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Kevin Bergamin

dblp:253/0198 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2021
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 66% Image and video processing · 34%
Artificial intelligence
1 paper
Reinforcement learning · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › character control
physics-based character control
0.922021
SuperTrack: motion tracking for physically simulated characters using supervised learning · ACM Trans. Graph. 2021
DReCon: data-driven responsive control of physics-based characters · ACM Trans. Graph. 2019
Image and video processing › motion analysis
motion tracking
0.512021
SuperTrack: motion tracking for physically simulated characters using supervised learning · ACM Trans. Graph. 2021
Machine learning › Reinforcement learning
policy optimization
0.112021
SuperTrack: motion tracking for physically simulated characters using supervised learning · ACM Trans. Graph. 2021
Computer animation and physical simulation › data-driven animation
motion matching
0.112019
DReCon: data-driven responsive control of physics-based characters · ACM Trans. Graph. 2019

Methods — techniques the papers use, named apart from their topics

supervised learning · 1.0proximal policy optimization · 1.0differentiable physics simulation · 1.0backpropagation · 1.0motion matching · 0.4deep reinforcement learning · 0.4
YearPublicationVenuePosition
2021 SuperTrack: motion tracking for physically simulated characters using supervised learning
abstract
In this paper we show how the task of motion tracking for physically simulated characters can be solved using supervised learning and optimizing a policy directly via back-propagation. To achieve this we make use of a world model trained to approximate a specific subset of the environment's transition function, effectively acting as a differentiable physics simulator through which the policy can be optimized to minimize the tracking error. Compared to popular model-free methods of physically simulated character control which primarily make use of Proximal Policy Optimization (PPO) we find direct optimization of the policy via our approach consistently achieves a higher quality of control in a shorter training time, with a reduced sensitivity to the rate of experience gathering, dataset size, and distribution.
Levi Fussell, Kevin Bergamin, Daniel Holden
ACM Trans. Graph.2
2019 DReCon: data-driven responsive control of physics-based characters
abstract
Interactive control of self-balancing, physically simulated humanoids is a long standing problem in the field of real-time character animation. While physical simulation guarantees realistic interactions in the virtual world, simulated characters can appear unnatural if they perform unusual movements in order to maintain balance. Therefore, obtaining a high level of responsiveness to user control, runtime performance, and diversity has often been overlooked in exchange for motion quality. Recent work in the field of deep reinforcement learning has shown that training physically simulated characters to follow motion capture clips can yield high quality tracking results. We propose a two-step approach for building responsive simulated character controllers from unstructured motion capture data. First, meaningful features from the data such as movement direction, heading direction, speed, and locomotion style, are interactively specified and drive a kinematic character controller implemented using motion matching. Second, reinforcement learning is used to train a simulated character controller that is general enough to track the entire distribution of motion that can be generated by the kinematic controller. Our design emphasizes responsiveness to user input, visual quality, and low runtime cost for application in video-games.
Kevin Bergamin, Simon Clavet, Daniel Holden, James Richard Forbes
ACM Trans. Graph.1