Towards Lightweight Neural Animation : Exploration of Neural Network Pruning in Mixture of Experts-based Animation Models
On the map: Mixture-of-experts → MoE large language models
Abstract (arXiv)
In the past few years, neural character animation has emerged and offered an automatic method for animating virtual characters. Their motion is synthesized by a neural network. Controlling this movement in real time with a user-defined control signal is also an important task in video games for example. Solutions based on fully-connected layers (MLPs) and Mixture-of-Experts (MoE) have given impressive results in generating and controlling various movements with close-range interactions between the environment and the virtual character. However, a major shortcoming of fully-connected layers is their computational and memory cost which may lead to sub-optimized solution. In this work, we apply pruning algorithms to compress an MLP- MoE neural network in the context of interactive character animation, which reduces its number of parameters and accelerates its computation time with a trade-off between this acceleration and the synthesized motion quality. This work demonstrates that, with the same number of experts and parameters, the pruned model produces less motion artifacts than the dense model and the learned high-level motion features are similar for both
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Placed in MoE large language models, one of 12 directions in Mixture-of-experts. Builds on 14 of its 30 references that are in the map. First posted on arXiv 11 Jan 2022.
Builds on
14 of 30 references.
References · 14
- 2015Distilling the Knowledge in a Neural Networkcited by 10,076
- 2015Learning both Weights and Connections for Efficient Neural Networkscited by 1,998
- 2017Decoupled Weight Decay Regularizationcited by 1,722
- 2016Pruning Filters for Efficient ConvNetscited by 1,129
- 2017Channel Pruning for Accelerating Very Deep Neural Networkscited by 697
- 2017To prune, or not to prune: exploring the efficacy of pruning for model compressioncited by 596
- 2017Learning Sparse Neural Networks through L0 Regularizationcited by 571
- 2019The State of Sparsity in Deep Neural Networkscited by 471
- 2017Variational Dropout Sparsifies Deep Neural Networkscited by 265
- 2021Character Controllers Using Motion VAEscited by 182
- 2018QuaterNet: A Quaternion-based Recurrent Model for Human Motioncited by 108
- 2019MoGlow: Probabilistic and controllable motion synthesis using normalising flowscited by 47
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- 2025Generative AI for Character Animation: A Comprehensive Survey of Techniques, Applications, and Future Directions
- 2023Motion In-Betweening with Phase Manifolds
- 2026AnimateCanvas: Learning Implicit Motion Planning from Composable Kinematic Cues ↗
- 2023Animate Anyone: Consistent and Controllable Image-to-Video Synthesis for Character Animation
- 2026SCAIL-2: Unifying Controlled Character Animation with End-to-End In-Context Conditioning
- 2025LINR Bridge: Vector Graphic Animation via Neural Implicits and Video Diffusion Priors
- 2026MultiAnimate: Pose-Guided Image Animation Made Extensible
- 2024Condense, Don't Just Prune: Enhancing Efficiency and Performance in MoE Layer Pruning