论文标题
基于物理的角色控制器
Realistic Physics Based Character Controller
论文作者
论文摘要
在过去的几年中,人们对将现代最佳控制技术应用于角色动画领域充满了兴趣。通过引入有效的基于学习的算法,以进行政策优化,计算能力增长和游戏引擎改进来推动这种兴趣。结果表明,可以使用两种成分来生成对角色的自然控制。首先,模拟代理必须遵守运动捕获数据集。其次,角色旨在跟踪用户的控制输入。本文旨在通过在Unity框架中引入基于物理的角色控制的开源实现,该框架在统一框架中引入了较低的进入障碍和陡峭的学习曲线,旨在缩小研究人员和用户之间的差距。
Over the course of the last several years there was a strong interest in application of modern optimal control techniques to the field of character animation. This interest was fueled by introduction of efficient learning based algorithms for policy optimization, growth in computation power, and game engine improvements. It was shown that it is possible to generate natural looking control of a character by using two ingredients. First, the simulated agent must adhere to a motion capture dataset. And second, the character aims to track the control input from the user. The paper aims at closing the gap between the researchers and users by introducing an open source implementation of physics based character control in Unity framework that has a low entry barrier and a steep learning curve.