In the past few years, neural character animation has emerged and offered an automatic method for animating virtual characters. Their motion is synthesized by a neural network. Controlling this movement in real time with a user-defined control signal is also an important task in video games for example. Solutions based on fully-connected layers (MLPs) and Mixture-of-Experts (MoE) have given impressive results in generating and controlling various movements with close-range interactions between the environment and the virtual character. However, a major shortcoming of fully-connected layers is their computational and memory cost which may lead to sub-optimized solution. In this work, we apply pruning algorithms to compress an MLP- MoE neural network in the context of interactive character animation, which reduces its number of parameters and accelerates its computation time with a trade-off between this acceleration and the synthesized motion quality. This work demonstrates that, with the same number of experts and parameters, the pruned model produces less motion artifacts than the dense model and the learned high-level motion features are similar for both
翻译:在过去几年里,神经字符动画已经出现,并提供了一种动态虚拟字符的自动方法。它们的运动是由神经网络合成的。用用户定义的控制信号实时控制这种运动也是电子游戏中的一项重要任务。基于完全连接层(MLPs)和Mixture of-Experts(MOE)的解决方案在产生和控制各种运动以及环境与虚拟字符之间的近距离相互作用方面产生了令人印象深刻的结果。然而,完全连接层的一个主要缺陷是其计算和记忆成本,这可能导致亚优化解决方案。在这项工作中,我们在交互式字符动画中应用了速算法来压缩MLP-Motural网络,这减少了参数数量,并加快了计算时间,同时在这种加速和综合运动质量之间实现了交替。这项工作表明,由于专家和参数的数目相同,纯化模型产生的运动工艺品比密集模型和高水平运动特征相似。