ReConForM : Real-time Contact-aware Motion Retargeting for more Diverse Character Morphologies
Théo Cheynel, Thomas Rossi, Baptiste Bellot-Gurlet, Damien Rohmer, Marie-Paule Cani
TL;DR
ReConForM tackles the challenge of preserving semantic motion semantics when retargeting between characters with different morphologies by introducing a sparse key-vertex mesh embedding and time-varying pose descriptors. An adaptive weighting scheme selects and weights the most relevant constraints over time, enabling real-time optimization over joint rotations and root position to match source motion semantics while minimizing penetration and jerk. The approach demonstrates superior contact accuracy and motion smoothness across diverse characters, with real-time performance and robust extensions to multi-character interactions and non-flat terrains. Practical impact includes enabling diverse character morphologies in film, games, and VR with interactive control and efficient computation. The study also provides a curated evaluation dataset and comprehensive user studies to validate semantic preservation and perceptual quality.
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.
