Video summary

Shadow of HyperPose / Siggraph 2024

Main summary

Key takeaways

Technology

Summary of technological concepts, features, and analysis (HyperPose / SIGGRAPH 2024)

Purpose of the talk

  • Presents HyperPose (hyper POS): a new character animation system prototype, focusing on its “shadow.”
  • Positioned as early-stage and based on a “superposition” idea rather than a fully collapsed representation.
  • No machine learning is used in the showcased parts; emphasis is on a human-facing framework for reasoning about motion data before optionally incorporating ML later.

Why HyperPose is called a “shadow”

  • Human perception is limited: we can’t truly perceive 4D (and barely 3D).
  • The “shadow” refers to representing higher-dimensional motion data through projections.
  • HyperPose manages motion in a form where many possibilities exist and are only resolved via runtime mechanics/pipeline.

Core framing: animation as state evolution, not a timeline

  • Reinterprets animation clips as samples of a larger entity.
  • Instead of a linear sequence, HyperPose treats a pose/state as something that can evolve into other states.

Pipeline overview (promised progression)

The talk outlines progression through:

  1. Problem-space definition
  2. Solution showcase/description
  3. Mechanics around HyperPose
  4. High-level pipelines/workflows
  5. Current progress + future goals + R&D needs

It also notes the talk is part of an Omnibus, with follow-up extensions (“Echo and Savant”) by a colleague.


Motivation: limitations of existing systems

Animation State Machines (ASM)

Criticized for:

  • Hard splits (e.g., locomotion vs interaction) that don’t match real-world ambiguity.
  • State explosion: AAA titles can have extremely large animation inventories (described as up to ~1 million frames / ~10 hours).
  • Poor handling of large numbers of human actions/footwork and unreliable labeling at scale.
  • “Motion tiling” artifacts: repeated pose reuse can introduce seams.

Motion Matching (MM)

Discussed as widely adopted, but argued to struggle with:

  • Non-locomotion interactions and artistic agency.
  • Scenarios requiring immediate responsiveness, or behaviors that become “black box” and unpredictable.
  • Examples like navigating tightly crowded spaces with rich contact/interaction where no satisfactory system exists.

HyperPose concept: four-dimensional pose via sampling

HyperPose is described as:

  • “At its core… low-dimensional sampling of high-dimensional data.”
  • A representation where a finite pose can encapsulate many “shadows” (projections).

It also introduces representing poses in a shared coordinate frame by enforcing consistent placement of the root (top of the hierarchy joint).


Key term: PDP (Principal Dynamic Pose)

  • PDP = a pose with special properties, including a velocity component.
  • The system parses motion into deterministic PDPs using:
    • Similarity
    • A predecessor/successor structure (pointers to source data)
  • PDPs enable building procedural state machines that generate many combinations of motion evolution at runtime.

Deterministic segmentation via character point cloud

To compare poses with consistent transforms:

  • Uses a character point cloud (tracked body points) to derive:
    • Center of mass
    • a root coordinate frame

Claims on accuracy vs density:

  • Convergence of accuracy with density: about 10 points per liter (approximately 66–60 points for an average body).

Pose comparison:

  • Measures motion using displacement/velocity
  • Filters noisy curves

Motion metrics: velocity/acceleration + “pooling”

  • Computes per-time velocity
  • Uses acceleration (with force/work intuition) to refine

Pooling

  • Instead of noisy dense sampling:
    • Samples local minima/maxima
    • Fits into a “corridor” to preserve curve magnitude

Segmentation strategy

  • Done offline
  • Uses peaks/valleys of the force/acceleration-derived curve to select PDPs

Reported results

  • Human-like segmentation deviation: ~1.25 frame average fit (earlier noted ~3-frame human choice deviation)

  • PDP occurrences: about once per ~7 frames (large data reduction)


PDP storage and compression strategies

Discusses multiple approaches:

  • Store PDPs only (possible fidelity loss)
  • Add “scaffolding PDPs” between original PDPs to increase fidelity
  • Store source frame sequences for each PDP

Overall claim: “rubber footprint compression”

  • The engine can hold the full PDP structure, but the build can replace many PDPs with pointers (weighted reconstruction) to hit a target footprint (platform/LOD constraint).
  • Footprint range described:
    • from about 15% of source animation data down to as little as one pose

Principal Dynamic Pose comparison + convergence sets

Cost and blending

  • Defines a blending “cost” between PDPs:
    • Based on offset between pose candidates divided by node velocity
    • Faster motion → better blend

Multi-stage “lazy” computation

  1. First compare using center of mass (eliminates most work)
  2. Iterate with increasing precision
  3. Finally compare peak/valley structure using point cloud comparisons

Interpretation layer (weights + local pool growth)

  • Converts costs into weights
  • Grows a local sample pool until coverage is complete

Convergence set

  • Chooses an optimal subset of PDPs (plus weights/pointers) to approximate motion under constraints:
    • desired number of PDPs, or desired error

Analogy: “alphabet compression”

  • Like reducing symbols while retaining reconstructive power.

Additional behavior:

  • If two PDPs are sufficiently similar, one can be replaced with a pointer to the other; errors are still tracked.

Hierarchical Reduction Matrix (HRM) / nested procedural state machines

Uses precomputed reduction levels:

  • Start with the full PDP set
  • Merge one PDP at a time into similar counterparts
  • Similarities produce weighted link graphs derived from motion data

This yields Nested Procedural State Machines:

  • Low-level HRM: immediate precision
  • Higher-level HRM: planning longer horizons
  • Supports “zooming” between planning scales:
    • plan on higher levels, step down for near-future detail

Claimed consequence:

  • Thousands of possible solutions within a short time window (e.g., ~within a second)

Debugging/preview limitation:

  • No direct format for previewing nested procedural machines
  • Visualization uses collapsed/unrolled 2D state machine representations

Showcases tied to common problems

HyperPose can:

  • Prune nodes/links to reduce graph size (based on connectivity metrics, self-loop rates, etc.)

  • Detect and avoid dead ends and escape loops

  • Generate additional PDPs for missing coverage (exporting a Maya file for artist validation)

  • Support forced-blend scenarios by selecting building blocks (PDPs) known to have high utility

  • Allow pose locking by removing extra incoming/outgoing nodes around a desired target

Contextual runtime adaptive cost function

Runtime matching considers more than “now + target”:

  • Balances secondary objectives, such as:
    • Contact with objects while moving/turning
    • Facial/head/gesture and audio matching
    • Contact transforms and time warps (not just triggering canned clips)

Implementation framing:

  • Uses a contextual cost function with multiple layers of HRM and access to PDP properties stored in a struct:
    • Builds nested state machines from pointer data + HRM graph info
    • Uses metadata/tags like motion semantics (e.g., “angry sitting”, “sneeze”)

Additional capabilities mentioned:

  • Space scaling (footstep scaling referenced as a prior Ubisoft concept)
  • Time warping using velocity/acceleration info to avoid obvious artifacts (described as preventing “Ben Benal-like” effects)

Contact and interaction representation

  • Contact is treated as transforms
  • Potentially animated/planned, with:
    • time warps
    • metadata
  • Suggests coordinate frame transformations can be adapted between character and environment objects to maintain correct contact.

Data requirements and motion capture for HyperPose

  • Emphasizes that abundant motion data is critical.
  • Mentions developing a new motion capture scheme:
    • “Loop” (to be presented later alongside “Echo” and “Savant”).

Data growth analysis

  • PDP count grows roughly linearly with keyframes
  • Convergence set size grows logarithmically with data (implying a plateau)
  • Redundancy increases with more data, with diminishing returns

Scalability estimates

  • “Complete human HyperPose” estimated around ~1500 PDPs (some uncertainty)
  • Stores ~minutes of compressed data for ~10 hours of source motion

Claimed runtime capabilities

Compared to motion matching, HyperPose aims to guarantee wider reachability:

  • Instead of “blind spots” in state space, it accumulates hits per unit of space to show reach potential.

Reported examples:

  • Tight navigation plus world interactions
  • Multiple goals simultaneously
  • Already running on mobile on ~50 characters

Planned future work and risks

Future work

  • Improve user-facing tooling for constructing/visualizing state machines while preserving human agency.
  • Resolve storage/asset pipeline questions (e.g., scaffolding vs directional initialization vs alternatives).
  • Push compression further to bring mobile closer to high-end parity.
  • Audio extensions:
    • match full-body motion with spatial trajectories and amplitude
    • acknowledges speaking-while-locomoting complexity
  • Guidance/navigation:
    • critiques rigid traditional AAR/navmeshes
    • interested in kinematic approaches with bidirectional exploration

Risk: “Arcade Physics Paradox”

  • Player requests (e.g., double jumping onto impossible actions, violating momentum rules) conflict with realism.
  • Suggested mitigation via HyperPose extensions like time warping and Echo.

Main speakers / sources

  • Alex Bnak — Director of Central Animation Technology team (CAT), associated with Activision Blizzard King / Xbox Studios / Ubisoft (as referenced).
  • MDI Farala — mentioned as colleague for follow-up talks (“Omnibus extensions… Echo and Savant”).

Mentioned historical/technical influences and names

  • Michael Butner (motion fields / motion matching origin story)
  • Simon Clavier
  • Michael(?) JC Delano, Jonathan Cooper (referenced among motion matching contributors)
  • David Boll (Epic Games) for an initialization/storage approach
  • Disney’s 12 Principles of Animation
  • Rako (quoted in ASM discussion)
  • S. Hawking and George Carlin (used for humorous framing of presentation style)
  • Kinematics (referenced as a method for navigation)

Rate this summary

Your feedback will help improve summaries.

Improve this summary

Reprocess with a stronger model when the summary feels incomplete or inaccurate.

Pro

Translate summary in another language

Pro

Ask questions to this video

Chat for follow-up questions, clarifications, and source-backed answers.

Coming soon

Share this summary

Original video