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Computational Approaches on Choreographing Multiple Actor Motion : 컴퓨터를 활용한 여러 사람의 동작 연출

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dc.contributor.advisor이제희-
dc.contributor.author원정담-
dc.date.accessioned2017-10-27T16:41:22Z-
dc.date.available2017-10-27T16:41:22Z-
dc.date.issued2017-08-
dc.identifier.other000000146238-
dc.identifier.urihttps://hdl.handle.net/10371/136796-
dc.description학위논문 (박사)-- 서울대학교 대학원 공과대학 전기·컴퓨터공학부, 2017. 8. 이제희.-
dc.description.abstractChoreographing motion is the process of converting written stories or messages into the real movement of actors. In performances or movie, directors spend a consid-erable time and effort because it is the primary factor that audiences concentrate. If multiple actors exist in the scene, choreography becomes more challenging. The fundamental difficulty is that the coordination between actors should precisely be ad-justed. Spatio-temporal coordination is the first requirement that must be satisfied, and causality/mood are also another important coordinations. Directors use several assistant tools such as storyboards or roughly crafted 3D animations, which can visu-alize the flow of movements, to organize ideas or to explain them to actors. However, it is difficult to use the tools because artistry and considerable training effort are required. It also doesnt have ability to give any suggestions or feedbacks. Finally, the amount of manual labor increases exponentially as the number of actor increases.
In this thesis, we propose computational approaches on choreographing multiple actor motion. The ultimate goal is to enable novice users easily to generate motions of multiple actors without substantial effort. We first show an approach to generate motions for shadow theatre, where actors should carefully collaborate to achieve the same goal. The results are comparable to ones that are made by professional ac-tors. In the next, we present an interactive animation system for pre-visualization, where users exploits an intuitive graphical interface for scene description. Given a de-scription, the system can generate motions for the characters in the scene that match the description. Finally, we propose two controller designs (combining regression with trajectory optimization, evolutionary deep reinforcement learning) for physically sim-ulated actors, which guarantee physical validity of the resultant motions.
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dc.description.tableofcontentsChapter 1 Introduction 1
Chapter 2 Background 8
2.1 Motion Generation Technique 9
2.1.1 Motion Editing and Synthesis for Single-Character 9
2.1.2 Motion Editing and Synthesis for Multi-Character 9
2.1.3 Motion Planning 10
2.1.4 Motion Control by Reinforcement Learning 11
2.1.5 Pose/Motion Estimation from Incomplete Information 11
2.1.6 Diversity on Resultant Motions 12
2.2 Authoring System 12
2.2.1 System using High-level Input 12
2.2.2 User-interactive System 13
2.3 Shadow Theatre 14
2.3.1 Shadow Generation 14
2.3.2 Shadow for Artistic Purpose 14
2.3.3 Viewing Shadow Theatre as Collages/Mosaics of People 15
2.4 Physics-based Controller Design 15
2.4.1 Controllers for Various Characters 15
2.4.2 Trajectory Optimization 15
2.4.3 Sampling-based Optimization 16
2.4.4 Model-Based Controller Design 16
2.4.5 Direct Policy Learning 17
2.4.6 Deep Reinforcement Learning for Control 17
Chapter 3 Motion Generation for Shadow Theatre 19
3.1 Overview 19
3.2 Shadow Theatre Problem 21
3.2.1 Problem Definition 21
3.2.2 Approaches of Professional Actors 22
3.3 Discovery of Principal Poses 24
3.3.1 Optimization Formulation 24
3.3.2 Optimization Algorithm 27
3.4 Animating Principal Poses 29
3.4.1 Initial Configuration 29
3.4.2 Optimization for Motion Generation 30
3.5 Experimental Results 32
3.5.1 Implementation Details 33
3.5.2 Animation 34
3.5.3 3D Fabrication 34
3.6 Discussion 37
Chapter 4 Interactive Animation System for Pre-visualization 40
4.1 Overview 40
4.2 Graphical Scene Description 42
4.3 Candidate Scene Generation 45
4.3.1 Connecting Paths 47
4.3.2 Motion Cascade 47
4.3.3 Motion Selection For Each Cycle 49
4.3.4 Cycle Ordering 51
4.3.5 Generalized Paths and Cycles 52
4.3.6 Motion Editing 54
4.4 Scene Ranking 54
4.4.1 Ranking Criteria 54
4.4.2 Scene Ranking Measures 57
4.5 Scene Refinement 58
4.6 Experimental Results 62
4.7 Discussion 65
Chapter 5 Physics-based Design and Control 69
5.1 Overview 69
5.2 Combining Regression with Trajectory Optimization 70
5.2.1 Simulation and Motor Skills 71
5.2.2 Control Adaptation 75
5.2.3 Control Parameterization 79
5.2.4 Efficient Construction 81
5.2.5 Experimental Results 84
5.2.6 Discussion 89
5.3 Example-Guided Control by Deep Reinforcement Learning 91
5.3.1 System Overview 92
5.3.2 Initial Policy Construction 95
5.3.3 Evolutionary Deep Q-Learning 100
5.3.4 Experimental Results 107
5.3.5 Discussion 114
Chapter 6 Conclusion 119
6.1 Contribution 119
6.2 Future Work 120
요약 135
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dc.formatapplication/pdf-
dc.format.extent5237652 bytes-
dc.format.mediumapplication/pdf-
dc.language.isoen-
dc.publisher서울대학교 대학원-
dc.subjectGraphics-
dc.subjectCharacter Animation-
dc.subjectMultiple Actor-
dc.subjectChoreography-
dc.subjectAuthor-ing-
dc.subjectPhysics-based Control-
dc.subjectDeep Learning-
dc.subjectReinforcement Learning-
dc.subject.ddc621.3-
dc.titleComputational Approaches on Choreographing Multiple Actor Motion-
dc.title.alternative컴퓨터를 활용한 여러 사람의 동작 연출-
dc.typeThesis-
dc.contributor.AlternativeAuthorJungdam Won-
dc.description.degreeDoctor-
dc.contributor.affiliation공과대학 전기·컴퓨터공학부-
dc.date.awarded2017-08-
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