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Motion Skills for Simulated Humans

Motion Skills for Simulated Humans
模拟人的动作技能
批准号:
RGPIN-2015-04843
负责人:
VanDePanne, Michiel
金额:
$3.64万
依托单位国家:
加拿大
项目类别:
Discovery Grants Program - Individual
财政年份:
2019
资助国家:
加拿大
项目状态:
已结题
起止时间:
2019-01-01 至 2020-12-31

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中文摘要
翻译
描绘人体运动是计算机图形学和动画的一个重要方面,其应用包括训练模拟、计算机游戏和电影视觉效果。与计算机图形学中的其他现象一样,如皮肤的逼真渲染或流体或头发的逼真动画,根据基本原理和对给定现象的深入理解开发的模型为实现高质量和可推广的结果提供了最好的前景。基于物理的原则性模型的发展从根本上改变了用于计算机图形渲染和被动现象动画的工具集。然而,在基于物理学的人体运动模型上取得类似的进展仍然具有巨大的挑战性。它需要解决许多相同的控制问题,而这些问题似乎是人体在日常运动中毫不费力地解决的。我们的研究目标是,目前的技术水平与人类相当高的运动技能之间仍然存在着相当大的差距,目前的技术水平主要基于运动剪辑和布娃娃模拟。我们的重点是运动,如行走、攀登、室内和室外环境中与运动相关的任务,以及对象抓取和操纵。*我们工作的首要目标是为运动技能的设计和表现开发一个强大和富有表现力的“词汇”。具体目标包括(A)创作和整合技能的语言;(B)逐步学习技能的发展战略;(C)将运动计划作为推理问题来解决;以及(D)开发特定任务的运动模型,例如,开发人们在特定工作场所或任务相关场景中如何移动的特定模型。*我们的研究有助于为下一代人体运动创作系统奠定基础,如训练模拟、游戏和电影所需的模型。特别是,下一代游戏机和电影视觉效果越来越暴露出人类运动动画的质量是内容制作中的一个限制因素,因为它进一步落后于渲染质量的无情进步。虽然计算机动画仍然是我们的主要目标应用,但我们的工作也为机器人技术提供了见解和解决方案,尤其是敏捷的腿部运动和灵巧的机器人操作。最后,我们的工作将为人类运动控制和生物力学提供洞察力和理解,因为我们有能力创建许多运动技能的高度能力的合成模型。**
英文摘要
Depicting human movement is an essential aspect of computer graphics and animation, with applications that include training simulations, computer games, and visual effects for film. As has been the case for other phenomena in computer graphics, such as the realistic rendering of skin or the realistic animation of fluids or hair, models that are developed from first principles and from a deep understanding of a given phenomenon offer the best prospects for achieving high-quality and generalizable results. The development of principled physics-based models has radically transformed the tool-sets used in computer graphics rendering and for the animation of passive phenomena. However, achieving similar progress for physics-based models of human motion remains hugely challenging. It requires solving many of the same control problems that are seemingly solved so effortlessly by the human body during our daily movements. Our research targets the considerable gap that remains between the current state of the art, which is largely based on motion clips and "rag doll" simulations, and the considerable motor skills of humans. Our focus is on motions such as walking, climbing, movement-related tasks in indoor and outdoor environments, and object grasping and manipulation. ******An overarching goal of our work is to develop a powerful and expressive "vocabulary" for the design and represention of motion skills. Specific objectives include (a) languages for authoring and integrating skills; (b) developmental strategies for the progressive learning of skills; (c) solving for motion plans as an inference problem; and (d) developing task-specific models of motion, e.g., developing specific models of how people move in specific work-place or task-related scenarios.******Our research helps lay the groundwork for a next generation of authoring systems for human motions, as required by training simulations, games, and film. In particular, the next generation of game consoles and visual effects for film is increasingly exposing the quality of human motion animation as a limiting factor in content production, as it falls further behind the relentless advance of rendering quality. While computer animation remains our primary target application, our work also offer insights and solutions for robotics, and, more particularly, for agile legged locomotion and dexterous robotic manipulation. Lastly, our work  offer insights and understanding for human motor control and biomechanics, given the ability to create highly capable synthetic models of many movement skills.**
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