A collection of papers about characters generation with machine learning
- Non-Machine Learning
- Parametric Model
- Sparse Decomposition
- Avatar Creation
- Rigging
- Deformation
- Body Simulation
- Cloth Simulation
- Motion Controller
- Motion Generation
- Motion Inbetweening
- Motion Retargeting
- Dataset Generation
- Datasets
It's odd that non-ML is included in the ML list. The non-ML papers serve as a foundation and important to know.
Real-time skeletal skinning with optimized centers of rotation.
Le, Binh Huy, and Jessica K. Hodgins
2016. [PDF]
Learning from the Artist: Theory and Practice of Example-Based Character Deformation.
J Lewis
2016. [PDF]
SMPL: A Skinned Multi-Person Linear Model.
Loper, Matthew, Naureen Mahmood, Javier Romero, Gerard Pons-Moll, and Michael J. Black
2015. [PDF]
Delta Mush: smoothing deformations while preserving detail.
J Mancewicz, ML Derksen, H Rijpkema, et al.
2014. [PDF]
Pose-space animation and transfer of facial details.
Bickel, Bernd, Manuel Lang, Mario Botsch, Miguel A. Otaduy, and Markus Gross
2008. [PDF]
Skinning with dual quaternions.
Kavan, Ladislav, Steven Collins, Jiří Žára, and Carol O'Sullivan
2007. [PDF]
Real‐time weighted pose‐space deformation on the GPU.
Rhee, Taehyun, John P. Lewis, and Ulrich Neumann
2006. [PDF]
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation.
Lewis, John P., Matt Cordner, and Nickson Fong
2000. [PDF]
Joint-dependent local deformations for hand animation and object grasping.
Magnenat-Thalmann, Nadia, Richard Laperrire, and Daniel Thalmann
1988. [PDF]
Enriching facial blendshape rigs with physical simulation.
Kozlov, Yeara, Derek Bradley, Moritz Bächer, Bernhard Thomaszewski, Thabo Beeler, and Markus Gross
2017. [PDF]
Blendforces: A dynamic framework for facial animation.
Barrielle, Vincent, Nicolas Stoiber, and Cédric Cagniart
2016. [PDF]
Reconstructing personalized anatomical models for physics-based body animation.
Kadleček, Petr, Alexandru-Eugen Ichim, Tiantian Liu, Jaroslav Křivánek, and Ladislav Kavan
2016. [PDF]
Efficient elasticity for character skinning with contact and collisions.
McAdams, Aleka, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, and Eftychios Sifakis
2011. [PDF]
Efficient Simulation of Inextensible Cloth.
Goldenthal, Rony, David Harmon, Raanan Fattal, Michel Bercovier, and Eitan Grinspun
2007. [PDF]
Invertible Finite Elements For Robust Simulation of Large Deformation.
Irving, Geoffrey, Joseph Teran, and Ronald Fedkiw
2004. [PDF]
Doug Roble - YouTube channel
[Channel]
Ladislav Kavan - YouTube channel
[Channel]
Learning a model of facial shape and expression from 4D scans.
Li, Tianye, Timo Bolkart, Michael J. Black, Hao Li, and Javier Romero
2017. [PDF]
Building Statistical Shape Spaces for 3D Human Modeling.
Pishchulin, Leonid, Stefanie Wuhrer, Thomas Helten, Christian Theobalt, and Bernt Schiele.
2017. [PDF]
SMPL: A skinned multi-person linear model.
Loper, Matthew, Naureen Mahmood, Javier Romero, Gerard Pons-Moll, and Michael J. Black.
SIGGRAPH 2015. [PDF][Course]
Parametric modeling of 3D human body shape—A survey.
Cheng, Zhi-Quan, Yin Chen, Ralph R. Martin, Tong Wu, and Zhan Song.
2015. [Website]
A Statistical Model of Human Pose and Body Shape.
Hasler, Nils, Carsten Stoll, Martin Sunkel, Bodo Rosenhahn, and H‐P. Seidel.
2009. [PDF]
SCAPE: Shape Completion and Animation of People.
Anguelov, Dragomir, Praveen Srinivasan, Daphne Koller, Sebastian Thrun, Jim Rodgers, and James Davis.
SIGGRAPH 2005. [PDF]
The space of human body shapes: reconstruction and parameterization from range scans.
Allen, Brett, Brian Curless, and Zoran Popović.
2003. [PDF]
A morphable model for the synthesis of 3D faces.
Blanz, Volker, and Thomas Vetter.
1999. [PDF]
Generating 3D faces using convolutional mesh autoencoders.
Ranjan, Anurag, Timo Bolkart, Soubhik Sanyal, and Michael J. Black.
2018. [PDF]
Mesh-based Autoencoders for Localized Deformation Component Analysis.
Tan, Qingyang, Lin Gao, Yu-Kun Lai, Jie Yang, and Shihong Xia.
2018.[PDF]
Sparse Data Driven Mesh Deformation.
Lin Gao, Yu-Kun Lai, Jie Yang, Ling-Xiao Zhang, Leif Kobbelt, Shihong Xia.
2017. [PDF]
Linear Shape Deformation Models with Local Support using Graph-based Structured Matrix Factorisation.
Bernard, Florian, Peter Gemmar, Frank Hertel, Jorge Goncalves, and Johan Thunberg.
2016. [PDF]
Sparse Localized Decomposition of Deformation Gradients.
Huang, Zhichao, Junfeng Yao, Zichun Zhong, Yang Liu, and Xiaohu Guo.
SPLOCS with deformation gradients
2014. [PDF]
Sparse localized deformation components.
Introduces SPLOCS.
Neumann, Thomas, Kiran Varanasi, Stephan Wenger, Markus Wacker, Marcus Magnor, and Christian Theobalt.
2013. [PDF]
SMPLpix: Neural Avatars from 3D Human Models.
Prokudin, Sergey, Michael J. Black, and Javier Romero.
2021. [PDF][GitHub]
Expressive body capture: 3d hands, face, and body from a single image.
Pavlakos, Georgios, Vasileios Choutas, Nima Ghorbani, Timo Bolkart, Ahmed AA Osman, Dimitrios Tzionas, and Michael J. Black.
2019. [PDF][GitHub]
Direct Manipulation Blendshapes.
Lewis, John P., and Ken-ichi Anjyo.
2010. [PDF]
Learning Skeletal Articulations with Neural Blend Shapes.
Li, Peizhuo, Kfir Aberman, Rana Hanocka, Libin Liu, Olga Sorkine-Hornung, and Baoquan Chen.
SIGGRAPH 2021. [PDF]
HeterSkinNet: A Heterogeneous Network for Skin Weights Prediction.
Pan, Xiaoyu, Jiancong Huang, Jiaming Mai, He Wang, Honglin Li, Tongkui Su, Wenjun Wang, and Xiaogang Jin.
I3D 2021. [PDF]
Rignet: Neural rigging for articulated characters.
Xu, Zhan, Yang Zhou, Evangelos Kalogerakis, Chris Landreth, and Karan Singh.
SIGGRAPH 2020. [PDF]
NiLBS: Neural Inverse Linear Blend Skinning.
Jeruzalski, Timothy, David IW Levin, Alec Jacobson, Paul Lalonde, Mohammad Norouzi, and Andrea Tagliasacchi.
SIGGRAPH 2020. [PDF]
PBNS: Physically Based Neural Simulator for Unsupervised Garment Pose Space Deformation.
Bertiche, Hugo, Meysam Madadi, and Sergio Escalera.
2020.[PDF]
Fast and deep deformation approximations.
Bailey, Stephen W., Dave Otte, Paul Dilorenzo, and James F. O'Brien.
2018.[PDF]
Fast and deep facial deformations.
Bailey, Stephen W., Dalton Omens, Paul Dilorenzo, and James F. O'Brien.
2020. [PDF]
SoftSMPL: Data-driven Modeling of Nonlinear Soft-tissue Dynamics for Parametric Humans.
Santesteban, Igor, Elena Garces, Miguel A. Otaduy, and Dan Casas.
Eurographics 2020.[PDF]
SNUG: Self-Supervised Neural Dynamic Garments.
Igor Santesteban, Miguel A. Otaduy, and Dan Casas.
2022. [PDF]
Self-Supervised Collision Handling via Generative 3D Garment Models for Virtual Try-On.
Igor Santesteban, Nils Thuerey, Miguel A. Otaduy and Dan Casas.
2021. [PDF]
Swish: Neural Network Cloth Simulation on Madden NFL 21.
Lewin, Chris, James Power, and James Cobb.
2021.[PDF]
TailorNet: Predicting Clothing in 3D as a Function of Human Pose, Shape and Garment Style.
Patel, Chaitanya, Zhouyingcheng Liao, and Gerard Pons-Moll.
2020. [PDF]
Learning Mesh-Based Simulation with Graph Networks.
Pfaff, Tobias, Meire Fortunato, Alvaro Sanchez-Gonzalez, and Peter W. Battaglia.
2020. [PDF]
Subspace neural physics: Fast data-driven interactive simulation.
Holden, Daniel, Bang Chi Duong, Sayantan Datta, and Derek Nowrouzezahrai..
2020. [PDF]
ProtoRes: Proto-Residual Architecture for Deep Modeling of Human Pose.
Oreshkin, Boris N., Florent Bocquelet, Félix H. Harvey, Bay Raitt, and Dominic Laflamme.
2021. [PDF][Website]
Neural animation layering for synthesizing martial arts movements.
Starke, Sebastian, Yiwei Zhao, Fabio Zinno, and Taku Komura.
2021. [PDF]
AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control.
Peng, Xue Bin, Ze Ma, Pieter Abbeel, Sergey Levine, and Angjoo Kanazawa.
2021. [PDF]
A GAN-Like Approach for Physics-Based Imitation Learning and Interactive Character Control.
Xu, Pei, and Ioannis Karamouzas.
2021. [PDF]
Learned motion matching.
Xu, Pei, and Ioannis Karamouzas.
2020. [PDF]
Local motion phases for learning multi-contact character movements.
Starke, Sebastian, Yiwei Zhao, Taku Komura, and Kazi Zaman.
2020. [PDF]
Neural state machine for character-scene interactions.
Starke, Sebastian, He Zhang, Taku Komura, and Jun Saito.
SIGGRAPH Asia 2019. [PDF]
Mode-adaptive neural networks for quadruped motion control .
Zhang, He, Sebastian Starke, Taku Komura, and Jun Saito.
2018. [PDF]
Phase-functioned neural networks for character control.
Holden, Daniel, Taku Komura, and Jun Saito.
2017. [PDF]
CARL: Controllable Agent with Reinforcement Learning for Quadruped Locomotion.
Luo, Ying-Sheng, Jonathan Hans Soeseno, Trista Pei-Chun Chen, and Wei-Chao Chen.
2020. [PDF]
From Motor Control to Team Play in Simulated Humanoid Football.
Liu, Siqi, Guy Lever, Zhe Wang, Josh Merel, S. M. Eslami, Daniel Hennes, Wojciech M. Czarnecki et al.
2021.[PDF]
Deeploco: Dynamic locomotion skills using hierarchical deep reinforcement learning.
Peng, Xue Bin, Glen Berseth, KangKang Yin, and Michiel Van De Panne.
2017.[PDF]
Emergence of locomotion behaviours in rich environments.
Heess, Nicolas, Dhruva TB, Srinivasan Sriram, Jay Lemmon, Josh Merel, Greg Wayne, Yuval Tassa et al..
2017.[PDF]
Flexible muscle-based locomotion for bipedal creatures.
Geijtenbeek, Thomas, Michiel Van De Panne, and A. Frank Van Der Stappen
2013.[PDF]
Recurrent transition networks for character locomotion.
Harvey, Félix G., and Christopher Pal
SIGGRAPH Asia 2018.[PDF]
Robust motion in-betweening.
Harvey, Félix G., Mike Yurick, Derek Nowrouzezahrai, and Christopher Pal
SIGGRAPH 2020.[PDF]
Skeleton-Aware Networks for Deep Motion Retargeting.
Aberman, Kfir, Peizhuo Li, Dani Lischinski, Olga Sorkine-Hornung, Daniel Cohen-Or, and Baoquan Chen
SIGGRAPH 2020.[PDF]
Learning from Synthetic Humans.
Varol, Gul, Javier Romero, Xavier Martin, Naureen Mahmood, Michael J. Black, Ivan Laptev, and Cordelia Schmid.
2017. [PDF]
LAFAN1 - Ubisoft La Forge Animation Dataset.
Félix G. Harvey and Mike Yurick and Derek Nowrouzezahrai and Christopher Pal.
2020. [Website]
MPII Human Pose - 2D Human Pose Estimation: New Benchmark and State of the Art Analysis.
Mykhaylo Andriluka and Leonid Pishchulin and Peter Gehler and Schiele, Bernt.
2014. [Website]
Human3.6M Large Scale Datasets and Predictive Methods for 3D Human Sensing in Natural Environments.
Ionescu, Catalin, Dragos Papava, Vlad Olaru, and Cristian Sminchisescu.
2013. [Website]
HumanEva I/II
Ionescu, Catalin, Dragos Papava, Vlad Olaru, and Cristian Sminchisescu.
[Website]
Caesar
[Website]
DensePose
Facebook Research
50K humans, collecting more then 5 million manually annotated correspondences
[Website]
SURREAL : Synthetic hUmans foR REAL tasks
50K humans, collecting more then 5 million manually annotated correspondences
6M RGB frames of synthetic humans.
[Website]
- Dan Casas : http://dancasas.github.io
- Sebastian Starke : https://github.com/sebastianstarke/AI4Animation
- Computer Graphics in the Era of AI : http://cs348i.stanford.edu/
- https://khanhha.github.io/posts/3D-human-datasets/
- https://graphics.soe.ucsc.edu/data/BodyModels/index.html
- https://sric.me/Learning-to-Reconstruct-People/
Contributions welcome! Read the contribution guidelines first.