ReConForM : Real‐time Contact‐aware Motion Retargeting for more Diverse Character Morphologies

Abstract 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.

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Publication Details

Journal
Computer Graphics Forum
Published
2025-04-14
DOI
https://doi.org/10.1111/cgf.70028
Citations
2
Primary Topic
Human Pose and Action Recognition
Type
article
Field-Weighted Citation Impact
2.55
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article

ReConForM : Real‐time Contact‐aware Motion Retargeting for more Diverse Character Morphologies

Baptiste Bellot-Gurlet, Thomas Rossi, Damien Rohmer, M.P. Cani et al.
2 citations
Computer Graphics Forum
Human Pose and Action Recognition
2.55
article

ReConForM : Real‐time Contact‐aware Motion Retargeting for more Diverse Character Morphologies

Baptiste Bellot-Gurlet, Thomas Rossi, Damien Rohmer, M.P. Cani, Théo Cheynel
article en
2 citations

Abstract

Abstract 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.

Computer Graphics ForumVol. 44(2)
Centre National de la Recherche Scientifique (FR), Laboratoire d'Informatique de l'École Polytechnique (FR)
Openalex Percentile: Top 11%
Human Pose and Action Recognition
2.55
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