GENERATING HUMAN MOTION SEQUENCES UTILIZING UNSUPERVISED LEARNING OF DISCRETIZED FEATURES VIA A NEURAL NETWORK ENCODER-DECODER

    公开(公告)号:US20240346737A1

    公开(公告)日:2024-10-17

    申请号:US18756135

    申请日:2024-06-27

    申请人: Adobe Inc.

    摘要: Methods, systems, and non-transitory computer readable storage media are disclosed for utilizing unsupervised learning of discrete human motions to generate digital human motion sequences. The disclosed system utilizes an encoder of a discretized motion model to extract a sequence of latent feature representations from a human motion sequence in an unlabeled digital scene. The disclosed system also determines sampling probabilities from the sequence of latent feature representations in connection with a codebook of discretized feature representations associated with human motions. The disclosed system converts the sequence of latent feature representations into a sequence of discretized feature representations by sampling from the codebook based on the sampling probabilities. Additionally, the disclosed system utilizes a decoder to reconstruct a human motion sequence from the sequence of discretized feature representations. The disclosed system also utilizes a reconstruction loss and a distribution loss to learn parameters of the discretized motion model.

    Inverse kinematic solution blending in digital character animation

    公开(公告)号:US10818065B1

    公开(公告)日:2020-10-27

    申请号:US16415915

    申请日:2019-05-17

    申请人: Adobe Inc.

    IPC分类号: G06T13/40 G06T7/00 G06T7/70

    摘要: The present disclosure relates to systems, non-transitory computer-readable media, and methods for intelligently blending inverse kinematic (IK) solutions to more naturally depict joint positioning and/or movement of digital animated characters. In particular, in one or more embodiments, the character animation system can blend two IK solutions for an elbow joint based on a shoulder angle. For example, the character animation system can utilize a blending region to dynamically blend IK solutions as the shoulder angle moves through the blending region, thereby smoothly modifying bend direction and elbow position of the animated character arm. Based on the modified elbow position relative to a wrist position and a shoulder position, the animated character system can simulate more accurate, natural arm movements while reducing time and interactions needed to generate realistic animation sequences.

    Digital Object Animation Using Control Points

    公开(公告)号:US20240144574A1

    公开(公告)日:2024-05-02

    申请号:US18397413

    申请日:2023-12-27

    申请人: Adobe Inc.

    IPC分类号: G06T13/80 G06F3/01 G06T7/33

    摘要: Digital object animation techniques are described. In a first example, translation-based animation of the digital object operates using control points of the digital object. In another example, the animation system is configured to minimize an amount of feature positions that are used to generate the animation. In a further example, an input pose is normalized through use of a global scale factor to address changes in a z-position of a subject in different digital images. Yet further, a body tracking module is used to computing initial feature positions. The initial feature positions are then used to initialize a face tracker module to generate feature positions of the face. The animation system also supports a plurality of modes used to generate the digital object, techniques to define a base of the digital object, and a friction term limiting movement of features positions based on contact with a ground plane.

    GENERATING HUMAN MOTION SEQUENCES UTILIZING UNSUPERVISED LEARNING OF DISCRETIZED FEATURES VIA A NEURAL NETWORK ENCODER-DECODER

    公开(公告)号:US20230260182A1

    公开(公告)日:2023-08-17

    申请号:US17651330

    申请日:2022-02-16

    申请人: Adobe Inc.

    摘要: Methods, systems, and non-transitory computer readable storage media are disclosed for utilizing unsupervised learning of discrete human motions to generate digital human motion sequences. The disclosed system utilizes an encoder of a discretized motion model to extract a sequence of latent feature representations from a human motion sequence in an unlabeled digital scene. The disclosed system also determines sampling probabilities from the sequence of latent feature representations in connection with a codebook of discretized feature representations associated with human motions. The disclosed system converts the sequence of latent feature representations into a sequence of discretized feature representations by sampling from the codebook based on the sampling probabilities. Additionally, the disclosed system utilizes a decoder to reconstruct a human motion sequence from the sequence of discretized feature representations. The disclosed system also utilizes a reconstruction loss and a distribution loss to learn parameters of the discretized motion model.

    Motion retargeting with kinematic constraints

    公开(公告)号:US11625881B2

    公开(公告)日:2023-04-11

    申请号:US17486269

    申请日:2021-09-27

    申请人: Adobe Inc.

    摘要: Motion retargeting with kinematic constraints is implemented in a digital medium environment. Generally, the described techniques provide for retargeting motion data from a source motion sequence to a target visual object. Accordingly, the described techniques position a target visual object in a defined visual environment to identify kinematic constraints of the target object relative to the visual environment. Further, the described techniques utilize an iterative optimization process that fine tunes the conformance of retargeted motion of a target object to the identified kinematic constraints.

    CONTACT-AWARE RETARGETING OF MOTION

    公开(公告)号:US20230037339A1

    公开(公告)日:2023-02-09

    申请号:US17385559

    申请日:2021-07-26

    申请人: Adobe Inc.

    摘要: One example method involves a processing device that performs operations that include receiving a request to retarget a source motion into a target object. Operations further include providing the target object to a contact-aware motion retargeting neural network trained to retarget the source motion into the target object. The contact-aware motion retargeting neural network is trained by accessing training data that includes a source object performing the source motion. The contact-aware motion retargeting neural network generates retargeted motion for the target object, based on a self-contact having a pair of input vertices. The retargeted motion is subject to motion constraints that: (i) preserve a relative location of the self-contact and (ii) prevent self-penetration of the target object.

    Object Animation Using Generative Neural Networks

    公开(公告)号:US20200265294A1

    公开(公告)日:2020-08-20

    申请号:US16276559

    申请日:2019-02-14

    申请人: Adobe Inc.

    摘要: In implementations of object animation using generative neural networks, one or more computing devices of a system implement an animation system for reproducing animation of an object in a digital video. A mesh of the object is obtained from a first frame of the digital video and a second frame of the digital video having the object is selected. Features of the object from the second frame are mapped to vertices of the mesh, and the mesh is warped based on the mapping. The warped mesh is rendered as an image by a neural renderer and compared to the object from the second frame to train a neural network. The rendered image is then refined by a generator of a generative adversarial network which includes a discriminator. The discriminator trains the generator to reproduce the object from the second frame as the refined image.

    Digital Object Animation
    9.
    发明公开

    公开(公告)号:US20230186544A1

    公开(公告)日:2023-06-15

    申请号:US17550432

    申请日:2021-12-14

    申请人: Adobe Inc.

    IPC分类号: G06T13/80 G06F3/01 G06T7/33

    摘要: Digital object animation techniques are described. In a first example, translation-based animation of the digital object operates using control points of the digital object. In another example, the animation system is configured to minimize an amount of feature positions that are used to generate the animation. In a further example, an input pose is normalized through use of a global scale factor to address changes in a z-position of a subject in different digital images. Yet further, a body tracking module is used to computing initial feature positions. The initial feature positions are then used to initialize a face tracker module to generate feature positions of the face. The animation system also supports a plurality of modes used to generate the digital object, techniques to define a base of the digital object, and a friction term limiting movement of features positions based on contact with a ground plane.

    Inverse kinematic solution blending in digital character animation

    公开(公告)号:US11257269B2

    公开(公告)日:2022-02-22

    申请号:US17080747

    申请日:2020-10-26

    申请人: Adobe Inc.

    IPC分类号: G06T13/40 G06T7/00 G06T7/70

    摘要: The present disclosure relates to systems, non-transitory computer-readable media, and methods for intelligently blending inverse kinematic (IK) solutions to more naturally depict joint positioning and/or movement of digital animated characters. In particular, in one or more embodiments, the character animation system can blend two IK solutions for an elbow joint based on a shoulder angle. For example, the character animation system can utilize a blending region to dynamically blend IK solutions as the shoulder angle moves through the blending region, thereby smoothly modifying bend direction and elbow position of the animated character arm. Based on the modified elbow position relative to a wrist position and a shoulder position, the animated character system can simulate more accurate, natural arm movements while reducing time and interactions needed to generate realistic animation sequences.