TY - JOUR
T1 - ReConForM
T2 - Real-time Contact-aware Motion Retargeting for more Diverse Character Morphologies
AU - Cheynel, T.
AU - Rossi, T.
AU - Bellot-Gurlet, B.
AU - Rohmer, D.
AU - Cani, M. P.
N1 - Publisher Copyright:
© 2025 Eurographics - The European Association for Computer Graphics and John Wiley & Sons Ltd.
PY - 2025/5/1
Y1 - 2025/5/1
N2 - Preserving semantics, in particular in terms of contacts, is a key challenge when retargeting motion between characters of different morphologies. Our solution relies on a low-dimensional embedding of the character's mesh, based on rigged key vertices that are automatically transferred from the source to the target. Motion descriptors are extracted from the trajectories of these key vertices, providing an embedding that contains combined semantic information about both shape and pose. A novel, adaptive algorithm is then used to automatically select and weight the most relevant features over time, enabling us to efficiently optimize the target motion until it conforms to these constraints, so as to preserve the semantics of the source motion. Our solution allows extensions to several novel use-cases where morphology and mesh contacts were previously overlooked, such as multi-character retargeting and motion transfer on uneven terrains. As our results show, our method is able to achieve real-time retargeting onto a wide variety of characters. Extensive experiments and comparison with state-of-the-art methods using several relevant metrics demonstrate improved results, both in terms of motion smoothness and contact accuracy.
AB - Preserving semantics, in particular in terms of contacts, is a key challenge when retargeting motion between characters of different morphologies. Our solution relies on a low-dimensional embedding of the character's mesh, based on rigged key vertices that are automatically transferred from the source to the target. Motion descriptors are extracted from the trajectories of these key vertices, providing an embedding that contains combined semantic information about both shape and pose. A novel, adaptive algorithm is then used to automatically select and weight the most relevant features over time, enabling us to efficiently optimize the target motion until it conforms to these constraints, so as to preserve the semantics of the source motion. Our solution allows extensions to several novel use-cases where morphology and mesh contacts were previously overlooked, such as multi-character retargeting and motion transfer on uneven terrains. As our results show, our method is able to achieve real-time retargeting onto a wide variety of characters. Extensive experiments and comparison with state-of-the-art methods using several relevant metrics demonstrate improved results, both in terms of motion smoothness and contact accuracy.
KW - CCS Concepts
KW - Motion processing
KW - • Computing methodologies → Animation
UR - https://www.scopus.com/pages/publications/105002436840
U2 - 10.1111/cgf.70028
DO - 10.1111/cgf.70028
M3 - Article
AN - SCOPUS:105002436840
SN - 0167-7055
VL - 44
JO - Computer Graphics Forum
JF - Computer Graphics Forum
IS - 2
M1 - e70028
ER -