dc.contributor.advisor | Ashraf, Faisal Bin | |
dc.contributor.advisor | Alam, Md. Golam Rabiul | |
dc.contributor.author | Tahmid, Tokey | |
dc.contributor.author | Lobabah, Mohammad Abu | |
dc.contributor.author | Ahsan, Muntasir | |
dc.contributor.author | Zarin, Raisa | |
dc.contributor.author | Anis, Sabah Shahnoor | |
dc.date.accessioned | 2021-09-04T12:39:52Z | |
dc.date.available | 2021-09-04T12:39:52Z | |
dc.date.copyright | 2021 | |
dc.date.issued | 2021-06 | |
dc.identifier.other | ID 17101359 | |
dc.identifier.other | ID 17101376 | |
dc.identifier.other | ID 17101011 | |
dc.identifier.other | ID 17301072 | |
dc.identifier.other | ID 18301288 | |
dc.identifier.uri | http://hdl.handle.net/10361/14971 | |
dc.description | This thesis is submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Science and Engineering, 2021. | en_US |
dc.description | Cataloged from PDF version of thesis. | |
dc.description | Includes bibliographical references (pages 36-37). | |
dc.description.abstract | Real-time character animation for gaming and film industries is challenging and
achieving production-ready quality is the hardest part. Managing time and resources also plays a vital role here. Animation through marker-based motion capture is quite a tiresome process that requires costly motion-capture suits, multiple
cameras, and a large amount of storage space to store all the animation. In order
to make advancements in the field of animation, AI can help us manage our time
and resources as well as achieve high-quality animation. In this paper, we propose a
model that aims to generate real-time character animation for biped locomotion in
Unity ML agents using Reinforcement learning and Imitation learning algorithms.
We first evaluate the training with solely the state-of-the-art RL algorithm, PPO.
Then we analyze the combination of Imitation learning algorithms BC and GAIL in
conjunction with PPO. We further discuss the comparison between the two training datasets and show that our model is able to generate animations in real-time
avoiding all the tedious work and large databases. We demonstrate that this approach will result in a good amount of data compression making it effortless while
maintaining the quality. | en_US |
dc.description.statementofresponsibility | Tokey Tahmid | |
dc.description.statementofresponsibility | Mohammad Abu Lobabah | |
dc.description.statementofresponsibility | Muntasir Ahsan | |
dc.description.statementofresponsibility | Raisa Zarin | |
dc.description.statementofresponsibility | Sabah Shahnoor Anis | |
dc.format.extent | 37 pages | |
dc.language.iso | en | en_US |
dc.rights | Brac University theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. | |
dc.subject | Animation | en_US |
dc.subject | AI | en_US |
dc.subject | Reinforcement Learning | en_US |
dc.subject | Imitation Learning | en_US |
dc.subject | PPO | en_US |
dc.subject | BC | en_US |
dc.subject | GAIL | en_US |
dc.subject | Unity ML agents | en_US |
dc.subject.lcsh | Reinforcement learning. | |
dc.title | Character animation using reinforcement learning and imitation learning algorithms | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | Department of Computer Science and Engineering, Brac University | |
dc.description.degree | B. Computer Science | |