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A Survey on Deep Learning for Skeleton‐Based Human Animation
Lucas Mourot, Ludovic Hoyet, François Le Clerc, François Schnitzler, Pierre Hellier

A Survey on Deep Learning for Skeleton‐Based Human Animation

Science & Mathematics Published 2022 Verification Pending

Overview & Synopsis

Human character animation is often critical in entertainment content production, including video games, virtual reality or fiction films. To this end, deep neural networks drive most recent advances through deep learning and deep reinforcement learning. In this article, we propose a comprehensive survey on the state-of-the-art approaches based on either deep learning or deep reinforcement learning in skeleton-based human character animation. First, we introduce motion data representations, most common human motion datasets and how basic deep models can be enhanced to foster learning of spatial and temporal patterns in motion data. Second, we cover state-of-the-art approaches divided into three large families of applications in human animation pipelines: motion synthesis, character control and motion editing. Finally, we discuss the limitations of the current state-of-the-art methods based on deep learning and/or deep reinforcement learning in skeletal human character animation and possible directions of future research to alleviate current limitations and meet animators' needs.

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Document Information

Document Title A Survey on Deep Learning for Skeleton‐Based Human Animation
Author / Organization Lucas Mourot, Ludovic Hoyet, François Le Clerc, François Schnitzler, Pierre Hellier
Subject & Discipline Multidisciplinary Academic Open Research
Categories Science & Mathematics
Publication Year 2022
License / Rights Open Access / Creative Commons
Resource Verification Listed PDF (Verification Pending)
Original Host Website HAL Open Science (hal.science)
File Format application/pdf (Portable Document Format)
Language EN
Catalog ID DOC-162637
Original Source Link Visit Source Page on hal.science »