Search Results for author: Félix G. Harvey

Found 7 papers, 5 papers with code

SMPL-IK: Learned Morphology-Aware Inverse Kinematics for AI Driven Artistic Workflows

1 code implementation16 Aug 2022 Vikram Voleti, Boris N. Oreshkin, Florent Bocquelet, Félix G. Harvey, Louis-Simon Ménard, Christopher Pal

Inverse Kinematics (IK) systems are often rigid with respect to their input character, thus requiring user intervention to be adapted to new skeletons.

Pose Estimation

Motion Inbetweening via Deep $Δ$-Interpolator

1 code implementation18 Jan 2022 Boris N. Oreshkin, Antonios Valkanas, Félix G. Harvey, Louis-Simon Ménard, Florent Bocquelet, Mark J. Coates

We show that the task of synthesizing human motion conditioned on a set of key frames can be solved more accurately and effectively if a deep learning based interpolator operates in the delta mode using the spherical linear interpolator as a baseline.

Motion Synthesis

Robust Motion In-betweening

1 code implementation9 Feb 2021 Félix G. Harvey, Mike Yurick, Derek Nowrouzezahrai, Christopher Pal

To quantitatively evaluate performance on transitions and generalizations to longer time horizons, we present well-defined in-betweening benchmarks on a subset of the widely used Human3. 6M dataset and on LaFAN1, a novel high quality motion capture dataset that is more appropriate for transition generation.

Human Pose Forecasting motion prediction +1

Promoting Coordination through Policy Regularization in Multi-Agent Deep Reinforcement Learning

no code implementations NeurIPS 2020 Julien Roy, Paul Barde, Félix G. Harvey, Derek Nowrouzezahrai, Christopher Pal

Finally, we analyze the effects of our proposed methods on the policies that our agents learn and show that our methods successfully enforce the qualities that we propose as proxies for coordinated behaviors.

Continuous Control Inductive Bias +3

Recurrent Transition Networks for Character Locomotion

2 code implementations4 Oct 2018 Félix G. Harvey, Christopher Pal

Manually authoring transition animations for a complete locomotion system can be a tedious and time-consuming task, especially for large games that allow complex and constrained locomotion movements, where the number of transitions grows exponentially with the number of states.

Super-Resolution

Recurrent Semi-supervised Classification and Constrained Adversarial Generation with Motion Capture Data

no code implementations20 Nov 2015 Félix G. Harvey, Julien Roy, David Kanaa, Christopher Pal

We find that using such constraints allow to stabilize the training of recurrent adversarial architectures for animation generation.

Clustering General Classification

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