BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Australia/Melbourne X-LIC-LOCATION:Australia/Melbourne BEGIN:DAYLIGHT TZOFFSETFROM:+1000 TZOFFSETTO:+1100 TZNAME:AEDT DTSTART:19721003T020000 RRULE:FREQ=YEARLY;BYMONTH=4;BYDAY=1SU END:DAYLIGHT BEGIN:STANDARD DTSTART:19721003T020000 TZOFFSETFROM:+1100 TZOFFSETTO:+1000 TZNAME:AEST RRULE:FREQ=YEARLY;BYMONTH=10;BYDAY=1SU END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20240214T070245Z LOCATION:Meeting Room C4.9+C4.10\, Level 4 (Convention Centre) DTSTART;TZID=Australia/Melbourne:20231213T181300 DTEND;TZID=Australia/Melbourne:20231213T182300 UID:siggraphasia_SIGGRAPH Asia 2023_sess167_papers_443@linklings.com SUMMARY:Discovering Fatigued Movements for Virtual Character Animation DESCRIPTION:Technical Communications, Technical Papers\n\nNoshaba Cheema ( German Research Center for Artificial Intelligence, Max-Planck Institute f or Informatics); Rui Xu (German Research Center for Artificial Intelligenc e, Saarland University); Nam Hee Kim and Perttu Hämäläinen (Aalto Universi ty); Vladislav Golyanik and Marc Habermann (Max-Planck-Institut für Inform atik); Christian Theobalt (Max-Planck-Institut für Informatik, Saarland Un iversity); and Philipp Slusallek (Saarland University, German Research Cen ter for Artificial Intelligence)\n\nVirtual character animation and moveme nt synthesis have advanced rapidly during recent years, especially through a combination of extensive motion capture datasets and machine learning. A remaining challenge is interactively simulating characters that fatigue when performing extended motions, which is indispensable for the realism o f generated animations. However, capturing such movements is problematic, as performing movements like backflips with fatigued variations up to exha ustion raises capture cost and risk of injury. Surprisingly, little resear ch has been done on faithful fatigue modeling. To address this, we propose a deep reinforcement learning-based approach, which---for the first time in literature---generates control policies for full-body physically simula ted agents aware of cumulative fatigue. For this, we first leverage Genera tive Adversarial Imitation Learning (GAIL) to learn an expert policy for t he skill; Second, we learn a fatigue policy by limiting the generated cons tant torque bounds based on endurance time to non-linear, state- and time- dependent limits in the joint-actuation space using a Three-Compartment Co ntroller (3CC) model. Our results demonstrate that agents can adapt to dif ferent fatigue and rest rates interactively, and discover realistic recove ry strategies without the need for any captured data of fatigued movement. \n\nRegistration Category: Full Access\n\nSession Chair: Yoonsang Lee (Han yang University) URL:https://asia.siggraph.org/2023/full-program?id=papers_443&sess=sess167 END:VEVENT END:VCALENDAR