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  • Calendar of Events
  • Conference
    • ACM Digital Library, Web3D
    • Calendar At-a-Glance
    • Committee
    • Conference Poster
    • Demonstrations
    • Gather.town
    • Publication Guidelines for 2D/3D/Audio/Video
    • Student Volunteers
    • Web3D 2021 Conference
    • Welcome
    • Welcome (in Korean)
  • Program
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  • Submissions
    • Demonstrations
    • EasyChair Web3D 2020
    • HAnim Competition Submissions
    • Standards Sessions
    • Important Dates
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    • Industrial Use Cases
    • Papers
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  • About
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Workshop #2, Virtual Avatars

Recent Advances in Virtual Avatar Technology

Organizer
  • SungHee Lee KAIST, Korea

Keywords
Virtual avatar, VR/AR, Computer animation

Aim and scope
Virtual avatar serves as a medium that allows the user to experience the virtual world and to communicate with other users. Thus, it is widely used for the applications including computer game, movie, mixed reality applications, and telepresence and the quality of the shape and movement of virtual avatar is an important factor in the quality of these applications. In addition, intuitive controllability of an avatar is critical for delivering the user’s intention to the computer system and the other user. The techniques for modeling and animating virtual avatars are advancing rapidly along with the progress of computer graphics, computer vision, and machine learning. This workshop introduces several aspects of recent advances in virtual avatar-related technologies.
Time
UTC Nov. 12th 01:30 am – 03:00 am; KST (Korea) Nov. 12th 10:30 am – 1200 pm; EST (US) Nov. 11th 20:30 – 2200
Program
01:30 – 01:45, Introduction

Sung-Hee Lee, KAIST

01:45 – 02:10, Invited Talk
Creating Scene-Aware, User-Friendly Virtual Avatars

Lap-Fai (Craig) Yu, George Mason University

Abstract. In this talk, I will discuss recent advances of our group in creating virtual avatars that are aware of the semantics of real-world scenes and the perception of users, which lead to a number of interesting applications such as virtual pets and virtual assistants in mixed reality. Based on a 3D-reconstructed scene with objects recognized, a virtual avatar infers where to stand, what to do, and how to interact with the human user in a realistic and natural manner. I will also discuss inspirations on generating vivid voices for virtual avatars and devising realistic virtual coaches for training.

02:10 – 02:35, Invited Talk
Fast and Flexible Multilegged Locomotion Using Learned Centroidal dynamics

Taesoo Kwon, Hanyang University

Abstract. We present a flexible and efficient approach for generating multilegged locomotion. Our model-predictive control (MPC) system efficiently generates terrain-adaptive motions, as computed using a three-level planning approach. This leverages two commonly-used simplified dynamics models, an inverted pendulum on a cart model (IPC) and a centroidal dynamics model (CDM). Taken together, these ensure efficient computation and physical fidelity of the resulting motion. The final full-body motion is generated using a novel momentum-mapped inverse kinematics solver and is responsive to external pushes by using CDM forward dynamics. For additional efficiency and robustness, we then learn a predictive model that then replaces two of the intermediate steps. We demonstrate the rich capabilities of the method by applying it to monopeds, bipeds, and quadrupeds, and showing that it can generate a very broad range of motions at interactive rates, including banked variable-terrain walking and running, hurdles, jumps, leaps, stepping stones, monkey bars, implicit quadruped gait transitions, moon gravity, push- responses, and more.

02:35 – 03:00, Invited Talk
Breathing Life into Digital Characters

Seungbae Bang, University of Toronto

Abstract. Computer graphics industry is steadily growing up and the demand for a quality digital character is ever increasing. For the modeling and controlling of digital characters, many techniques are needed behind the scene. Despite the dazzling technical advances for this, most techniques currently adopted in the industry often require professional skills and intensive labor. I will introduce my work on providing users with better tools for modeling and controlling digital characters.

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