An improved calculation system for phase-functioned neural network and implementation in unreal engine

The problem attempting to be solved in this paper is optimizing phase-functioned neural network to support generated animation for game engine. The approach adopted is using CUDA and parallel programming to improve large prediction of matrices calculation. The results of this research included a 4-layer architecture of PFNN prediction framework, a CUDA calculation solution and a showcase binding in unreal engine. As for the effects of the results obtained, PFNN calculation has been sped up from 1.8 ms to 1.0, 1.1 ms. And according to the result of performance test of the utility of PFNN in real game development, its optimization has been proven.

[1]  Geoffrey E. Hinton,et al.  Factored conditional restricted Boltzmann Machines for modeling motion style , 2009, ICML '09.

[2]  Jitendra Malik,et al.  Recurrent Network Models for Human Dynamics , 2015, 2015 IEEE International Conference on Computer Vision (ICCV).

[3]  David J. Fleet,et al.  This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. IEEE TRANSACTIONS ON PATTERN ANALYSIS AND MACHINE INTELLIGENCE Gaussian Process Dynamical Model , 2007 .

[4]  Zoran Popovic,et al.  Motion fields for interactive character locomotion , 2010, CACM.

[5]  David Bommes,et al.  Boundary element octahedral fields in volumes , 2017, TOGS.

[6]  Mark J. Harris CUDA: performance tips and tricks , 2007, SIGGRAPH '07.

[7]  Taku Komura,et al.  Phase-functioned neural networks for character control , 2017, ACM Trans. Graph..

[8]  Jessica K. Hodgins,et al.  Realtime style transfer for unlabeled heterogeneous human motion , 2015, ACM Trans. Graph..

[9]  Lucas Kovar,et al.  Motion Graphs , 2002, ACM Trans. Graph..

[10]  Taku Komura,et al.  A Deep Learning Framework for Character Motion Synthesis and Editing , 2016, ACM Trans. Graph..

[11]  David J. Fleet,et al.  Correction to "Gaussian Process Dynamical Models for Human Motion" , 2008, IEEE Trans. Pattern Anal. Mach. Intell..

[12]  Peter Shirley,et al.  Steerable illumination textures , 2002, TOGS.

[13]  Okan Arikan,et al.  Interactive motion generation from examples , 2002, ACM Trans. Graph..