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:20240214T070240Z LOCATION:Darling Harbour Theatre\, Level 2 (Convention Centre) DTSTART;TZID=Australia/Melbourne:20231212T093000 DTEND;TZID=Australia/Melbourne:20231212T124500 UID:siggraphasia_SIGGRAPH Asia 2023_sess209_papers_443@linklings.com SUMMARY:Discovering Fatigued Movements for Virtual Character Animation DESCRIPTION:Technical Papers\n\nNoshaba Cheema (German Research Center for Artificial Intelligence, Max-Planck Institute for Informatics); Rui Xu (G erman Research Center for Artificial Intelligence, Saarland University); N am Hee Kim and Perttu Hämäläinen (Aalto University); Vladislav Golyanik an d Marc Habermann (Max-Planck-Institut für Informatik); Christian Theobalt (Max-Planck-Institut für Informatik, Saarland University); and Philipp Slu sallek (Saarland University, German Research Center for Artificial Intelli gence)\n\nVirtual character animation and movement synthesis have advanced rapidly during recent years, especially through a combination of extensiv e motion capture datasets and machine learning. A remaining challenge is i nteractively simulating characters that fatigue when performing extended m otions, which is indispensable for the realism of generated animations. Ho wever, capturing such movements is problematic, as performing movements li ke backflips with fatigued variations up to exhaustion raises capture cost and risk of injury. Surprisingly, little research has been done on faithf ul fatigue modeling. To address this, we propose a deep reinforcement lear ning-based approach, which---for the first time in literature---generates control policies for full-body physically simulated agents aware of cumula tive fatigue. For this, we first leverage Generative Adversarial Imitation Learning (GAIL) to learn an expert policy for the skill; Second, we learn a fatigue policy by limiting the generated constant torque bounds based o n endurance time to non-linear, state- and time-dependent limits in the jo int-actuation space using a Three-Compartment Controller (3CC) model. Our results demonstrate that agents can adapt to different fatigue and rest ra tes interactively, and discover realistic recovery strategies without the need for any captured data of fatigued movement.\n\nRegistration Category: Full Access, Enhanced Access, Trade Exhibitor, Experience Hall Exhibitor URL:https://asia.siggraph.org/2023/full-program?id=papers_443&sess=sess209 END:VEVENT END:VCALENDAR