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Neural State Machine for Character-Scene Interactions / Displacement-Correlated XFEM for Simulating Brittle Fracture
Speaker: Professor Taku Komura The Institute of Perception, Action and Behaviour School of Informatics University of Edinburgh Title: "Neural State Machine for Character-Scene Interactions / Displacement-Correlated XFEM for Simulating Brittle Fracture" Date: Thursday, 20 February, 2020 Time: 2:30pm - 3:30pm Zoom Meeting: https://hkust.zoom.us/j/993572323 Meeting ID: 993-572-323 Abstract: In this talk I will talk about the following two works, that are recently done in our group. First, I will talk about the Neural State Machine, a novel data-driven framework to guide characters to achieve goal-driven actions with precise scene interactions. Even a seemingly simple task such as sitting on a chair is notoriously hard to model with supervised learning. This difficulty is because such a task involves complex planning with periodic and non-periodic motions reacting to the scene geometry to precisely position and orient the character. Our proposed deep auto-regressive framework enables modeling of multi-modal scene interaction behaviors purely from data. Given high-level instructions such as the goal location and the action to be launched there, our system computes a series of movements and transitions to reach the goal in the desired state. To allow characters to adapt to a wide range of geometry such as different shapes of furniture and obstacles, we incorporate an efficient data augmentation scheme to randomly switch the 3D geometry while maintaining the context of the original motion. To increase the precision to reach the goal during runtime, we introduce a control scheme that combines egocentric inference and goal-centric inference. We demonstrate the versatility of our model with various scene interaction tasks such as sitting on a chair, avoiding obstacles, opening and entering through a door, and picking and carrying objects generated in real-time just from a single model. Second, I will talk about a remeshing-free brittle fracture simulation method under the assumption of quasi-static linear elastic fracture mechanics. To achieve this, we devise two algorithms. First, we develop an approximate volumetric simulation, based on the extended Finite Element Method (XFEM) to initialize and propagate Lagrangian crack-fronts. We model the geometry of fracture explicitly as a surface mesh, which allows us to generate high-resolution crack surfaces that are decoupled from the resolution of the deformation mesh. Our second contribution is a mesh cutting algorithm, which produces fragments of the input mesh using the fracture surface. We do this by directly operating on the half-edge data structures of two surface meshes, which enables us to cut general surface meshes including those of concave polyhedra and meshes with abutting concave polygons. Since we avoid triangulation for cutting, the connectivity of the resulting fragments is identical to the (uncut) input mesh except at edges introduced by the cut. We evaluate our simulation and cutting algorithms and show that they outperform state-of-the-art approaches both qualitatively and quantitatively. *********************** Biography: Taku Komura is a Professor at the Institute of Perception, Action and Behaviour, School of Informatics, University of Edinburgh. As the leader of the Computer Graphics and Visualization Unit his research has focused on data-driven character animation, physically-based character animation, crowd simulation, cloth animation, anatomy-based modelling, and robotics. Recently, his main research interests have been the application of machine learning techniques for animation synthesis. He received the Royal Society Industry Fellowship (2014) and the Google AR/VR Research Award (2017).