character animations.
We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework where an ense
We present a system to convert any set of images (e.g., a video clip or a photo album) into a storyboard. We aim to create multiple pleasing graphic representations of the content at interactive rates, so the user can explore and find the storyboard
Gradient-based meta-learning and hyperparameter optimization have seen significant progress recently, enabling practical end-to-end training of neural networks together with many hyperparameters. Nevertheless, existing approaches are relatively expen
In this work, we propose an interactive system to design diverse high-quality garment images from fashion sketches and the texture information. The major challenge behind this system is to generate high-quality and detailed texture according to the u
Despite the recent advances in graphics hardware capabilities, a brute force approach is incapable of interactively displaying terabytes of data. We have implemented a system that uses hierarchical level-of-detailing for the results of cosmological s