Human hand adaptation using sweeps: generating animatable hand models ...

Size: px
Start display at page:

Download "Human hand adaptation using sweeps: generating animatable hand models ..."

Transcription

1 COMPUTER ANIMATION AND VIRTUAL WORLDS Comp. Anim. Virtual Worlds 2007; 18: Published online 16 July 2007 in Wiley InterScience ( Human hand adaptation using sweeps: generating animatable hand models By Jieun Lee and Myung-Soo Kim *... We introduce a sweep-based hand shape adaptation algorithm to fit a generic sweep-based hand model to the shape of an individual s hand, presented as a single photograph. The sweep trajectory curves of the generic hand model are modified to interpolate a sequence of keyframes determined by target features. Details of the real hand can be transferred to the model by adjusting its sweep displacement map. Palm lines are also acquired from sketches drawn on the photograph. The bespoke model inherits the fully animatable structure of the generic model. We demonstrate the effectiveness of our sweep-based approach using several examples of reconstructing animatable bespoke hand models. Copyright 2007 John Wiley & Sons, Ltd. Received: 15 May 2007; Accepted: 15 May 2007 KEY WORDS: hand modeling; shape fitting; shape adaptation; model reconstruction from 2D image Introduction Models of an individual human body, face, or hand have significant uses, especially for interactions in a virtual environment. There are many ways of creating 3D models of an individual s body, including such as from photography, video, and range scanning. Hand models are so complicated to deform that it is appropriate to generate animatable models of individual hands, as automatically as possible, by shape fitting. Albrecht et al. 1 created bespoke hand models from photographs using a set of feature points that relate an individual hand to a generic model. However, these positional features are insufficient for reconstructing detailed hand shapes. Taking a similar approach, Rhee et al. 2 automatically extracted joint locations and fitted a skin mesh using a knowledge of the surface anatomy of the hand. The resulting models are accurate, but cannot support animation. We use the sweep-based hand model of Lee et al. 3 It can be animated, including realistic palm surface and palm line generation, collision detection, and the elimination of self-intersections. Using sweep-based shape adaptation, we can acquire a fully animatable realistic bespoke model of an individual hand. *Correspondence to: Professor, M.-S. Kim, Seoul National University, Seoul , Korea. mskim@cse.snu.ac.kr We start with a photograph of the palm of an actual hand, separated from its background. On this image, the user marks a total of 22 feature points and palm lines. They control the modification of a generic hand model to match this individual hand. The marking and sketching procedure usually takes less than two minutes. The bespoke hand model is then generated almost instantaneously. Our fitting method proceeds in three steps. First, the locations of the joints of the real hand are determined in barycentric coordinates relative to the user-supplied feature point. These joint locations are used as keyframes when interpolating the sweep trajectories. Extra keyframes are also inserted at the branching points of fingers and thumb, marked in the input image. Using these keyframes, the sweep trajectories of the generic hand model are adjusted to match the real hand. Second, the displacement value of each mesh vertex from the sweep trajectory is adjusted to conform to the surface details of the real hand, largely by silhouette matching. Finally, user-drawn palm lines are projected on to the modified generic model to simulate the specific palm lines of the real hand. Palm lines crease when fingers bend and the resulting patterns are characteristic of an individual hand. The main contributions of this paper can be summarized as follows: Sweep-based shape adaptation allows a bespoke hand model to be animated. Copyright 2007 John Wiley & Sons, Ltd.

2 J. LEE AND M.-S. KIM... An individual hand model is acquired using only one photograph. A bespoke hand model is generated almost instantaneously as soon as 22 feature points and palm lines are marked on the input image. The marking procedure usually takes less than 2 minutes. major creases are important landmarks, 1,2 which we use. Sweep-Based Shape Adaptation Previous Work There has been quite a lot of work on creating personspecific models of body parts from photographs, image sequences, or range-scanned data. 1,2,4 7 But most of the models created by these processes cannot be animated. If animation is required, a generic model with animation structures is the most common approach. Using rangescan data, Allen et al. 4 and Seo et al. 5 generated animatable whole-body models, and Kähler generated head models. 6 Albrecht et al. 1 created individual hand models from photographs, using a set of feature points to establish correspondence between the photograph and a generic model, and then transforming the generic hand model using a radial basis function. All components of the generic model, such as the skeleton, muscles, and skin are transferred, and the resulting hand model is instantly animatable. However, their technique does not allow the details of a hand to be modeled. The sweep-based approach to human modeling, 3,8 that we use in the current work, makes it straightforward to represent surface details using displacement maps. Rhee et al. 2 constructed bespoke hand models using features automatically recognized in photograph of a palm. They extracted palm lines and finger creases from the image using tensor voting and used these features to model the anatomy of the hand surface. Joint locations are determined from the surface anatomy and skin vertices are created by relating the contours of the model to the silhouette of the image. The resulting hand models are accurate but cannot be animated. Our approach requires the marking of 22 feature points and the sketching of palm lines. Although the marking procedure is not automatic, it takes less than 2 minutes. Biologically meaningful landmarks assist in fitting a generic model to an individual anatomy. 9 In the case of a face model, the positions and contours of the eyes, nose, lips, and ears are often used. In creating a hand model, the locations of the fingertips and We will now show how to fit a generic sweep-based model 3,8,10,11 to a simple target shape. We start with a generic model represented by sweeps, a target shape represented by photographs or range-scanned data, and user-specified features which will establish the correspondence between the generic model and the target shape. The fitting process requires two main steps: fitting the sweep trajectory, and fitting the sweep displacements. Figure 1 illustrates the fitting process in two dimensions. A stylized generic model, a target shape, and a small set of features are shown in Figure 1(a). Figure 1(b) shows how the sweep trajectory curves are interpolated. We project the feature points of the generic model on to the sweep trajectory, and retrieve their time parameters {t 1,t 2,t 3,t 4 } as sequence. Then the sequences of key positions {P 1,P 2,P 3,P 4 } and key orientations {Q 1,Q 2,Q 3,Q 4 } are computed from the features of the target shape. We will refer to <P i,q i,t i > as a featuredetermined keyframe. The positional and orientational curves for the target sweep are generated by interpolating a sequence of feature-determined keyframes (see Figure 1(b)). Finally we substitute the displacement values d i measured on the target shape for the sweep displacement parameters d i on the generic model using the same time parameter t i (see Figure 1(c)). Figure 1(d) shows what happens when the trajectory curves are interpolated by chord-length parametrization rather than by feature-determined parameters. The resulting model has the same shape as the target, but the features do not correspond consistently; and so it does not represent the intended shape fitting. Moreover, when we represent the animation of models with sweeps, the time parameters of the sweeps are usually used to control the animation of the corresponding parts of the models, and the animation results would be quite different for the models of Figure 1(c) and (d). This means that we cannot apply a set of animation controls designed for the generic model to the fitted model without modification. Thus, the selection of suitable time parameters for the sweeps is important.... Copyright 2007 John Wiley & Sons, Ltd. 506 Comp. Anim. Virtual Worlds 2007; 18:

3 GENERATING ANIMATABLE HAND MODELS Generic Hand Model We use the sweep-based hand model due to Lee et al. 3 as our generic model. This forms the fundamental shape of a hand using five sweeps, which run along the skeleton from the wrist all the way to the tip of each finger and the thumb, as shown in Figure 2(b). Palm deformation is controlled by a freeform surface which is updated after each sweepbased deformation (see Figure 2(c)). The palm lines are represented by displacements from the palm surface (see Figure 2(d)). A mesh vertex is bound to a sweep by a time parameter and a displacement vector. When the user changes the joint angles to generate a new pose, the sweeps reflect the changes and all the vertices bound to that sweep are reconstructed relative to the sweep trajectories. Then the reconstructed results for each sweep must be blended across the palm and the back of the hand, using the vertex-to-sweep weights. A generic model that is well constructed in terms of binding and blending can be realistically animated. However, binding and blending the vertices can be a non-trivial task for a complicated model such as a human hand. Our sweep-based approach can make this task relatively easy compared with other conventional techniques. Figure 1. Sweep-based shape adaptation: (a) a sweep-based generic model (left) and a target shape (right), showing a pair of corresponding features; (b) sweep trajectory fitting; (c) sweep displacement fitting; and (d) sweep trajectory fitting using chord-length parametrization. Hand Features We use a photograph of a hand with fingers spread, such as that in Figure 2(f), as the input image. The user marks 22 feature points and draws palm lines on the image, as shown in Figure 2(f). There are two feature points at the most dented parts of the wrist silhouette. Five features are located at the tips of the fingers and the thumb, and four features in the valleys between the fingers. The creases in the fingers and the thumb characterize the shape of a hand and the medial position of each crease becomes a feature point. Finally, we include two extra points from the silhouette. One marks the protuberance near the thumb MCP joint (see Figure 2(f)), and the other is the trace of the palmar distal crease of the little finger on the silhouette. Table 1 lists all the feature points input by the user, with their locations. These features can easily be distinguished without anatomical knowledge. Corresponding feature points, shown in Figure 2(g), are also specified on the generic model located in the Copyright 2007 John Wiley & Sons, Ltd. 507 Comp. Anim. Virtual Worlds 2007; 18:

4 J. LEE AND M.-S. KIM Figure 2. Generic sweep-based hand model and input hand image: (a) (e) sweep-based hand model, (a) hand skeleton, (b) control sweeps, (c) palm-control surface, (d) palm lines, and (e) a deformed hand. (f) and (g) hand image for fitting, (f) input photograph of a male hand with 22 feature points (dots) and palm lines (black and white curves) marked by the user, and (g) a generic hand model with 22 corresponding feature points (black dots). same stretched pose as the real hand. The 22 feature vertices on the generic model are selected in the same manner as the corresponding features are marked on the photograph. Palm lines are significant markers of the shape of a hand and also discriminate between individual hands. We use specific palm lines to achieve a more realistic result. Palm-line vertices are computed from palm lines drawn on the input photograph. The hand region in the input photograph has to be separated from the background to obtain the silhouette of the target hand. We do this using the Magic Wand tool in Adobe Photoshop 12 which can select a region using color similarity. We fill the background with a predefined color to distinguish the hand region. Skeleton Fitting Arrangement of Features Our skeleton-fitting method works in a two-dimensional projection space that corresponds to the plane of the photograph. The first step in skeleton fitting is to create an appropriate projection of the generic hand, as shown in Figure 3(a). A virtual image plane is positioned in front Copyright 2007 John Wiley & Sons, Ltd. 508 Comp. Anim. Virtual Worlds 2007; 18:

5 GENERATING ANIMATABLE HAND MODELS Feature point WRTH WRFG VL00 VL01 VL12 VL23 VL34 VL44 C1TH C1F1 C1F2 C1F3 C1F4 C2F1 C2F2 C2F3 C2F4 TPTH TPF1 TPF2 TPF3 TPF4 Location Wrist point on the thumb side Wrist point on the little finger side Protuberance of thumb Valley between thumb and index finger Valley between index finger and middle finger Valley between middle finger and ring finger Valley between ring finger and little finger Trace of palmar distal crease of ring finger in the silhouette Mid-point of thumb IP crease Mid-point index finger PIP crease Mid-point middle finger PIP crease Mid-point ring finger PIP crease Mid-point little finger PIP crease Mid-point index finger DIP crease Mid-point middle finger DIP crease Mid-point ring finger DIP crease Mid-point little finger DIP crease Tip of thumb Tip of index finger Tip of middle finger Tip of ring finger Tip of little finger Table 1. Feature points and their locations in a hand of the generic model, on to which the feature points and the joints of the generic model are projected orthogonally. At the same time, the perpendicular distance between each joint and the plane is measured for later restoration. Then we transform the feature points of the real hand so that the corresponding features of the tip of the middle finger and the medial position of the wrist (see A and A, and B and B in Figure 3(a)) all coincide. Figure 3(b) shows the features of the generic hand model and a real hand superimposed in the same image plane. and VL23 m : Wrist = a WRTH m + b WRFG m + c VL23 m The position of the wrist joint of the real hand is then computed using the same barycentric coordinates (a, b, c) and its three corresponding features WRTH i, WRFG i, and VL23 i : Wrist = a WRTH i + b WRFG i + c VL23 i Joint Locations Using the generic model, we compute the barycentric coordinates of each projected joint in terms of the three closest features in the image plane. We then estimate the locations of the joints on the image of the real hand by placing them at the same barycentric coordinates in terms of the corresponding three features. For example, the position of the wrist joint of the generic model has the barycentric coordinates (a, b, c) relative to its three neighboring features WRTH m, WRFG m, All the joint positions of the real hand can be obtained in the same way. Table 2 lists the three features used to compute the position of each joint. To lift these joint positions of the real hand from the virtual image plane into three-dimensional space, we add the perpendicular distances that we mentioned Section Arrangement of Features. The orientation of each joint is determined by the direction to the next joint and is represented as a frame relative to the previous joint. 3 Finally the kinematic structure of the skeleton of the model of the individual hand is created using the new joint positions Copyright 2007 John Wiley & Sons, Ltd. 509 Comp. Anim. Virtual Worlds 2007; 18:

6 J. LEE AND M.-S. KIM Figure 3. Skeleton fitting: (a) and (b) arrangement of the model and the photograph for fitting, (a) projection of the generic model features and corresponding features from the photograph on to the virtual image plane; and (b) features from both sources on the virtual image plane. (c) and (d) finding the joint positions, (a) the features and the joint positions of the generic model, and (b) the features and the joint positions transferred to the image of the real hand. and orientations. Figure 3(c) and (d) show the features and joints on both models. Skin Fitting Sweep Trajectories Now we construct five sweeps for the real hand model using the result of skeleton fitting. The positional and orientational curves of each sweep trajectory are interpolated using the feature-determined keyframes discussed in Section Sweep-Based Shape Adaptation. All the joints, the four valley features (VL01, VL12, VL23, and VL34), and the two extra features (VL00 and VL44) are used as keyframes. We will now explain trajectory curve interpolation using the middle finger sweep as an example. The left curve of Figure 4(a) shows the original trajectory curve of the generic model. We first compute the time parameters t 4 and t 5 for VL23 m and VL12 m, by projecting them on to the line joining F2 MCP m and Copyright 2007 John Wiley & Sons, Ltd. 510 Comp. Anim. Virtual Worlds 2007; 18:

7 GENERATING ANIMATABLE HAND MODELS Joint Feature 0 Feature 1 Feature 2 Wrist WRTH WRFG VL23 Thumb CMC WRTH WRFG VL23 Thumb MCP WRTH VL00 VL01 Thumb IP VL00 VL01 C1TH Thumb Tip VL00 VL01 TPTH Index CMC WRTH WRFG VL23 Index MCP WRTH WRFG (VL01+VL12)/2 Index PIP VL01 VL12 C1F1 Index DIP VL01 VL12 C2F1 Index Tip VL01 Vl12 TPF1 Middle CMC WRTH WRFG VL23 Middle MCP WRTH WRFG (VL12+VL23)/2 Middle PIP VL12 VL23 C1F2 Middle DIP VL12 VL23 C2F2 Middle Tip VL12 VL23 TPF2 Ring CMC WRTH WRFG VL23 Ring MCP WRTH WRFG (VL23+VL34)/2 Ring PIP VL23 VL34 C1F3 Ring DIP VL23 VL34 C2F3 Ring Tip VL23 VL34 TPF3 Little CMC WRTH WRFG VL23 Little MCP WRTH WRFG (VL34+VL44)/2 Little PIP VL34 VL44 C1F4 Little DIP VL34 VL44 C2F4 Little Tip VL34 VL44 TPF4 Table 2. The three features used for computing the new position of each joint F2 PIP m. Then the interpolation parameters are the sequence {t 1,t 2,...,t 8 }. The right curve of Figure 4(a) shows the joint positions and orientations of the real hand computed in the skeleton-fitting process. The key positions P 4 and P 5 are determined from the ratios of the projections of VL12 i and VL23 i on to the line joining F2 MCP i and F2 PIP i in the image plane, by finding the positions with the same ratios in the threedimensional skeleton. The key orientations Q 4 and Q 5 follow the orientation of the joint F2 MCP i. Other key positions and orientations follow the joint positions and orientations. The sequence of key positions is {P 1,P 2,...,P 8 } and the sequence of key orientations is {Q 1,Q 2,...,Q 8 }. VL00 and VL01 are also incorporated in the sweep trajectory of the thumb, VL01 and VL12 in the index finger sweep, VL23 and VL34 in the ring finger sweep, and VL34 and VL44 in the little finger sweep. This produces accurate shapes at the roots of the fingers and thumb (compare Figure 4(b) to Figure 2(b)). Sweep Displacements We mimic the details of the real hand by adjusting the sweep displacement parameters, using a boundary that matches the silhouette of the image of the real hand and the skin surface of the generic model. We then change the displacement of each vertex of the generic model to conform to the corresponding displacement on the silhouette of the real hand. We are effectively guessing the thickness of the real hand, which is necessary because we have only the photograph of its palm. Figure 4(c) shows the parameters involved in displacement fitting. Suppose a vertex V is located between two consecutive joints JointA m and JointB m in the generic model, and JointA i and JointB i are the corresponding joints marked on the input image. The three-dimensional point V m is computed using the projection of the vertex V on to the sweep trajectory curve. V i is a two-dimensional intermediate point Copyright 2007 John Wiley & Sons, Ltd. 511 Comp. Anim. Virtual Worlds 2007; 18:

8 J. LEE AND M.-S. KIM Figure 4. Skin fitting: (a) sweep trajectory curve interpolation for the middle finger sweep. (b) The result of sweep trajectory fitting; extra keyframes are incorporated using the features at the branching positions of the fingers and thumb. (c) The parameters involved in displacement fitting. They are the left radius L m and the right radius R m, measured from the generic model, and the left radius L i and the right radius R i, measured from the input photograph. (d) The skinning result; the feature points, the silhouette, the bespoke skeleton, and mesh vertices reconstructed by sweeps. between JointA i and JointB i, and is obtained from the ratio of the distances between JointA m, V m, and JointB m. We then measure the left radius L m and the right radius R m at V m in the generic model by checking the line-face intersection. L i and R i are measured at V i in the input image, in which the boundary of the hand is identified by the transition to background color, as mentioned above. Then the new displacement dispv of V is computed as follows: ratiov = ( Ri L ) i θ R m L m π + L i L m dispv = V V m ratiov for 0 θ π where θ is the angle between the left direction and the direction of V V m. By using two radii rather than one diameter, we can represent quite fine details. The resulting mesh is a little bumpy because of the jagged boundary of the real hand image. We can smooth the mesh using the displacement parameters of the sweeps. The displacement value of each vertex is regulated by the average displacement values of its neighboring vertices. The result of skinning after sweep trajectory fitting and displacement fitting is shown in Figure 4(d). It shows the feature points of the bespoke generic model, the feature points of the real hand, and the joint Copyright 2007 John Wiley & Sons, Ltd. 512 Comp. Anim. Virtual Worlds 2007; 18:

9 GENERATING ANIMATABLE HAND MODELS positions. The dark boundary in Figure 4(d) is the silhouette of the real hand from the input photograph. Our feature-driven keyframing method deals quite well with the disparities between the feature points on the bespoke model and those on the real hand, and between the bespoke hand silhouette and the real hand boundary, producing acceptably accurate results. Figure 4(d) also shows the bespoke skeleton and the mesh vertices reconstructed using sweeps. No inconsistency is apparent between the skeleton and the mesh vertices and the animation keeps its accuracy when we change the joint angles to generate different poses. Palm and Palm Line Fitting Our hand-fitting algorithm consists of two major parts: skeleton fitting and skin fitting, as discussed in previous sections. We now introduce a further fitting method for generating the palm surface and the palm lines visible on a particular hand. To control the palm deformation, Lee et al. 3 generated a freeform surface by interpolating a set of palm vertices, which are updated after a sweepbased deformation. In this paper, the sweeps are automatically constructed from feature-determined keyframes, and so we can produce the palm-control surface using the palm vertices. Figure 5(a) shows the palm vertices and the palm-control surface that interpolates them. The palm lines are represented by displacing the palmline vertices from the palm-control surface into the hand. 3 We project all the vertices on the palm on to the virtual image plane that contains the palm lines drawn by the user (see Figure 2(f)). Vertices close to the user-drawn palm lines are selected as new palm-line vertices. But the resulting palm lines are jagged and unnatural because of the coarse mesh, as shown in Figure 5(b). We provide a user interface to adjust the palm lines starting from the intermediate result of Figure 5(b). Figure 5(c) shows adjusted palm lines and Figure 5(d) is a deformed palm which shows the appropriate bulges and palm line for the pose. Results Figure 6 shows the construction of several bespoke hand models and their deformation. The rationale for our Figure 5. Fitting a palm-control surface and palm lines: (a) the palm-control surface of the bespoke hand, (b) palm lines constructed by automatic fitting, (c) user-adjusted palm lines based on (b), and (d) a deformed palm. sweep-based shape adaptation technique is to generate fully animatable hand models; thus we demonstrate their animations. Figure 6(a) and (b) show models of an adult male s hand and an adult female s hand, respectively. We see that they deform realistically to take up various poses. Figure 6(c) and (d) show how our sweep-based shape adaptation method copes with the hands of a 4-year-old baby and an adult female. Collision detection and the elimination of selfintersections are handled using geometric primitives which are automatically generated from the sweeps and palm-control surface in the manner discussed by Lee et al. 3 Copyright 2007 John Wiley & Sons, Ltd. 513 Comp. Anim. Virtual Worlds 2007; 18:

10 J. LEE AND M.-S. KIM Figure 6. Bespoke hand models and deformation results. Copyright 2007 John Wiley & Sons, Ltd. 514 Comp. Anim. Virtual Worlds 2007; 18:

11 GENERATING ANIMATABLE HAND MODELS Conclusions We have presented a sweep-based shape adaptation method that provides animatable bespoke hand models. We transfer the shape of a real hand to a generic model, so as to preserve the animation structure in the latter. The bespoke hand models that we have built can deform to a wide range of poses in real time. Nevertheless, the input required to create such a model is no more than a single photograph with simple features marked by the user; so we can easily and rapidly acquire many individual hand models. Because we use a single photograph, we need to guess the thickness of the hand. In future, we may use multiple photographs of each finger, viewed laterally, to improve on this aspect of our technique. We also plan to extend our method of sweep-based shape adaptation to more general shape models and to use other methods of shape morphing. 7. Lee Y, Terzopoulos D, Waters K. Realistic modeling for facial animation. In Proceedings of SIGGRAPH 1995, pp , Hyun D-E, Yoon S-H, Chang J-W, Seong J-K, Kim M-S, Jüttler B. Sweep-based human deformation. The Visual Computer 2005; 21(8 10): Noh J-Y, Neumann U. A survey of facial modeling and animation techniques. Technical Report , Integrated Media Systems Center, University of Southern California, Coquillart S. A control-point-based sweeping technique. IEEE Computer Graphics and Applications 1987; 7(11): Chang T-I, Lee J-H, Kim M-S, Hong SJ. Direct manipulation of generalized cylinders based on b-spline motion. The Visual Computer 1998; 14(5/6): Adobe Systems Incorporated. Photoshop, adobe.com. date of access: Authors biographies: ACKNOWLEDGMENTS This work is supported by the Korean Ministry of Information and Communication (MIC) under the Program of IT Research Center on CGVR. An anonymous reviewer gave invaluable comments which were very useful in improving the expository style of this paper. References 1. Albrecht I, Haber J, Seidel H-P. Construction and animation of anatomically based human hand models. In Proceedings of 2003 ACM Symposium on Computer Animation, pp , Rhee T, Neumann U, Lewis JP. Human hand modeling from surface anatomy. In Proceedings of 2006 ACM Symposium on Interactive 3D Graphics and Games, pp , Lee J, Yoon S-H, Kim M-S. Realistic human hand deformation. Computer Animation and Virtual Worlds 2006; 17(3 4): Allen B, Curless B, Popović Z. The space of human body shapes: reconstruction and parameterization from range scans. ACM Transactions on Graphics 2003; 22(3): Seo H, Cordier F, Magnenat-Thalmann N. Synthesizing animatable body models with parameterized shape modifications. In Proceedings of 2003 ACM Symposium on Computer Animation, pp , Kähler K, Haber J, Yamauchi H, Seidel H-P. Head shop: Generating animated head models with anatomical structure. In Proceedings of 2002 ACM Symposium on Computer Animation, pp , Jieun Lee is a postdoctoral researcher and received her Ph.D. from Seoul National University in She received her B.S. degree in Computer Science and Engineering from Ewha Womans University in 1997 and her M.S. degree in Computer Science and Engineering from POSTECH in She worked at LG Electronics Institute of Technology as a Research Engineer from 1999 to Her fields of specialization are geometric modeling, computer graphics, and multimedia information processing. Myung-Soo Kim is a Professor of the School of Computer Science and Engineering, Seoul National University. His research interests are in computer graphics and geometric modeling. Prof. Kim received his B.S. and M.S. degrees from Seoul National University in 1980 and 1982, respectively. He continued his graduate study at Purdue University, where he received an M.S. degree in Applied Mathematics in 1985 and M.S. and Ph.D. in Computer Science in 1987 and 1988, respectively. From then until 1998, he was with the Department of Computer Science, POSTECH, Korea. Prof. Kim serves on the editorial Copyright 2007 John Wiley & Sons, Ltd. 515 Comp. Anim. Virtual Worlds 2007; 18:

12 J. LEE AND M.-S. KIM boards of Computer-Aided Design, Computer Aided Geometric Design, Computer Graphics Forum, and the International Journal of Shape Modeling. He has also edited several special issues of journals such as Computer- Aided Design, Graphical Models, the Journal of Visualization and Computer Animation, The Visual Computer, and the International Journal of Shape Modeling. Recently, together with Gerald Farin and Josef Hoschek, he edited the Handbook of Computer Aided Geometric Design, North- Holland, Copyright 2007 John Wiley & Sons, Ltd. 516 Comp. Anim. Virtual Worlds 2007; 18:

Realistic human hand deformation. Introduction. By Jieun Lee, Seung-Hyun Yoon and Myung-Soo Kim

Realistic human hand deformation. Introduction. By Jieun Lee, Seung-Hyun Yoon and Myung-Soo Kim COMPUTER ANIMATION AND VIRTUAL WORLDS Comp. Anim. Virtual Worlds 2006; 17: 479 489 Published online in Wiley InterScience (www.interscience.wiley.com). DOI: 10.1002/cav.150 Realistic human hand deformation

More information

Sweep-based Human Deformation

Sweep-based Human Deformation The Visual Computer manuscript No. (will be inserted by the editor) Dae-Eun Hyun Seung-Hyun Yoon Jung-Woo Chang Joon-Kyung Seong Myung-Soo Kim Bert Jüttler Sweep-based Human Deformation Abstract We present

More information

Human Body Shape Deformation from. Front and Side Images

Human Body Shape Deformation from. Front and Side Images Human Body Shape Deformation from Front and Side Images Yueh-Ling Lin 1 and Mao-Jiun J. Wang 2 Department of Industrial Engineering and Engineering Management, National Tsing Hua University, Hsinchu, Taiwan

More information

Computer Animation Visualization. Lecture 5. Facial animation

Computer Animation Visualization. Lecture 5. Facial animation Computer Animation Visualization Lecture 5 Facial animation Taku Komura Facial Animation The face is deformable Need to decide how all the vertices on the surface shall move Manually create them Muscle-based

More information

A Data-driven Approach to Human-body Cloning Using a Segmented Body Database

A Data-driven Approach to Human-body Cloning Using a Segmented Body Database 15th Pacific Conference on Computer Graphics and Applications A Data-driven Approach to Human-body Cloning Using a Segmented Body Database Pengcheng Xi National Research Council of Canada pengcheng.xi@nrc-cnrc.gc.ca

More information

Muscle Based facial Modeling. Wei Xu

Muscle Based facial Modeling. Wei Xu Muscle Based facial Modeling Wei Xu Facial Modeling Techniques Facial modeling/animation Geometry manipulations Interpolation Parameterizations finite element methods muscle based modeling visual simulation

More information

Images from 3D Creative Magazine. 3D Modelling Systems

Images from 3D Creative Magazine. 3D Modelling Systems Images from 3D Creative Magazine 3D Modelling Systems Contents Reference & Accuracy 3D Primitives Transforms Move (Translate) Rotate Scale Mirror Align 3D Booleans Deforms Bend Taper Skew Twist Squash

More information

Automatic Generation of Animatable 3D Personalized Model Based on Multi-view Images

Automatic Generation of Animatable 3D Personalized Model Based on Multi-view Images Automatic Generation of Animatable 3D Personalized Model Based on Multi-view Images Seong-Jae Lim, Ho-Won Kim, Jin Sung Choi CG Team, Contents Division ETRI Daejeon, South Korea sjlim@etri.re.kr Bon-Ki

More information

FACIAL ANIMATION WITH MOTION CAPTURE BASED ON SURFACE BLENDING

FACIAL ANIMATION WITH MOTION CAPTURE BASED ON SURFACE BLENDING FACIAL ANIMATION WITH MOTION CAPTURE BASED ON SURFACE BLENDING Lijia Zhu and Won-Sook Lee School of Information Technology and Engineering, University of Ottawa 800 King Edward Ave., Ottawa, Ontario, Canada,

More information

3D Reconstruction of Human Bodies with Clothes from Un-calibrated Monocular Video Images

3D Reconstruction of Human Bodies with Clothes from Un-calibrated Monocular Video Images 3D Reconstruction of Human Bodies with Clothes from Un-calibrated Monocular Video Images presented by Tran Cong Thien Qui PhD Candidate School of Computer Engineering & Institute for Media Innovation Supervisor:

More information

Human Hand Modeling from Surface Anatomy

Human Hand Modeling from Surface Anatomy Human Hand Modeling from Surface Anatomy Taehyun Rhee University of Southern California Ulrich Neumann University of Southern California J.P. Lewis Stanford University Figure 1: Human hand cloning from

More information

3D Face Deformation Using Control Points and Vector Muscles

3D Face Deformation Using Control Points and Vector Muscles IJCSNS International Journal of Computer Science and Network Security, VOL.7 No.4, April 2007 149 3D Face Deformation Using Control Points and Vector Muscles Hyun-Cheol Lee and Gi-Taek Hur, University

More information

Adding Hand Motion to the Motion Capture Based Character Animation

Adding Hand Motion to the Motion Capture Based Character Animation Adding Hand Motion to the Motion Capture Based Character Animation Ge Jin and James Hahn Computer Science Department, George Washington University, Washington DC 20052 {jinge, hahn}@gwu.edu Abstract. Most

More information

Animation II: Soft Object Animation. Watt and Watt Ch.17

Animation II: Soft Object Animation. Watt and Watt Ch.17 Animation II: Soft Object Animation Watt and Watt Ch.17 Soft Object Animation Animation I: skeletal animation forward kinematics x=f(φ) inverse kinematics φ=f -1 (x) Curves and Surfaces I&II: parametric

More information

Shape and Expression Space of Real istic Human Faces

Shape and Expression Space of Real istic Human Faces 8 5 2006 5 Vol8 No5 JOURNAL OF COMPU TER2AIDED DESIGN & COMPU TER GRAPHICS May 2006 ( 0087) (peiyuru @cis. pku. edu. cn) : Canny ; ; ; TP394 Shape and Expression Space of Real istic Human Faces Pei Yuru

More information

Perspective silhouette of a general swept volume

Perspective silhouette of a general swept volume Visual Comput (2006) DOI 10.1007/s00371-006-0371-1 ORIGINAL ARTICLE Joon-Kyung Seong Ku-Jin Kim Myung-Soo Kim Gershon Elber Perspective silhouette of a general swept volume Published online: 7 February

More information

MODELING AND ANIMATING FOR THE DENSE LASER-SCANNED FACE IN THE LOW RESOLUTION LEVEL

MODELING AND ANIMATING FOR THE DENSE LASER-SCANNED FACE IN THE LOW RESOLUTION LEVEL MODELING AND ANIMATING FOR THE DENSE LASER-SCANNED FACE IN THE LOW RESOLUTION LEVEL Lijia Zhu and Won-Sook Lee School of Information Technology and Engineering, University of Ottawa 800 King Edward Ave.,

More information

Parameterization of Triangular Meshes with Virtual Boundaries

Parameterization of Triangular Meshes with Virtual Boundaries Parameterization of Triangular Meshes with Virtual Boundaries Yunjin Lee 1;Λ Hyoung Seok Kim 2;y Seungyong Lee 1;z 1 Department of Computer Science and Engineering Pohang University of Science and Technology

More information

Geometric Modeling. Bing-Yu Chen National Taiwan University The University of Tokyo

Geometric Modeling. Bing-Yu Chen National Taiwan University The University of Tokyo Geometric Modeling Bing-Yu Chen National Taiwan University The University of Tokyo What are 3D Objects? 3D Object Representations What are 3D objects? The Graphics Process 3D Object Representations Raw

More information

Motion Synthesis and Editing. Yisheng Chen

Motion Synthesis and Editing. Yisheng Chen Motion Synthesis and Editing Yisheng Chen Overview Data driven motion synthesis automatically generate motion from a motion capture database, offline or interactive User inputs Large, high-dimensional

More information

A Multiresolutional Approach for Facial Motion Retargetting Using Subdivision Wavelets

A Multiresolutional Approach for Facial Motion Retargetting Using Subdivision Wavelets A Multiresolutional Approach for Facial Motion Retargetting Using Subdivision Wavelets Kyungha Min and Moon-Ryul Jung Dept. of Media Technology, Graduate School of Media Communications, Sogang Univ., Seoul,

More information

Animation of 3D surfaces.

Animation of 3D surfaces. Animation of 3D surfaces Motivations When character animation is controlled by skeleton set of hierarchical joints joints oriented by rotations the character shape still needs to be visible: visible =

More information

Development and Evaluation of a 25-DOF Hand Kinematic Model

Development and Evaluation of a 25-DOF Hand Kinematic Model Development and Evaluation of a 25-DOF Hand Kinematic Model Xiaopeng Yang, Jangwoon Park, Kihyo Jung, and Heecheon You, Ph.D. Ergonomic Design Technology Lab Department of Industrial and Management Engineering

More information

Topics in Computer Animation

Topics in Computer Animation Topics in Computer Animation Animation Techniques Artist Driven animation The artist draws some frames (keyframing) Usually in 2D The computer generates intermediate frames using interpolation The old

More information

CMSC 425: Lecture 10 Skeletal Animation and Skinning

CMSC 425: Lecture 10 Skeletal Animation and Skinning CMSC 425: Lecture 10 Skeletal Animation and Skinning Reading: Chapt 11 of Gregory, Game Engine Architecture. Recap: Last time we introduced the principal elements of skeletal models and discussed forward

More information

Character Modeling COPYRIGHTED MATERIAL

Character Modeling COPYRIGHTED MATERIAL 38 Character Modeling p a r t _ 1 COPYRIGHTED MATERIAL 39 Character Modeling Character Modeling 40 1Subdivision & Polygon Modeling Many of Maya's features have seen great improvements in recent updates

More information

Sweep-based Freeform Deformations

Sweep-based Freeform Deformations EUROGRAPHICS 2006 / E. Gröller and L. Szirmay-Kalos (Guest Editors) Volume 25 (2006), Number 3 Sweep-based Freeform Deformations Seung-Hyun Yoon and Myung-Soo Kim School of Computer Science and Engineering,

More information

CS770/870 Spring 2017 Animation Basics

CS770/870 Spring 2017 Animation Basics Preview CS770/870 Spring 2017 Animation Basics Related material Angel 6e: 1.1.3, 8.6 Thalman, N and D. Thalman, Computer Animation, Encyclopedia of Computer Science, CRC Press. Lasseter, J. Principles

More information

CS770/870 Spring 2017 Animation Basics

CS770/870 Spring 2017 Animation Basics CS770/870 Spring 2017 Animation Basics Related material Angel 6e: 1.1.3, 8.6 Thalman, N and D. Thalman, Computer Animation, Encyclopedia of Computer Science, CRC Press. Lasseter, J. Principles of traditional

More information

Basics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p.

Basics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p. Basics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p. 6 Realistic Designs p. 6 Stylized Designs p. 7 Designing a Character

More information

Animation. CS 465 Lecture 22

Animation. CS 465 Lecture 22 Animation CS 465 Lecture 22 Animation Industry production process leading up to animation What animation is How animation works (very generally) Artistic process of animation Further topics in how it works

More information

Rigging / Skinning. based on Taku Komura, Jehee Lee and Charles B.Own's slides

Rigging / Skinning. based on Taku Komura, Jehee Lee and Charles B.Own's slides Rigging / Skinning based on Taku Komura, Jehee Lee and Charles B.Own's slides Skeletal Animation Victoria 2 CSE 872 Dr. Charles B. Owen Advanced Computer Graphics Skinning http://www.youtube.com/watch?

More information

Statistical Learning of Human Body through Feature Wireframe

Statistical Learning of Human Body through Feature Wireframe Statistical Learning of Human Body through Feature Wireframe Jida HUANG 1, Tsz-Ho KWOK 2*, Chi ZHOU 1 1 Industrial and Systems Engineering, University at Buffalo, SUNY, Buffalo NY, USA; 2 Mechanical, Industrial

More information

Modelling and Animating Hand Wrinkles

Modelling and Animating Hand Wrinkles Modelling and Animating Hand Wrinkles X. S. Yang and Jian J. Zhang National Centre for Computer Animation Bournemouth University, United Kingdom {xyang, jzhang}@bournemouth.ac.uk Abstract. Wrinkles are

More information

MODELING AND HIERARCHY

MODELING AND HIERARCHY MODELING AND HIERARCHY Introduction Models are abstractions of the world both of the real world in which we live and of virtual worlds that we create with computers. We are all familiar with mathematical

More information

Animation of 3D surfaces

Animation of 3D surfaces Animation of 3D surfaces 2013-14 Motivations When character animation is controlled by skeleton set of hierarchical joints joints oriented by rotations the character shape still needs to be visible: visible

More information

Introduction to Computer Graphics. Animation (1) May 19, 2016 Kenshi Takayama

Introduction to Computer Graphics. Animation (1) May 19, 2016 Kenshi Takayama Introduction to Computer Graphics Animation (1) May 19, 2016 Kenshi Takayama Skeleton-based animation Simple Intuitive Low comp. cost https://www.youtube.com/watch?v=dsonab58qva 2 Representing a pose using

More information

05 Mesh Animation. Steve Marschner CS5625 Spring 2016

05 Mesh Animation. Steve Marschner CS5625 Spring 2016 05 Mesh Animation Steve Marschner CS5625 Spring 2016 Basic surface deformation methods Blend shapes: make a mesh by combining several meshes Mesh skinning: deform a mesh based on an underlying skeleton

More information

Image-Based Deformation of Objects in Real Scenes

Image-Based Deformation of Objects in Real Scenes Image-Based Deformation of Objects in Real Scenes Han-Vit Chung and In-Kwon Lee Dept. of Computer Science, Yonsei University sharpguy@cs.yonsei.ac.kr, iklee@yonsei.ac.kr Abstract. We present a new method

More information

CS 231. Deformation simulation (and faces)

CS 231. Deformation simulation (and faces) CS 231 Deformation simulation (and faces) Deformation BODY Simulation Discretization Spring-mass models difficult to model continuum properties Simple & fast to implement and understand Finite Element

More information

Shape Blending Using the Star-Skeleton Representation

Shape Blending Using the Star-Skeleton Representation Shape Blending Using the Star-Skeleton Representation Michal Shapira Ari Rappoport Institute of Computer Science, The Hebrew University of Jerusalem Jerusalem 91904, Israel. arir@cs.huji.ac.il Abstract:

More information

Synthesizing Realistic Facial Expressions from Photographs

Synthesizing Realistic Facial Expressions from Photographs Synthesizing Realistic Facial Expressions from Photographs 1998 F. Pighin, J Hecker, D. Lischinskiy, R. Szeliskiz and D. H. Salesin University of Washington, The Hebrew University Microsoft Research 1

More information

Modeling Deformable Human Hands from Medical Images

Modeling Deformable Human Hands from Medical Images Eurographics/ACM SIGGRAPH Symposium on Computer Animation (2004) R. Boulic, D. K. Pai (Editors) Modeling Deformable Human Hands from Medical Images Tsuneya Kurihara 1 and Natsuki Miyata 2 1 Central Research

More information

Cloning Skeleton-driven Animation to Other Models

Cloning Skeleton-driven Animation to Other Models Cloning Skeleton-driven Animation to Other Models Wan-Chi Luo Jian-Bin Huang Bing-Yu Chen Pin-Chou Liu National Taiwan University {maggie, azar, toby}@cmlab.csie.ntu.edu.tw robin@ntu.edu.tw Abstract-3D

More information

Gesture Recognition Technique:A Review

Gesture Recognition Technique:A Review Gesture Recognition Technique:A Review Nishi Shah 1, Jignesh Patel 2 1 Student, Indus University, Ahmedabad 2 Assistant Professor,Indus University,Ahmadabad Abstract Gesture Recognition means identification

More information

CS 775: Advanced Computer Graphics. Lecture 4: Skinning

CS 775: Advanced Computer Graphics. Lecture 4: Skinning CS 775: Advanced Computer Graphics Lecture 4: http://www.okino.com/conv/skinning.htm Binding Binding Always done in a standard rest or bind pose. Binding Always done in a standard rest or bind pose. Associate

More information

Physically-Based Modeling and Animation. University of Missouri at Columbia

Physically-Based Modeling and Animation. University of Missouri at Columbia Overview of Geometric Modeling Overview 3D Shape Primitives: Points Vertices. Curves Lines, polylines, curves. Surfaces Triangle meshes, splines, subdivision surfaces, implicit surfaces, particles. Solids

More information

CS 231. Deformation simulation (and faces)

CS 231. Deformation simulation (and faces) CS 231 Deformation simulation (and faces) 1 Cloth Simulation deformable surface model Represent cloth model as a triangular or rectangular grid Points of finite mass as vertices Forces or energies of points

More information

Animation COM3404. Richard Everson. School of Engineering, Computer Science and Mathematics University of Exeter

Animation COM3404. Richard Everson. School of Engineering, Computer Science and Mathematics University of Exeter Animation COM3404 Richard Everson School of Engineering, Computer Science and Mathematics University of Exeter R.M.Everson@exeter.ac.uk http://www.secamlocal.ex.ac.uk/studyres/com304 Richard Everson Animation

More information

Automatic Pipeline Generation by the Sequential Segmentation and Skelton Construction of Point Cloud

Automatic Pipeline Generation by the Sequential Segmentation and Skelton Construction of Point Cloud , pp.43-47 http://dx.doi.org/10.14257/astl.2014.67.11 Automatic Pipeline Generation by the Sequential Segmentation and Skelton Construction of Point Cloud Ashok Kumar Patil, Seong Sill Park, Pavitra Holi,

More information

MOTION CAPTURE DATA PROCESSING - MOTION EDITING / RETARGETING - MOTION CONTROL / GRAPH - INVERSE KINEMATIC. Alexandre Meyer Master Informatique

MOTION CAPTURE DATA PROCESSING - MOTION EDITING / RETARGETING - MOTION CONTROL / GRAPH - INVERSE KINEMATIC. Alexandre Meyer Master Informatique 1 MOTION CAPTURE DATA PROCESSING - MOTION EDITING / RETARGETING - MOTION CONTROL / GRAPH - INVERSE KINEMATIC Alexandre Meyer Master Informatique Overview: Motion data processing In this course Motion editing

More information

A Sketch Interpreter System with Shading and Cross Section Lines

A Sketch Interpreter System with Shading and Cross Section Lines Journal for Geometry and Graphics Volume 9 (2005), No. 2, 177 189. A Sketch Interpreter System with Shading and Cross Section Lines Kunio Kondo 1, Haruki Shizuka 1, Weizhong Liu 1, Koichi Matsuda 2 1 Dept.

More information

Transfer Facial Expressions with Identical Topology

Transfer Facial Expressions with Identical Topology Transfer Facial Expressions with Identical Topology Alice J. Lin Department of Computer Science University of Kentucky Lexington, KY 40506, USA alice.lin@uky.edu Fuhua (Frank) Cheng Department of Computer

More information

Automated Drill Design Software

Automated Drill Design Software Automated Drill Design Software Athulan Vijayaraghavan March 19, 2006 Abstract This section of the report discusses a tool which can create automated 3D CAD drill models based on geometric as well as manufacturing

More information

CSE452 Computer Graphics

CSE452 Computer Graphics CSE452 Computer Graphics Lecture 19: From Morphing To Animation Capturing and Animating Skin Deformation in Human Motion, Park and Hodgins, SIGGRAPH 2006 CSE452 Lecture 19: From Morphing to Animation 1

More information

Kinematics & Motion Capture

Kinematics & Motion Capture Lecture 27: Kinematics & Motion Capture Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2017 Forward Kinematics (Slides with James O Brien) Forward Kinematics Articulated skeleton Topology

More information

Real-Time Universal Capture Facial Animation with GPU Skin Rendering

Real-Time Universal Capture Facial Animation with GPU Skin Rendering Real-Time Universal Capture Facial Animation with GPU Skin Rendering Meng Yang mengyang@seas.upenn.edu PROJECT ABSTRACT The project implements the real-time skin rendering algorithm presented in [1], and

More information

Animations. Hakan Bilen University of Edinburgh. Computer Graphics Fall Some slides are courtesy of Steve Marschner and Kavita Bala

Animations. Hakan Bilen University of Edinburgh. Computer Graphics Fall Some slides are courtesy of Steve Marschner and Kavita Bala Animations Hakan Bilen University of Edinburgh Computer Graphics Fall 2017 Some slides are courtesy of Steve Marschner and Kavita Bala Animation Artistic process What are animators trying to do? What tools

More information

Animation Movie under Autodesk Maya

Animation Movie under Autodesk Maya Animation Movie under Autodesk Maya Julio Manuel Vega Pérez University Rey Juan Carlos, Móstoles (Madrid), Spain March 5, 2009 1 Abstract Computer graphics matured over many years and played an important

More information

Animation. Motion over time

Animation. Motion over time Animation Animation Motion over time Animation Motion over time Usually focus on character animation but environment is often also animated trees, water, fire, explosions, Animation Motion over time Usually

More information

Free-Form Deformation and Other Deformation Techniques

Free-Form Deformation and Other Deformation Techniques Free-Form Deformation and Other Deformation Techniques Deformation Deformation Basic Definition Deformation: A transformation/mapping of the positions of every particle in the original object to those

More information

CS 231. Basics of Computer Animation

CS 231. Basics of Computer Animation CS 231 Basics of Computer Animation Animation Techniques Keyframing Motion capture Physics models Keyframe animation Highest degree of control, also difficult Interpolation affects end result Timing must

More information

Animation. CS 4620 Lecture 33. Cornell CS4620 Fall Kavita Bala

Animation. CS 4620 Lecture 33. Cornell CS4620 Fall Kavita Bala Animation CS 4620 Lecture 33 Cornell CS4620 Fall 2015 1 Announcements Grading A5 (and A6) on Monday after TG 4621: one-on-one sessions with TA this Friday w/ prior instructor Steve Marschner 2 Quaternions

More information

Introduction to Solid Modeling Parametric Modeling. Mechanical Engineering Dept.

Introduction to Solid Modeling Parametric Modeling. Mechanical Engineering Dept. Introduction to Solid Modeling Parametric Modeling 1 Why draw 3D Models? 3D models are easier to interpret. Simulation under real-life conditions. Less expensive than building a physical model. 3D models

More information

Curved Projection Integral Imaging Using an Additional Large-Aperture Convex Lens for Viewing Angle Improvement

Curved Projection Integral Imaging Using an Additional Large-Aperture Convex Lens for Viewing Angle Improvement Curved Projection Integral Imaging Using an Additional Large-Aperture Convex Lens for Viewing Angle Improvement Joobong Hyun, Dong-Choon Hwang, Dong-Ha Shin, Byung-Goo Lee, and Eun-Soo Kim In this paper,

More information

H-Anim Facial Animation (Updates)

H-Anim Facial Animation (Updates) H-Anim Facial Animation (Updates) SC24 WG9 and Web3D Meetings Seoul, Korea January 15-18, 2018 Jung-Ju Choi (Ajou University) and Myeong Won Lee (The University of Suwon) The face in H-Anim (4.9.4) There

More information

To Do. Advanced Computer Graphics. The Story So Far. Course Outline. Rendering (Creating, shading images from geometry, lighting, materials)

To Do. Advanced Computer Graphics. The Story So Far. Course Outline. Rendering (Creating, shading images from geometry, lighting, materials) Advanced Computer Graphics CSE 190 [Spring 2015], Lecture 16 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir To Do Assignment 3 milestone due May 29 Should already be well on way Contact us for difficulties

More information

Computational Design. Stelian Coros

Computational Design. Stelian Coros Computational Design Stelian Coros Schedule for presentations February 3 5 10 12 17 19 24 26 March 3 5 10 12 17 19 24 26 30 April 2 7 9 14 16 21 23 28 30 Send me: ASAP: 3 choices for dates + approximate

More information

Course Outline. Advanced Computer Graphics. Animation. The Story So Far. Animation. To Do

Course Outline. Advanced Computer Graphics. Animation. The Story So Far. Animation. To Do Advanced Computer Graphics CSE 163 [Spring 2017], Lecture 18 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir 3D Graphics Pipeline Modeling (Creating 3D Geometry) Course Outline Rendering (Creating, shading

More information

Offset Triangular Mesh Using the Multiple Normal Vectors of a Vertex

Offset Triangular Mesh Using the Multiple Normal Vectors of a Vertex 285 Offset Triangular Mesh Using the Multiple Normal Vectors of a Vertex Su-Jin Kim 1, Dong-Yoon Lee 2 and Min-Yang Yang 3 1 Korea Advanced Institute of Science and Technology, sujinkim@kaist.ac.kr 2 Korea

More information

Data-driven Approaches to Simulation (Motion Capture)

Data-driven Approaches to Simulation (Motion Capture) 1 Data-driven Approaches to Simulation (Motion Capture) Ting-Chun Sun tingchun.sun@usc.edu Preface The lecture slides [1] are made by Jessica Hodgins [2], who is a professor in Computer Science Department

More information

Augmented Reality of Robust Tracking with Realistic Illumination 1

Augmented Reality of Robust Tracking with Realistic Illumination 1 International Journal of Fuzzy Logic and Intelligent Systems, vol. 10, no. 3, June 2010, pp. 178-183 DOI : 10.5391/IJFIS.2010.10.3.178 Augmented Reality of Robust Tracking with Realistic Illumination 1

More information

Computer Animation Fundamentals. Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics

Computer Animation Fundamentals. Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics Computer Animation Fundamentals Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics Lecture 21 6.837 Fall 2001 Conventional Animation Draw each frame of the animation great control

More information

Development of a 25-DOF Hand Forward Kinematic Model Using Motion Data

Development of a 25-DOF Hand Forward Kinematic Model Using Motion Data Development of a 25-DOF Hand Forward Kinematic Model Using Motion Data Xiaopeng Yang 1, Kihyo Jung 2, Jangwoon Park 1, Heecheon You 1 1 Department of Industrial and Management Engineering, POSTECH 2 Department

More information

Facial Image Synthesis 1 Barry-John Theobald and Jeffrey F. Cohn

Facial Image Synthesis 1 Barry-John Theobald and Jeffrey F. Cohn Facial Image Synthesis Page 1 of 5 Facial Image Synthesis 1 Barry-John Theobald and Jeffrey F. Cohn 1 Introduction Facial expression has been central to the

More information

An Automatic 3D Face Model Segmentation for Acquiring Weight Motion Area

An Automatic 3D Face Model Segmentation for Acquiring Weight Motion Area An Automatic 3D Face Model Segmentation for Acquiring Weight Motion Area Rio Caesar Suyoto Samuel Gandang Gunanto Magister Informatics Engineering Atma Jaya Yogyakarta University Sleman, Indonesia Magister

More information

Motion synthesis and editing in low-dimensional spaces. Introduction. By Hyun Joon Shin and Jehee Lee

Motion synthesis and editing in low-dimensional spaces. Introduction. By Hyun Joon Shin and Jehee Lee COMPUTER ANIMATION AND VIRTUAL WORLDS Comp. Anim. Virtual Worlds 006; 7: 9 7 Published online in Wiley InterScience (www.interscience.wiley.com). DOI: 0.00/cav. Motion synthesis and editing in lowdimensional

More information

AN ONTOLOGY OF VIRTUAL HUMANS: INCORPORATING SEMANTICS INTO HUMAN SHAPES

AN ONTOLOGY OF VIRTUAL HUMANS: INCORPORATING SEMANTICS INTO HUMAN SHAPES AN ONTOLOGY OF VIRTUAL HUMANS: INCORPORATING SEMANTICS INTO HUMAN SHAPES A. García-Rojas, D. Thalmann, F. Vexo 1, L. Moccozet, N. Magnenat-Thalmann 2, M. Mortara, M. Spagnuolo 3 and M. Gutiérrez 4 1 VRlab

More information

Real Time Skin Deformation with Bones Blending

Real Time Skin Deformation with Bones Blending Real Time Skin Deformation with Bones Blending Ladislav Kavan Charles University Faculty of Mathematics and Physics Malostranske nam. 25 118 00 Prague 1, Czech Republic lkav8604@ss1000.ms.mff.cuni.cz Jiří

More information

Fast Facial Motion Cloning in MPEG-4

Fast Facial Motion Cloning in MPEG-4 Fast Facial Motion Cloning in MPEG-4 Marco Fratarcangeli and Marco Schaerf Department of Computer and Systems Science University of Rome La Sapienza frat,schaerf@dis.uniroma1.it Abstract Facial Motion

More information

Curve skeleton skinning for human and creature characters

Curve skeleton skinning for human and creature characters COMPUTER ANIMATION AND VIRTUAL WORLDS Comp. Anim. Virtual Worlds 2006; 17: 281 292 Published online in Wiley InterScience (www.interscience.wiley.com). DOI: 10.1002/cav.132 Curve skeleton skinning for

More information

Circular Arcs as Primitives for Vector Textures

Circular Arcs as Primitives for Vector Textures Circular Arcs as Primitives for Vector Textures Zheng Qin, Craig Kaplan, and Michael McCool University of Waterloo Abstract. Because of the resolution independent nature of vector graphics images, it is

More information

Registration of Dynamic Range Images

Registration of Dynamic Range Images Registration of Dynamic Range Images Tan-Chi Ho 1,2 Jung-Hong Chuang 1 Wen-Wei Lin 2 Song-Sun Lin 2 1 Department of Computer Science National Chiao-Tung University 2 Department of Applied Mathematics National

More information

Small Project: Automatic ragdoll creation from 3D models Dion Gerritzen,

Small Project: Automatic ragdoll creation from 3D models Dion Gerritzen, Small Project: Automatic ragdoll creation from 3D models Dion Gerritzen, 3220494 January 23, 2014 1 Introduction This small project was done in collaboration with Robert van Alphen and under supervision

More information

Model-Based Face Computation

Model-Based Face Computation Model-Based Face Computation 1. Research Team Project Leader: Post Doc(s): Graduate Students: Prof. Ulrich Neumann, IMSC and Computer Science John P. Lewis Hea-juen Hwang, Zhenyao Mo, Gordon Thomas 2.

More information

CS 523: Computer Graphics, Spring Shape Modeling. Skeletal deformation. Andrew Nealen, Rutgers, /12/2011 1

CS 523: Computer Graphics, Spring Shape Modeling. Skeletal deformation. Andrew Nealen, Rutgers, /12/2011 1 CS 523: Computer Graphics, Spring 2011 Shape Modeling Skeletal deformation 4/12/2011 1 Believable character animation Computers games and movies Skeleton: intuitive, low-dimensional subspace Clip courtesy

More information

Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC

Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics Velocity Interpolation Original image from Foster & Metaxas, 1996 In 2D: For each axis, find the 4 closest face velocity samples: Self-intersecting

More information

Automatic 3D wig Generation Method using FFD and Robotic Arm

Automatic 3D wig Generation Method using FFD and Robotic Arm International Journal of Applied Engineering Research ISSN 0973-4562 Volume 12, Number 9 (2017) pp. 2104-2108 Automatic 3D wig Generation Method using FFD and Robotic Arm Md Saifur Rahman 1, Chulhyung

More information

animation computer graphics animation 2009 fabio pellacini 1

animation computer graphics animation 2009 fabio pellacini 1 animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time computer graphics animation 2009 fabio pellacini 2 animation representation many ways to

More information

An Animation Synthesis System based on 2D Skeleton Structures of Images

An Animation Synthesis System based on 2D Skeleton Structures of Images An Animation Synthesis System based on 2D Skeleton Structures of Images Lieu-Hen Chen Department of Computer Science and Information Engineering, National Chi Nan University Tel: 886-49-2910960 ext. 4861

More information

Data-Driven Face Modeling and Animation

Data-Driven Face Modeling and Animation 1. Research Team Data-Driven Face Modeling and Animation Project Leader: Post Doc(s): Graduate Students: Undergraduate Students: Prof. Ulrich Neumann, IMSC and Computer Science John P. Lewis Zhigang Deng,

More information

ERC Expressive Seminar

ERC Expressive Seminar ERC Expressive Seminar March 7th - 2013 Models and Intuitive Modeling Loïc Barthe VORTEX group IRIT Université de Toulouse Plan Context and introduction Intuitive modeling Modeling with meshes only Other

More information

3D Character Animation Synthesis From 2D Sketches

3D Character Animation Synthesis From 2D Sketches 3D Character Animation Synthesis From 2D Sketches Yi Lin University of Waterloo Abstract Traditional character animation has superiority in conveying stylized information about characters and events, but

More information

Goals: Course Unit: Describing Moving Objects Different Ways of Representing Functions Vector-valued Functions, or Parametric Curves

Goals: Course Unit: Describing Moving Objects Different Ways of Representing Functions Vector-valued Functions, or Parametric Curves Block #1: Vector-Valued Functions Goals: Course Unit: Describing Moving Objects Different Ways of Representing Functions Vector-valued Functions, or Parametric Curves 1 The Calculus of Moving Objects Problem.

More information

Sculpting 3D Models. Glossary

Sculpting 3D Models. Glossary A Array An array clones copies of an object in a pattern, such as in rows and columns, or in a circle. Each object in an array can be transformed individually. Array Flyout Array flyout is available in

More information

Virtual Interaction System Based on Optical Capture

Virtual Interaction System Based on Optical Capture Sensors & Transducers 203 by IFSA http://www.sensorsportal.com Virtual Interaction System Based on Optical Capture Peng CHEN, 2 Xiaoyang ZHOU, 3 Jianguang LI, Peijun WANG School of Mechanical Engineering,

More information

Thiruvarangan Ramaraj CS525 Graphics & Scientific Visualization Spring 2007, Presentation I, February 28 th 2007, 14:10 15:00. Topic (Research Paper):

Thiruvarangan Ramaraj CS525 Graphics & Scientific Visualization Spring 2007, Presentation I, February 28 th 2007, 14:10 15:00. Topic (Research Paper): Thiruvarangan Ramaraj CS525 Graphics & Scientific Visualization Spring 2007, Presentation I, February 28 th 2007, 14:10 15:00 Topic (Research Paper): Jinxian Chai and Jessica K. Hodgins, Performance Animation

More information

A 12-DOF Analytic Inverse Kinematics Solver for Human Motion Control

A 12-DOF Analytic Inverse Kinematics Solver for Human Motion Control Journal of Information & Computational Science 1: 1 (2004) 137 141 Available at http://www.joics.com A 12-DOF Analytic Inverse Kinematics Solver for Human Motion Control Xiaomao Wu, Lizhuang Ma, Zhihua

More information

Modelling a Lamb Hind Leg

Modelling a Lamb Hind Leg Modelling a Lamb Hind Leg Joanne P. Crocombe Ross D. Clarke MIRINZ Food Technology & Research East Street (Ruakura Campus), PO Box 617 HAMILTON, NEW ZEALAND Andrew J. Pullan Department of Engineering Science

More information

03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations

03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations Multimedia Systems 03 Vector Graphics 2D and 3D Graphics, Transformations Imran Ihsan Assistant Professor, Department of Computer Science Air University, Islamabad, Pakistan www.imranihsan.com Lectures

More information