A Deep Emulator for Secondary Motion of 3D Characters
Mianlun Zheng, Yi Zhou, Duygu Ceylan, Jernej Barbi\v{c}

TL;DR
This paper introduces a neural network-based emulator that efficiently generates realistic secondary motion in 3D character animations, offering a fast and adaptable alternative to traditional physics-based simulations.
Contribution
A novel local neural network model that encodes internal forces for 3D character animation, generalizes across mesh topologies, and allows easy adjustment of material properties.
Findings
Over 30 times faster than traditional physics simulation
Outperforms existing fast approximation methods
Generalizes to arbitrary mesh shapes
Abstract
Fast and light-weight methods for animating 3D characters are desirable in various applications such as computer games. We present a learning-based approach to enhance skinning-based animations of 3D characters with vivid secondary motion effects. We design a neural network that encodes each local patch of a character simulation mesh where the edges implicitly encode the internal forces between the neighboring vertices. The network emulates the ordinary differential equations of the character dynamics, predicting new vertex positions from the current accelerations, velocities and positions. Being a local method, our network is independent of the mesh topology and generalizes to arbitrarily shaped 3D character meshes at test time. We further represent per-vertex constraints and material properties such as stiffness, enabling us to easily adjust the dynamics in different parts of the…
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Taxonomy
TopicsHuman Motion and Animation · 3D Shape Modeling and Analysis · Computer Graphics and Visualization Techniques
