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dc.contributor.author
Agrawal, Dhruv
dc.contributor.author
Guay, Martin
dc.contributor.author
Buhmann, Jakob
dc.contributor.author
Borer, Dominik
dc.contributor.author
Sumner, Robert W.
dc.contributor.editor
Kim, June
dc.contributor.editor
Lin, Ming C.
dc.contributor.editor
Bickel, Bernd
dc.date.accessioned
2024-01-19T14:01:34Z
dc.date.available
2023-12-12T10:03:52Z
dc.date.available
2023-12-12T14:42:01Z
dc.date.available
2024-01-17T14:03:10Z
dc.date.available
2024-01-19T14:01:34Z
dc.date.issued
2023
dc.identifier.isbn
979-8-4007-0315-7
en_US
dc.identifier.other
10.1145/3610548.3618217
en_US
dc.identifier.uri
http://hdl.handle.net/20.500.11850/646962
dc.identifier.doi
10.3929/ethz-b-000646962
dc.description.abstract
Posing a 3D character for film or game is an iterative and laborious process where many control handles (e.g. joints) need to be manipulated to achieve a compelling result. Neural Inverse Kinematics (IK) is a new type of IK that enables sparse control over a 3D character pose, and leverages full body correlations to complete the un-manipulated joints of the body. While neural IK is promising, current methods are not designed to preserve previous edits in posing workflows. Current models generate a single pose from the handles only—regardless of what was there previously—making it difficult to preserve any variations and hindering tasks such as pose and motion editing. In this paper, we introduce SKEL-IK, a novel architecture and training scheme that is conditioned on a base pose, and designed to flow information directly onto the skeletal graph structure, such that hard constraints can be enforced by blocking information flows at certain joints. As a result, we are able to satisfy both hard and soft constraints, as well as preserve un-manipulated parts of the body when desired. Finally, by controlling the base pose in different ways, we demonstrate the ability of our model to perform tasks such as generating variations and quickly editing poses and motions; with less erosion of the base poses compared to the current state-of-the-art.
en_US
dc.format
application/pdf
en_US
dc.language.iso
en
en_US
dc.publisher
Association for Computing Machinery
en_US
dc.rights.uri
http://rightsstatements.org/page/InC-NC/1.0/
dc.subject
skeletal networks
en_US
dc.subject
pose authoring
en_US
dc.subject
learned inverse kinematics
en_US
dc.subject
3D animation
en_US
dc.title
Pose and Skeleton-aware Neural IK for Pose and Motion Editing
en_US
dc.type
Conference Paper
dc.rights.license
In Copyright - Non-Commercial Use Permitted
dc.date.published
2023-12-11
ethz.book.title
SA '23: SIGGRAPH Asia 2023 Conference Papers
en_US
ethz.pages.start
49
en_US
ethz.size
10 p.
en_US
ethz.version.deposit
acceptedVersion
en_US
ethz.event
16th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques (SIGGRAPH Asia 2023)
en_US
ethz.event.location
Sydney, Australia
en_US
ethz.event.date
December 12-15, 2023
en_US
ethz.identifier.wos
ethz.identifier.scopus
ethz.publication.place
New York, NY
en_US
ethz.publication.status
published
en_US
ethz.leitzahl
ETH Zürich::00002 - ETH Zürich::00012 - Lehre und Forschung::00007 - Departemente::02150 - Dep. Informatik / Dep. of Computer Science::08698 - Game Technology Center (GTC)
en_US
ethz.date.deposited
2023-12-12T10:03:53Z
ethz.source
FORM
ethz.eth
yes
en_US
ethz.availability
Open access
en_US
ethz.rosetta.installDate
2023-12-12T14:42:02Z
ethz.rosetta.lastUpdated
2024-02-03T08:53:46Z
ethz.rosetta.exportRequired
true
ethz.rosetta.versionExported
true
ethz.COinS
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