[HN Gopher] A deep learning method to automatically enhance dog ...
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       A deep learning method to automatically enhance dog animations
        
       Author : wjSgoWPm5bWAhXB
       Score  : 27 points
       Date   : 2021-11-27 10:52 UTC (12 hours ago)
        
 (HTM) web link (techxplore.com)
 (TXT) w3m dump (techxplore.com)
        
       | jessriedel wrote:
       | Is this sort of stuff applied to biped humans in sports video
       | games like football? I have long found it notable that those
       | games have for years achieved near photorealism for _static_
       | imagery but never seem to get convincing _dynamics_. Pause the
       | game and it looks amazing, but unpause and the players bounce off
       | each other like billiard balls, defy conservation of momentum,
       | momentarily occupy overlapping spatial volumes, and just
       | generally make their motion-capture origins readily apparent.
        
         | jetrink wrote:
         | I heard someone who worked on a big budget sports game
         | discussing this once. In simulating movement, there's a
         | tradeoff between realism and responsiveness to player input. If
         | you try for perfect realism, the controls will feel laggy and
         | frustrating, because 100kg bipeds don't start, stop and change
         | direction as quickly as we wish they could. On the other hand,
         | if you decide to tweak things to increase the responsiveness,
         | physics goes out the window and our brains can immediately tell
         | that the resulting movements aren't realistic.
        
           | marcellus23 wrote:
           | Witcher 3 notably had quite laggy controls because they sort
           | of simulated momentum of the main character. If you were
           | running to the right and suddenly moved the stick left, you'd
           | have to wait a bit. It looked very realistic but they
           | eventually added a "responsive movement" toggle in response
           | to some player complaints.
        
           | jessriedel wrote:
           | Oh interesting, that sounds very plausible to me. It's
           | notable though that even the NPCs (characters not being
           | controlled by the user) seem to suffer from the unrealism.
           | Maybe it's important for visual consistency that the same
           | rules be used for characters regardless of whether they are
           | under user control.
           | 
           | I find the "cave flyer" game SFCave to be very engaging for
           | its simplicity. ( https://www.google.com/search?q=sfcave&sxsr
           | f=AOaemvJ8OME1iEW... ) In it, you control acceleration, not
           | velocity. Slow responsiveness is basically a defining
           | characteristic. I wonder if it would be possible to mimic
           | that feel inside a football game (on a shorter timescale).
           | Maybe it would be too much of a distraction from the game's
           | main draw.
           | 
           | The controller input necessary for generating blue sparks in
           | Mario Cart also requires some "planning ahead".
        
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       (page generated 2021-11-27 23:02 UTC)