CVJul 4, 2023

Physics-based Motion Retargeting from Sparse Inputs

ETH Zurich
arXiv:2307.01938v122 citationsh-index: 57
Originality Incremental advance
AI Analysis

This enables more immersive virtual experiences by allowing users to control diverse avatars without extensive manual animation, though it is incremental as it builds on existing reinforcement learning and physics simulation techniques.

The paper tackles the problem of animating avatars with different skeleton structures using only sparse sensor data from AR/VR headsets and controllers, achieving real-time motion retargeting that matches user poses well despite lacking lower-body information.

Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

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