{"id":23865,"date":"2018-04-24T11:03:44","date_gmt":"2018-04-24T15:03:44","guid":{"rendered":"https:\/\/www.tun.com\/blog\/?p=23865"},"modified":"2022-03-16T12:02:11","modified_gmt":"2022-03-16T16:02:11","slug":"computer-animation-algorithm-breakdancing-acrobatic-simulated-characters","status":"publish","type":"post","link":"https:\/\/www.tun.com\/blog\/computer-animation-algorithm-breakdancing-acrobatic-simulated-characters\/","title":{"rendered":"New Algorithm Leads Tt Breakdancing, Acrobatic Simulated Characters"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">A team of researchers from the University of California, Berkeley and the University of British Columbia in Canada has <\/span><a href=\"http:\/\/news.berkeley.edu\/2018\/04\/10\/making-computer-animation-more-agile-acrobatic-and-realistic\/\"><span style=\"font-weight: 400;\">developed an algorithm to re-create natural motions in computer animation<\/span><\/a><span style=\"font-weight: 400;\">. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Traditional computer-simulated motions are seen as clumsy and rhythmless, often failing at mimicking a human\u2019s natural motions. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Disappointed by old techniques, the team was inspired to find a solution. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">\u201cThe motivation for this work is that we want to develop simulated characters that can perform some very challenging skills while also moving in a natural manner,\u201d said <\/span><a href=\"https:\/\/xbpeng.github.io\/\"><span style=\"font-weight: 400;\">Xue Bin (Jason) Peng<\/span><\/a><span style=\"font-weight: 400;\">, a UC Berkeley graduate student and researcher. <\/span><\/p>\n<p><a href=\"https:\/\/www2.eecs.berkeley.edu\/Faculty\/Homepages\/abbeel.html\"><span style=\"font-weight: 400;\">Pieter Abbeel<\/span><\/a><span style=\"font-weight: 400;\"> and <\/span><a href=\"https:\/\/people.eecs.berkeley.edu\/~svlevine\/\"><span style=\"font-weight: 400;\">Sergey Levine<\/span><\/a><span style=\"font-weight: 400;\">, both from the UC Berkeley Department of Electrical Engineering and Computer Sciences, and <\/span><a href=\"https:\/\/www.cs.ubc.ca\/~van\/\"><span style=\"font-weight: 400;\">Michiel van de Panne<\/span><\/a><span style=\"font-weight: 400;\"> from the University of British Columbia also contributed to the study.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The researchers used deep reinforcement learning to re-create natural motions in humans. With this technique, the simulated characters can do acrobatics, breakdancing and martial arts, and can even respond to changes in the environment, such as being tripped or dodging projectiles.<\/span><\/p>\n<h2><b>The Computer System (DeepMimic)<\/b><\/h2>\n<p><span style=\"font-weight: 400;\">Traditionally, there have been two techniques used in computer animation. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">One requires designing customized controllers for every skill, such as walking, flipping, or running. The results from this method usually look pretty good, Peng said. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">The other technique, which uses deep reinforcement learning methods, can simulate many tricks using a single algorithm, but its results often look unnatural. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">The researchers\u2019 new technique allows them to get \u201cthe best of both worlds,\u201d Peng said in a statement. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">The team\u2019s algorithm can simulate many tricks, and could surpass the appearance of traditional hand-controller methods. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">\u201cOur method is extremely simple,\u201d said Peng.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">\u201cWe first collect a single demonstration of a skills from a human (ex. backflip or spin kick),\u201d he continued. \u201cThe demonstrations are usually in the form of motion capture clips. We then feed this demonstration to a reinforcement learning algorithm that tries to imitate the motion of the human. The agent imitates the motion by minimizing the tracking error at every timestep, and this simple approach ends up allowing the character to learn some very dynamic and acrobatic skills.\u201d<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Peng collected reference data from more than 25 motion-capture clips of backflips, cartwheels, kip-ups, vaults, running, throwing, jumping, and more. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">The team then allowed the system, named DeepMimic, to practice each skill for around a month. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">The computer practiced all day and night and used trial and error to find the closest match to real human movements. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Because difficult movements, such as the human backflip, require many individual body movements, the researchers set the algorithm to learn various stages of the backflip. It then took all of the stages and stitched them together to create a full motion. <\/span><\/p>\n<p><iframe title=\"This virtual stuntman could improve video game physics\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/XCLSkFKTWyg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n<h2><b>Real World Applications<\/b><\/h2>\n<p><span style=\"font-weight: 400;\">The algorithm could have many applications. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">\u201cThis method provides a simple way for simulated agents to learn a large repertoire of motor skills from a small amount of data,\u201d said Peng. \u201cThe most immediate applications of this work will likely be more realistic and interactive characters for films and games. But in the future, we are interested in possibly using this approach of learning from demonstration to train robots to perform these sorts of dynamic skills.\u201d<\/span><\/p>\n<p><span style=\"font-weight: 400;\">With this revolutionary method, the researchers are treading in uncharted waters in regards to deep learning and animation. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">\u201cWe developed more capable agents that behave in a natural manner,\u201d Peng said in a statement. \u201cIf you compare our results to motion-capture recorded from humans, we are getting to the point where it is pretty difficult to distinguish the two, to tell what is simulation and what is real. We\u2019re moving toward a virtual stuntman.\u201d<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Much interest has been expressed regarding using this technique in robotics. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Because the method requires a lot of training before an agent can efficiently learn a particular skill, it will be difficult to apply the current method to robotics, said Peng. \u201cBut I think the general direction of learning from demonstrations is an extremely promising avenue of research for robotics, and there is a lot of exciting ongoing work that is exploring these approaches.\u201d <\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>A team of researchers from the University of California, Berkeley and the University of British Columbia in Canada has developed an algorithm to re-create natural motions in computer animation. Traditional computer-simulated motions are seen as clumsy and rhythmless, often failing at mimicking a human\u2019s natural motions. Disappointed by old techniques, the team was inspired to [&hellip;]<\/p>\n","protected":false},"author":32,"featured_media":45579,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"om_disable_all_campaigns":false,"_uag_custom_page_level_css":"","_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[626,232,230,229,482],"tags":[],"class_list":["post-23865","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-artificial-intelligence","category-technology","category-news","category-lead-stories","category-university-of-california-berkeley"],"aioseo_notices":[],"uagb_featured_image_src":{"full":["https:\/\/www.tun.com\/blog\/wp-content\/uploads\/2018\/04\/New-Algorithm-Leads-To-Breakdancing-Acrobatic-Simulated-Characters.jpg",830,533,false],"thumbnail":["https:\/\/www.tun.com\/blog\/wp-content\/uploads\/2018\/04\/New-Algorithm-Leads-To-Breakdancing-Acrobatic-Simulated-Characters-224x144.jpg",224,144,true],"medium":["https:\/\/www.tun.com\/blog\/wp-content\/uploads\/2018\/04\/New-Algorithm-Leads-To-Breakdancing-Acrobatic-Simulated-Characters-300x193.jpg",300,193,true],"medium_large":["https:\/\/www.tun.com\/blog\/wp-content\/uploads\/2018\/04\/New-Algorithm-Leads-To-Breakdancing-Acrobatic-Simulated-Characters.jpg",830,533,false],"large":["https:\/\/www.tun.com\/blog\/wp-content\/uploads\/2018\/04\/New-Algorithm-Leads-To-Breakdancing-Acrobatic-Simulated-Characters.jpg",830,533,false],"1536x1536":["https:\/\/www.tun.com\/blog\/wp-content\/uploads\/2018\/04\/New-Algorithm-Leads-To-Breakdancing-Acrobatic-Simulated-Characters.jpg",830,533,false],"2048x2048":["https:\/\/www.tun.com\/blog\/wp-content\/uploads\/2018\/04\/New-Algorithm-Leads-To-Breakdancing-Acrobatic-Simulated-Characters.jpg",830,533,false]},"uagb_author_info":{"display_name":"Jackson Schroeder","author_link":"https:\/\/www.tun.com\/blog\/author\/jackson-schroeder\/"},"uagb_comment_info":0,"uagb_excerpt":"A team of researchers from the University of California, Berkeley and the University of British Columbia in Canada has developed an algorithm to re-create natural motions in computer animation. Traditional computer-simulated motions are seen as clumsy and rhythmless, often failing at mimicking a human\u2019s natural motions. Disappointed by old techniques, the team was inspired to&hellip;","featured_media_src_url":"https:\/\/www.tun.com\/blog\/wp-content\/uploads\/2018\/04\/New-Algorithm-Leads-To-Breakdancing-Acrobatic-Simulated-Characters.jpg","_links":{"self":[{"href":"https:\/\/www.tun.com\/blog\/wp-json\/wp\/v2\/posts\/23865","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.tun.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.tun.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.tun.com\/blog\/wp-json\/wp\/v2\/users\/32"}],"replies":[{"embeddable":true,"href":"https:\/\/www.tun.com\/blog\/wp-json\/wp\/v2\/comments?post=23865"}],"version-history":[{"count":0,"href":"https:\/\/www.tun.com\/blog\/wp-json\/wp\/v2\/posts\/23865\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.tun.com\/blog\/wp-json\/wp\/v2\/media\/45579"}],"wp:attachment":[{"href":"https:\/\/www.tun.com\/blog\/wp-json\/wp\/v2\/media?parent=23865"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.tun.com\/blog\/wp-json\/wp\/v2\/categories?post=23865"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.tun.com\/blog\/wp-json\/wp\/v2\/tags?post=23865"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}