[SIGGRAPH 2020] Skeleton-Aware Networks for Deep Motion Retargeting

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  • เผยแพร่เมื่อ 12 ม.ค. 2025

ความคิดเห็น • 10

  • @4.0.4
    @4.0.4 4 ปีที่แล้ว +17

    The incredibly smooth voice almost feels like he's going to sell me this "one weird trick" for retargeting my motion vectors, call 800-NEURAL, first 100 to sign get a free pack of neurons 😂
    Jokes aside, amazing work guys. Hope at some point this becomes some "retarget motion" checkbox in game engines and whatever dedicated motion capture software that was.

  • @coldblaze100
    @coldblaze100 4 ปีที่แล้ว +7

    This is truly wizard work. The idea of disentangling the models and reducing them to a common latent space is 🤯. Is there ANYTHING that a neural network won't optimize???

    • @TheNefastor
      @TheNefastor 4 ปีที่แล้ว +1

      They can even optimize each-other. Google meta-learning !

    • @neo2652
      @neo2652 4 ปีที่แล้ว

      People.

    • @runforitman
      @runforitman 4 ปีที่แล้ว

      @@neo2652 not even; they can figure out better methods for us to perform tasks

  • @Mike-iz9kh
    @Mike-iz9kh 4 ปีที่แล้ว +1

    At 1:45 "Our skeletal convolution is done by a collection of temporal kernels whose support varies across the skeleton structure, and our skeletal pooling is performed by merging adjacent armatures."
    I can see the target audience for this video is super hyper knowledgeable experts in this field.

    • @snuffles5451
      @snuffles5451 4 ปีที่แล้ว +1

      Yes, the paper was a tad confusing too... temporal kernels are the same as any old convolutional kernel but with one of the dimensions being time. Imagine a 2D pixel graph(black and white picture). If you wanted a black and white video you could stack these graphs on top of each other. Then you have a cube with one of the sides being time. A 3D kernel which convolves over this larger cube would then be a temporal kernel because it is convolving over time and the different images of the video sequence.
      "The support varies over skeleton structure" I think is because the skeletal graphs have to be homeomorphic which is a general math term but in the context of geometry it means two objects being able to be morphed into each other without breaking the object. Example, a Donut can be morphed into a coffee mug, but a sphere cannot without tearing the mesh. So a donut and a coffee mug are homeomorphic, a sphere is NOT homeomorphic to a donut. In this context, if you train the network to work on people, it will only work on people, 5 limbs coming from a center (neck, Larm Rarm, Rleg, Lleg). If you trained it on a worm, it will only work for worms.
      Finally, "merging adjacent armatures" was something I found terribly confusing. Mainly because "Armature" in the 3D modeling world typically means an entire skeleton. They are using it for just a bone segment. So they take two adjacent bones and merge them together in the skeleton. This operation preserves the skeleton form but also brings the skeleton into a more general space that can be decoded into other types of skeletons.

  • @VladgavligGapchich
    @VladgavligGapchich 4 ปีที่แล้ว

    Superb work guys!

  • @forwithynew225
    @forwithynew225 4 ปีที่แล้ว

    amazing!

  • @SirSkeleto
    @SirSkeleto 4 ปีที่แล้ว +1

    did they hire someone to do the narration