[PDF] Acquiring Stylized Motor Skills For Physics Based Characters - eBooks Review

Acquiring Stylized Motor Skills For Physics Based Characters


Acquiring Stylized Motor Skills For Physics Based Characters
DOWNLOAD

Download Acquiring Stylized Motor Skills For Physics Based Characters PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Acquiring Stylized Motor Skills For Physics Based Characters book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages. If the content not found or just blank you must refresh this page





Acquiring Stylized Motor Skills For Physics Based Characters


Acquiring Stylized Motor Skills For Physics Based Characters
DOWNLOAD
Author : Zeshi Yang
language : en
Publisher:
Release Date : 2023

Acquiring Stylized Motor Skills For Physics Based Characters written by Zeshi Yang and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023 with categories.


Character animation is a core research topic in computer graphics, which studies synthesizing realistic movements for virtual characters. Physics-based character animation utilizes physics simulation to generate physically plausible character motions. One long-standing goal of physics-based character animation is to equip simulated characters with vast and agile motor skills. Most recent physics-based animation methods learn these agile and impressive motion skills by imitating motion capture data or human demonstrations. However, most of these methods mainly focus on motion tracking, and cannot discover novel skills that are visually fundamentally different from reference motions. Therefore, these imitation-based methods cannot be applied to motor skill learning tasks where high-quality motion capture data is not available, such as challenging sports movements. In this thesis, we present several computational methods that enable simulated characters to learn diverse and stylized motor skills in the absence of task-specific motion capture data. First, for motion tasks where a limited number of reference motions are available, we present a deep reinforcement learning framework to help simulated characters explore and develop stylized motor skills from reference motions. This system can be used to enrich the variations of the motor skills performed by physics-based characters. Second, for challenging motion tasks where no reference motions are available such as athletic jumping, we design a deep reinforcement learning framework to discover diverse high jumping strategies for simulated characters. Our framework can discover many well-known jumping strategies, like Fosbury flop and Scissor kick, without using task-specific mocap data. Third, we further extend and apply our method developed for full-body high jumping tasks to hand tool manipulation tasks, where we present a learning and control system to enable simulated hands to use chopsticks for object grasping. We demonstrate dexterous object relocation skills with chopsticks in different styles, holding positions and for various hand morphologies. Finally, motivated by the observation that many skill discovery problems can be formulated as hyperparameter optimization problems, we propose a novel multi-fidelity Bayesian Optimization algorithm to optimize hyperparameters of deep reinforcement learning-based animation systems. Our algorithm significantly outperforms state-of-the-art hyperparameter optimization methods applicable for physics-based character animation.



Computational Acquisition Of Robust Motor Skills


Computational Acquisition Of Robust Motor Skills
DOWNLOAD
Author : Mazen Al Borno
language : en
Publisher:
Release Date : 2017

Computational Acquisition Of Robust Motor Skills written by Mazen Al Borno and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with categories.


Humans have the ability to learn complex motor skills like ballet dancing, breakdancing, gymnastics and riding a bicycle. Ideally, these skills are robust to many conditions: they can be performed whether the day is windy or the ground is slippery. This thesis introduces computational tools for physics-based simulated characters to acquire robust motor skills. We show how to optimize control solutions to produce complex motor skills, such as breakdancing, handstands and hand walks. The cost function is specified in terms of intuitive motion properties (e.g., place the hands close to the ground, place the feet as high as possible, maximize angular momentum in some direction, etc.). Unlike previous work, our method does not require contacts to be pre-specified, which simplifies the synthesis process and allows tackling motions that were previously outside the scope of physics-based methods. Our approach is currently too slow for online applications that require control solutions for a range of tasks to be performed. We show that if we restrict the problem to specific movements, it is possible to design online controllers that achieve a range of tasks and that are robust to disturbances. We demonstrate this for a variety of rotational movements, including cartwheels, dives, flips and handsprings. The control solutions described so far are only valid for a small set of states of the character. We develop a method to systematically expand this set, thereby increasing the robustness of our control solutions and allowing for their sequencing. Once a skill is learned by a character with a particular body shape, we show how it can be transferred to a character with a different body shape. The method discovers surprisingly natural results, such as a heavier character avoiding losing balance by taking extra steps and stretching out its arms. For a given character, this opens up a large reservoir of skills that can be acquired.



Unreal Engine Physics Essentials


Unreal Engine Physics Essentials
DOWNLOAD
Author : Katax Emperore
language : en
Publisher: Packt Publishing Ltd
Release Date : 2015-09-28

Unreal Engine Physics Essentials written by Katax Emperore and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-09-28 with Computers categories.


Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4 About This Book Use the Physics Asset Tool within Unreal Engine 4 to develop game physics objects for your game world Explore the Collision mechanics within Unreal Engine 4 to create advanced, real-world physics A step-by-step guide to implementing the Physics concepts involved in Unreal Engine 4 to create a working Vehicle Blueprint Who This Book Is For This book is intended for beginner to intermediate users of Epic Games' Unreal Engine 4 who want to learn more about how to implement physics within their game-world. No matter what your knowledge base of Unreal Engine 4 is, this book contains valuable information on blueprint scripting, collision generation, materials, and the Physical Asset Tool (PhAT) for all users to create better games. What You Will Learn Get to know basic to intermediate topics in mathematics and physics Create assets using the Physics Asset Tool (PhAT) in Unreal Engine 4 Develop Collision Hulls, which are necessary to take advantage of Unreal Engine 4's physics and collision events Use constraints to create advanced physics-based assets for your game-world Working knowledge of physics bodies, physics damping, and friction within Unreal Engine 4 Develop physical materials to recreate real-world friction for substances such as glass and ice Create a working vehicle blueprint from scratch using assets provided by Unreal Engine 4 Gain knowledge about implementing advanced physics in Unreal Engine 4 using C++ programming In Detail Unreal Engine 4 is one of the leading game development tools used by both AAA and independent developers alike to create breathe-taking games. One of the key features of this tool is the use of Physics to create a believable game-world for players to explore. This book gives readers practical insight into the mathematical and physics principles necessary to properly implement physics within Unreal Engine 4. Discover how to manipulate physics within Unreal Engine 4 by learning basic real-world mathematical and physics concepts that assist in the implementation of physics-based objects in your game world. Then, you'll be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing game physics objects for your game world. Next, dive into Unreal Engine 4's collision generation, physical materials, blueprints, constraints, and more to get hands-on experience with the tools provided by Epic to create real-world physics in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, as well as covering advanced physics-based topics. Style and approach An easy-to-follow reference text filled with working examples of physics within Unreal Engine 4. Each topic is broken down to easily explain how to implement physics and physical objects in your game-world using the tools provided by Epic Games Unreal Engine 4.



111 Trees


111 Trees
DOWNLOAD
Author : Rina Singh
language : en
Publisher: Kids Can Press Ltd
Release Date : 2020-10-06

111 Trees written by Rina Singh and has been published by Kids Can Press Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-10-06 with Juvenile Fiction categories.


A boy grows up to make positive change in his community. After suffering much heartache, Sundar decides change must come to his small Indian village. He believes girls should be valued as much as boys and that land should not be needlessly destroyed. Sundar’s plan? To celebrate the birth of every girl with the planting of 111 trees. Though many villagers resist at first, Sundar slowly gains their support, and today, over a quarter of a million trees grow in his village. A once barren, deforested landscape has become a fertile, prosperous one where girls can thrive. Sure to plant seeds of hope in children. Improving the world is within everyone’s reach.



Rockerboy


Rockerboy
DOWNLOAD
Author : Colin Fisk
language : en
Publisher:
Release Date : 1990-01

Rockerboy written by Colin Fisk and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1990-01 with categories.


Baggrundshistorier for rock'n'roll-scenen år 2013



Digital Game Based Learning


Digital Game Based Learning
DOWNLOAD
Author : Marc Prensky
language : en
Publisher: Paragon House
Release Date : 2007-03-01

Digital Game Based Learning written by Marc Prensky and has been published by Paragon House this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-03-01 with Education categories.


Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.



The Origin Of Consciousness In The Breakdown Of The Bicameral Mind


The Origin Of Consciousness In The Breakdown Of The Bicameral Mind
DOWNLOAD
Author : Julian Jaynes
language : en
Publisher: Houghton Mifflin Harcourt
Release Date : 2000-08-15

The Origin Of Consciousness In The Breakdown Of The Bicameral Mind written by Julian Jaynes and has been published by Houghton Mifflin Harcourt this book supported file pdf, txt, epub, kindle and other format this book has been release on 2000-08-15 with Psychology categories.


National Book Award Finalist: “This man’s ideas may be the most influential, not to say controversial, of the second half of the twentieth century.”—Columbus Dispatch At the heart of this classic, seminal book is Julian Jaynes's still-controversial thesis that human consciousness did not begin far back in animal evolution but instead is a learned process that came about only three thousand years ago and is still developing. The implications of this revolutionary scientific paradigm extend into virtually every aspect of our psychology, our history and culture, our religion—and indeed our future. “Don’t be put off by the academic title of Julian Jaynes’s The Origin of Consciousness in the Breakdown of the Bicameral Mind. Its prose is always lucid and often lyrical…he unfolds his case with the utmost intellectual rigor.”—The New York Times “When Julian Jaynes . . . speculates that until late in the twentieth millennium BC men had no consciousness but were automatically obeying the voices of the gods, we are astounded but compelled to follow this remarkable thesis.”—John Updike, The New Yorker “He is as startling as Freud was in The Interpretation of Dreams, and Jaynes is equally as adept at forcing a new view of known human behavior.”—American Journal of Psychiatry



Simulating Humans


Simulating Humans
DOWNLOAD
Author : Norman I. Badler
language : en
Publisher: Oxford University Press
Release Date : 1993-06-17

Simulating Humans written by Norman I. Badler and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 1993-06-17 with Computers categories.


During the past decade, high-performance computer graphics have found application in an exciting and expanding range of new domains. Among the most dramatic developments has been the incorporation of real-time interactive manipulation and display for human figures. Though actively pursued by several research groups, the problem of providing a synthetic or surrogate human for engineers and designers already familiar with computer-aided design techniques was most comprehensively solved by Norman Badler's computer graphics laboratory at the University of Pennsylvania. The breadth of that effort as well as the details of its methodology and software environment are presented in this volume. The book is intended for human factors engineers interested in understanding how a computer-graphics surrogate human can augment their analyses of designed environments. It will also inform design engineers of the state of the art in human figure modeling, and hence of the human-centered design central to the emergent concept of concurrent engineering. In fulfilling these goals, the book additionally documents for the entire computer graphics community a major research effort in the interactive control of articulated human figures.



Game Anim


Game Anim
DOWNLOAD
Author : Jonathan Cooper
language : en
Publisher: CRC Press
Release Date : 2021-04-19

Game Anim written by Jonathan Cooper and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-04-19 with Computers categories.


The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.



Multimedia For Learning


Multimedia For Learning
DOWNLOAD
Author : Stephen M. Alessi
language : en
Publisher: Allyn & Bacon
Release Date : 2001

Multimedia For Learning written by Stephen M. Alessi and has been published by Allyn & Bacon this book supported file pdf, txt, epub, kindle and other format this book has been release on 2001 with Business & Economics categories.


Most chapters begin with "Introduction" and conclude with "Conclusion," "References and Bibliography," and "Summary." Preface. I. GENERAL PRINCIPLES. Introduction. A Short History of Educational Computing. When to Use the Computer to Facilitate Learning. The Process of Instruction. Methodologies for Facilitating Learning. Two Foundations of Interactive Multimedia. Developing Interactive Multimedia. Learning Principles and Approaches. Behavioral Psychology Principles. Cognitive Psychology Principles. Constructivist Psychology Principles. The Constructivist - Objectivist Debate. General Features of Software for Learning. Learner Control of a Program. Presentation of Information. Providing Help. Ending a Program. II. METHODOLOGIES. Tutorials. Questions and Responses. Judgement of Responses. Feedback about Responses. Remediation. Organization and Sequence of Program Segments. Learner Control in Tutorials. Hypermedia. Structure of Hypermedia. Hypermedia Formats. The Hypermedia Database. Navigation and Orientation. Support for Learning and Learning Strategies. Drills. Basic Drill Procedure. The Introduction of a Drill. Item Characteristics. Item Selection and Queuing Procedures. Feedback. Item Grouping Procedures. Motivating the Learner. Data Storage and Program Termination. Advantages of Multimedia Drills. Simulations. Types of Simulations. Advantages of Simulations. Factors in Simulations. Simulation Design and Development. Educational Games. Examples of Educational Games. General Factors in Games. Factors in the Introduction of a Game. Factors in the Body of the Game. Factors in the Conclusion of a Game. Pitfalls Associated with Creating and Using Games. Tools and Open-Ended Learning Environments. Construction Sets. Electronic Performance Support Systems. Microworlds. Learning Tools. Expert System Shells. Modeling and Simulation Tools. Multimedia Construction Tools. Open-Ended Learning Environments. Tests. Computerized Test Construction. Computerized Test Administration. Factors in Tests. Other Testing Approaches in the Computer Environment. Security. Web-Based Learning. What Is the "Web" in Web-Based Learning? Uses of the Web for Learning. Factors in Web-Based Learning. Concerns with Web-Based Learning. Advantages of Web-Based Learning. The Future of Web-Based Learning. III. DESIGN & DEVELOPMENT. Overview of a Model for Design and Development. Standards. Ongoing Evaluation. Project Management. Phase 1. Planning. Phase 2. Design. Phase 3. Development. Establishing Expectations. The Evaluation Form. Planning. Define the Scope of the Content. Identity Characteristics of Learners and Other Users. Establish Constraints. Cost the Project. Produce a Planning Document. Produce a Style Manual. Determine and Collect Resources. Conduct Initial Brainstorming. Define the Look and Feel of the Project. Obtain Client Sign-Off. Design. The Purpose of Design. The Audiences for Design Documents. Develop Initial Content Ideas. Task and Concept Analyses. Preliminary Program Description. Detailing and Communicating the Design. Prototypes. Flowcharts. Storyboards. Scripts. The Importance of Ongoing Evaluation. Client Sign Off. Development. Project Management. Prepare the Text Components. Write the Program Code. Create the Graphics. Produce Video. Record the Audio. Assemble the Pieces. Prepare Support Materials. Alpha Testing. Making Revisions. Beta Testing. Final Revisions. Obtaining Client Sign-Off. Validating the Program.