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[Human3.6M]Comparisons of different frames between RTN and our method. Both models are trained with 300,000 iterations.
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Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability and speed, which renders any methods that need offline computation (or post-processing) or cannot incorporate...
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