[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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