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Encoder-decoder recurrent network model for interactive character animation generation

机译:用于交互式角色动画生成的编解码器递归网络模型

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In this paper, we propose a generative recurrent model for human-character interaction. Our model is an encoder-recurrent-decoder network. The recurrent network is composed by multiple layers of long short-term memory (LSTM) and is incorporated with an encoder network and a decoder network before and after the recurrent network. With the proposed model, the virtual character's animation is generated on the fly while it interacts with the human player. The coming animation of the character is automatically generated based on the history motion data of both itself and its opponent. We evaluated our model based on both public motion capture databases and our own recorded motion data. Experimental results demonstrate that the LSTM layers can help the character learn a long history of human dynamics to animate itself. In addition, the encoder-decoder networks can significantly improve the stability of the generated animation. This method can automatically animate a virtual character responding to a human player.
机译:在本文中,我们提出了人与人互动的生成递归模型。我们的模型是编码器-循环-解码器网络。循环网络由多层长短期存储器(LSTM)组成,并在循环网络之前和之后与编码器网络和解码器网络合并。使用提出的模型,虚拟角色的动画是在与人类玩家互动时即时生成的。根据角色及其对手的历史运动数据自动生成角色的动画。我们基于公共运动捕捉数据库和我们自己记录的运动数据评估了我们的模型。实验结果表明,LSTM层可以帮助角色学习人类动力学的悠久历史来为其自身制作动画。另外,编解码器网络可以显着提高所生成动画的稳定性。此方法可以自动对响应人类玩家的虚拟角色进行动画处理。

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