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1.
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.
发明人: Jun Saito , Nitin Saini , Ruben Villegas
CPC分类号: G06T13/40 , G06T9/001 , G06T13/205 , G06T17/00
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.
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2.
公开(公告)号:US20230281925A1
公开(公告)日:2023-09-07
申请号:US17808808
申请日:2022-06-24
申请人: Adobe Inc.
发明人: Noam Aigerman , Kunal Gupta , Jun Saito , Thibault Groueix , Vladimir Kim , Siddhartha Chaudhuri
CPC分类号: G06T17/20 , G06T7/75 , G06T2207/20084 , G06T2207/20081
摘要: Methods, systems, and non-transitory computer readable storage media are disclosed for generating digital chain pull paintings in digital images. The disclosed system digitally animates a chain pull painting from a digital drawing path by determining a plurality of digital bead points along the digital drawing path. In response to a movement of one of the digital bead points from a first position to a second position (e.g., based on a pull input performed at a selected digital bead point), the disclosed system determines updated positions of one or more digital bead points along the path. The disclosed system also generates one or more strokes in the digital image from previous positions of the digital bead points to the updated positions of the digital bead points.
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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.
发明人: Jun Saito , James Acquavella , David Werner
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.
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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.
发明人: Jun Saito , Jimei Yang , Duygu Ceylan Aksit
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.
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5.
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.
发明人: Jun Saito , Nitin Saini , Ruben Villegas
CPC分类号: G06T13/40 , G06T13/205 , G06T9/001 , G06T17/00
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.
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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.
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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.
发明人: Ruben Villegas , Jun Saito , Jimei Yang , Duygu Ceylan Aksit , Aaron Hertzmann
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.
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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.
发明人: Vladimir Kim , Omid Poursaeed , Jun Saito , Elya Shechtman
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.
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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.
发明人: Jun Saito , Jimei Yang , Duygu Ceylan Aksit
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.
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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.
发明人: Jun Saito , James Acquavella , David Werner
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.
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