Nan Ma (Senior Game Engine Developer, LIGHTSPEED STUDIOS)
Location: Room 2010, West Hall
Date: Tuesday, March 21
Time: 4:40 pm - 5:10 pm
Pass Type:
All Access Pass, Summits Pass
Topic:
Programming
Format:
Lecture
Vault Recording: Video
Audience Level: All
Realistic full-body physical interactions have long been a major challenge for the gaming industry. Numerous solutions have been proposed, from basic animation and IK-based solution to more intricate middleware such as Euphoria by Natural Motion. However, many development teams find these approaches are either designed to only function under specific conditions or overwhelmingly complicated and impractical to implement. Machine learning can be utilized as an aid in the execution of realistic full-body physical interactions. Our methods have demonstrated the potential for generating high-fidelity motions for a variety of physical interactions, whilst being substantially more accessible in terms of engineering complexity.
Takeaway
Attendees will be informed of how machine learning contributes to comprehensive reaction solutions that work harmoniously with locomotion systems. Additionally, they will be apprised of AI training analysis and in-game profile results along with the tech demo, which provides a thorough technical evaluation for the performance of both offline training and real-time execution.
Intended Audience
This session is intended for game developers who wish to address pertinent technical issues and designers who aspire to engage in further research and development in the realm of physical animation powered by Artificial Intelligence.