Applications of Machine Learning for Character Animation
Stephen Bailey
EECS Department, University of California, Berkeley
Technical Report No. UCB/EECS-2021-30
May 1, 2021
http://www2.eecs.berkeley.edu/Pubs/TechRpts/2021/EECS-2021-30.pdf
An important goal of character animation is to create believable, life-like movements and expressions. For film, artists spend significant amounts of effort to add sufficient complexity to a character rig to enable believable and emotionally evocative performances. However, once a complex character rig has been authored, an artist then needs to spend a significant amount of effort to animate a character and bring it to life. For video games, mesh deformations and geometry processing must be real-time, which affects the types of deformations included in a character rig for an interactive application. As a result, video game characters tend to lack some of the sophisticated deformations and motions seen in film-quality characters.
This dissertation explores applications of machine learning for improving the quality of deformations in real-time character rigs as well as applications to assist artists in producing high-quality animations. We detail a deep learning-based approach to enable complex film-quality mesh deformations to run in real-time for both a character's body and face. Our method learns mesh deformations from an existing character rig and produces an accurate approximation using significantly less computational time. In addition to mesh deformations, we present a statistical approach to synthesize novel animations from a collection of artist-created animations. Thus, single-use animations for film can be leveraged for additional applications. We also present a method for generating facial animation from a recorded performance, which provides artists with an initial animation that can be fine-tuned to meet stylistic and expressive needs.
Advisors: James O'Brien
BibTeX citation:
@phdthesis{Bailey:EECS-2021-30, Author= {Bailey, Stephen}, Title= {Applications of Machine Learning for Character Animation}, School= {EECS Department, University of California, Berkeley}, Year= {2021}, Month= {May}, Url= {http://www2.eecs.berkeley.edu/Pubs/TechRpts/2021/EECS-2021-30.html}, Number= {UCB/EECS-2021-30}, Abstract= {An important goal of character animation is to create believable, life-like movements and expressions. For film, artists spend significant amounts of effort to add sufficient complexity to a character rig to enable believable and emotionally evocative performances. However, once a complex character rig has been authored, an artist then needs to spend a significant amount of effort to animate a character and bring it to life. For video games, mesh deformations and geometry processing must be real-time, which affects the types of deformations included in a character rig for an interactive application. As a result, video game characters tend to lack some of the sophisticated deformations and motions seen in film-quality characters. This dissertation explores applications of machine learning for improving the quality of deformations in real-time character rigs as well as applications to assist artists in producing high-quality animations. We detail a deep learning-based approach to enable complex film-quality mesh deformations to run in real-time for both a character's body and face. Our method learns mesh deformations from an existing character rig and produces an accurate approximation using significantly less computational time. In addition to mesh deformations, we present a statistical approach to synthesize novel animations from a collection of artist-created animations. Thus, single-use animations for film can be leveraged for additional applications. We also present a method for generating facial animation from a recorded performance, which provides artists with an initial animation that can be fine-tuned to meet stylistic and expressive needs.}, }
EndNote citation:
%0 Thesis %A Bailey, Stephen %T Applications of Machine Learning for Character Animation %I EECS Department, University of California, Berkeley %D 2021 %8 May 1 %@ UCB/EECS-2021-30 %U http://www2.eecs.berkeley.edu/Pubs/TechRpts/2021/EECS-2021-30.html %F Bailey:EECS-2021-30