Mode-Adaptive Neural Networks for Quadruped Motion Control
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Latest comments
by Tudor Whiteley
2 hours ago

Hi Lincoln, Thanks for this. I found it incredibly informative. Could I ask you a question about your wind + plant movement? Is there any way to stop it looking like the plants are rooted in moving water. I find it horribly distracting and pulls me out of my suspension of disbelief. Cheers, Tudor

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10 hours ago

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by Matthieu CHOLLET
21 hours ago

Lovely work ! You mentioned "When lighting the scene, I used Light Functions to create the illusion of light passing through clouds, thus lighting the environment unevenly" do you think you could show what is the setup to get such a precise result ?(meaning highlight the area you want?)

Mode-Adaptive Neural Networks for Quadruped Motion Control
16 May, 2018

Have a look at an amazing study on real-time quadruped motion synthesis which will be presented at this year’s SIGGRAPH. The paper proposes a novel method called Mode-Adaptive Neural Networks. The thing is that this model could be really useful for games, films, and other projects that require top-notch animation. Let’s study the details. 

We present a novel method for real-time quadruped motion synthesis called Mode-Adaptive Neural Networks. Our system is trained in an end-to-end fashion on unstructured motion capture data, without requiring labels for the phase or locomotion gaits. The system can be used for creating natural animations in games and films, and is the first of such systematic approaches whose quality could be of practical use. It is implemented in the Unity 3D engine and TensorFlow, and published under the ACM Transactions on Graphics / SIGGRAPH 2018.

You can find the full paper here. You can also check out the project on GitHub


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