Interview: Dmytro Korolov on the results of SIGGRAPH’s AI tools for VFX panel

In this latest SIGGRAPH, Deep Learning was a hot topic. Many papers relied on it, some sessions were all about it. Dmytro Korolov, an experienced Pipeline Technical Director working at MPC, moderated a panel on the topic alongside Doug Roble (Digital Domain), Rob Pieke (MPC), Renaldas Zioma (Unity), Jeff Kember …

SIGGRAPH Series – Part 03 – ‘’DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills”

This is the third installment of the 3DeepLearner 2018 SIGGRAPH Series where I cover the most interesting deep learning papers (according to our audience) in a short video format. This video covers DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills by Peng et al. Link to the paper: https://xbpeng.github.io/projects/DeepMimic/index.html …

Teaching a Bop Bag to Stand Up with Simplified DeepMimic

DeepMimic relies on reinforcement learning to teach skills to ragdolls. It’s time for you to experiment with a simplified version of it in Maya. In previous posts, we have discussed the approximation of character animation with Neural Networks. This approximation was kinematic, that is, it was not concerned with the …

SIGGRAPH Series – Part 02 – ‘’Mode-Adaptive Neural Networks for Quadruped Motion Control”

The second installment in the SIGGRAPH series is here. The ‘Mode-Adaptive Neural Networks for Quadruped Motion Control‘ by Zhang, Stark, et al. was the most voted paper in our pool. So I think you’ll like this. I’ve also created a guide to the authors’ GitHub repository, check it out! Links …

Guide to the MANN for Quadruped Motion Control Repo

In the second installment of the SIGGRAPH Series, I have shown you how the MANN model works. Now it is time to download and understand the repo provided by the authors. Controlling characters in real time demands a system to blend their movements according to the user’s input. Historically this …

SIGGRAPH Series – Part 01 – ‘Fast and Deep Deformation Approximations’

The SIGGRAPH series is here. You have cast your votes, now I’m publishing four short videos (and support material) on the papers you have found most interesting. I’ll publish this videos bi-weekly. The first one is on the paper ‘Fast and Deep Deformation Approximations’ by Bailey et al. Hope you …

‘Fast and Deep Deformation Approximations’ Implementation

In the first installment of the SIGGRAPH Series, I have shown you how the FDDA model works. Now it is time for you to implement it yourself in Maya. 3D animated characters in feature films use sophisticated rigs with complex deformations that can be computationally intensive. The authors of the …