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Character Animation in Unity3D using Phase-Functioned Neural Networks and Memetic Evolution

C# 31.32% Makefile 0.20% C++ 37.70% GLSL 2.73% Python 28.05%

ai4animation's Introduction

AI4Animation

Description

This project explores the opportunities of deep learning and evolutionary computation for character animation as part of my Ph.D. research at the University of Edinburgh in the School of Informatics, supervised by Taku Komura.

It extends the recent work of Daniel Holden, Taku Komura and Jun Saito on character control using PFNN (Phase-Functioned Neural Networks: https://www.youtube.com/watch?v=Ul0Gilv5wvY), and continues their work for learning task-specific motion manifolds as well as for learning representations for different geometries. The development is done using Unity3D, and the implementation will be made available for character animation research and games development during my Ph.D. progress.

The algorithmic framework is shown below. In addition to the extended PFNN version which utilises multiple phase modules, a memetic evolutionary algorithm for generic inverse kinematics (BioIK: https://github.com/sebastianstarke/BioIK Video: https://www.youtube.com/watch?v=ik45v4WRZKI) is used for animation post-processing.

Development Status

Currently, the code for the PFNN is implemented using MathNet.Numerics, and uses the externally trained weights from Theano to generate the motion of the characters. However, it is not yet mapped to the bones of the character (Kyle) who is currently used inside the project. This is the next task to be done, although updating the phase already produces cyclic motion of the bones. However, transformation between the default and offset frames is not yet fully implemented. The trajectory estimation module has been implemented which is required for generating the input for the network through user input, as shown below. It provides a smooth transition between past and future states, provides position and direction / velocity information, and rejects paths which would collide with obstacles. The output of the joint positions, velocities and rotations along with predicted trajectory information is then fed back to the character.

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