Categorical Codebook Matching for Embodied Character Controllers

Author:

Starke Sebastian1ORCID,Starke Paul2ORCID,He Nicky3ORCID,Komura Taku4ORCID,Ye Yuting5ORCID

Affiliation:

1. Meta Reality Labs, London, United Kingdom

2. Meta Reality Labs, Zurich, Switzerland

3. Meta Reality Labs, Sausalito, USA

4. University of Hong Kong, Hong Kong, Hong Kong

5. Meta Reality Labs, Redmond, United States of America

Abstract

Translating motions from a real user onto a virtual embodied avatar is a key challenge for character animation in the metaverse. In this work, we present a novel generative framework that enables mapping from a set of sparse sensor signals to a full body avatar motion in real-time while faithfully preserving the motion context of the user. In contrast to existing techniques that require training a motion prior and its mapping from control to motion separately, our framework is able to learn the motion manifold as well as how to sample from it at the same time in an end-to-end manner. To achieve that, we introduce a technique called codebook matching which matches the probability distribution between two categorical codebooks for the inputs and outputs for synthesizing the character motions. We demonstrate this technique can successfully handle ambiguity in motion generation and produce high quality character controllers from unstructured motion capture data. Our method is especially useful for interactive applications like virtual reality or video games where high accuracy and responsiveness are needed.

Publisher

Association for Computing Machinery (ACM)

Reference58 articles.

1. FLAG: Flow-based 3D Avatar Generation from Sparse Observations

2. Interactive motion generation from examples

3. Motion recommendation for online character control;Cho Kyungmin;ACM Transactions on Graphics (TOG),2021

4. Simon Clavet. 2016. Motion matching and the road to next-gen animation. In Proc. of GDC.

5. Full-Body Motion from a Single Head-Mounted Device: Generating SMPL Poses from Partial Observations

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