Applications. Systems. Motion capture pipeline. Biomechanical analysis. Graphics research
|
|
- Aron Atkinson
- 5 years ago
- Views:
Transcription
1 Motion capture
2 Applications Systems Motion capture pipeline Biomechanical analysis Graphics research
3 Applications Computer animation Biomechanics Robotics Cinema Video games Anthropology
4 What is captured? Humans Objects Animals Celebrities
5 What is captured? Face Whole body Hands
6 Pros and cons Truthfully record all the fine details of the natural motion The captured motion is difficult to be generalized modified controlled
7 How to use the data? Off-line Motion libraries Motion graphs Training examples On-line Drive characters based on the movement of the actors in real time
8 Applications Systems Motion capture pipeline Biomechanical analysis Graphics research
9 Types of Systems Optical systems Magnetic systems Motion tapes Vision-based systems
10 Optical systems Cameras High temporal resolution (120+ fps) Detect the locations of reflective markers Markers Sensitive to infrared
11 Magnetic system Cumbersome sensors (heavier and also wired) Smaller workspace Record both position and orientation Lower resolution (80 fps max) Sensitive to EMI/metal in the environment
12 Motion tapes Contain optical fibers and sensors that can detect the bending and twisting Restriction of movement Another technology for detecting root translation Measure the shape of surface precisely
13 Vision-based mocap
14 Applications Systems Motion capture pipeline Biomechanical analysis Graphics research
15 Motion capture pipeline calibration capturing model building trajectory smoothing inverse kinematics marker labeling
16 Motion capture pipeline calibration capturing model building trajectory smoothing inverse kinematics marker labeling
17 Calibration Static calibration Figure out where the floor is Dynamic calibration Figure out the capture volume
18 Motion capture pipeline calibration capturing model building trajectory smoothing inverse kinematics marker labeling
19 Capturing Marker placement Markers should move rigidly with joints Asymmetric placement helps in post-processing T-pose and joint exercises Recording specific poses can help estimating bone lengths
20 3D marker position In principle, two cameras are sufficient to reconstruct the 3D location of a marker In practice, more cameras can reduce occlusion increase precision
21 Motion capture pipeline calibration capturing model building trajectory smoothing inverse kinematics marker labeling
22 Model building Given recored marker positions, estimate the dimension of each body part Optimize both bone length and handle positions at the same time Templates and heuristics help
23 Problem statement + generic skeleton rough handle positions specific pose used for calibration bone length handle offset
24 Motion capture pipeline calibration capturing model building trajectory smoothing inverse kinematics marker labeling
25 Marker labeling Ghost markers Missing markers Switching trajectories
26 Raw data 3D locations of markers
27 Motion capture pipeline calibration capturing model building trajectory smoothing inverse kinematics marker labeling
28 Inverse kinematics Input: articulated body with handles + desired handle positions Joint angles that move handles to desired positions
29 Motion capture pipeline calibration capturing model building trajectory smoothing inverse kinematics marker labeling
30 Trajectory smoothing Global optimization that minimizes the velocity of the joint angles while staying as close as possible to the desired handle positions
31 Issues The main problem with motion capture associated with characters has to do with mass distribution, weight and exaggeration. It is impossible for a performer to produce the kind of motion exaggeration that a cartoon character needs, and the mass and weight of the performer almost never looks good when applied to a character of different proportions. Eric Darnell, codirector of Antz
32 Issues The mapping of human motion to a character with non-human proportions doesn t work, because the most important things you get out of motion capture are the weight shifts and the subtleties and that balancing act of the human body. If the proportions change, you throw all that out the door, so you might as well animate it. Richard Chuang, VP at PDI
33 Applications Systems Motion capture pipeline Biomechanical analysis Graphics research
34 Biomechanical applications Understand and quantify the forces produced by muscles, ligaments, and bones via noninvasive instruments Synthesize realistic human locomotion
35 Measurement Need to record accurate kinematic properties of the motion video or infrared based motion analysis systems Need to measure the external forces precisely force platforms that measures the ground reaction forces
36 Motion analysis Interaction of muscle contractions across several joints is extremely complex Most invasive devices can only measure forces in single tissues surgical stables buckle force transducers
37 Motion analysis Inverse dynamics can only measure the net effect of the internal forces and torques across several joints Inverse dynamics can compute total load on a system, but can not determine the distribution of the load
38 Measurement Inverse dynamics assumes there is no cocontraction of agonist and antagonist muscles
39 Joint kinetics Equal in joint forces and moments, but completely different in muscle activities
40 Model reduction Reduce complex anatomical structures F F F F M F F Foot with muscle force F Forces F* and -F* added at ankle center Couple F and -F* replaced by M F moment
41 Model reduction force from triceps surae ligament force bone-on-bone forces force from tibialis anterior F ankle M ankle ground contact force ground contact force gravity gravity
42 Limitations ID relies on assumption that are not always valid joint friction and air friction non-uniform distribution of mass movement of joint center of rotation approximation of body segment parameters Measurement error and numerical error propagation
43 What s next?
44 Field trip to ANIMO lab meet at the front door of GCATT building (bring your Buzz Card) Need one volunteer Read: Layered acting for character animation by Dontcheva et. al.
45 4/9 Project 3 demo 4/4 Final project proposals
46 Final project proposal 5-10 minutes each group Problem statement Approach Expected results
Announcements. New version of assignment 1 on the web page: Tuesday s class in the motion capture lab:
Announcements New version of assignment 1 on the web page: www.cs.cmu.edu/~jkh/anim_class.html Test login procedure NOW! Tuesday s class in the motion capture lab: Wean1326 Volunteers needed for capture
More informationData-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 informationKaren Liu associate professor at School of Interactive Computing. Murali Varma graduate student at School of Interactive Computing
Computer Animation Karen Liu associate professor at School of Interactive Computing Murali Varma graduate student at School of Interactive Computing Administrations http://www.cc.gatech.edu/classes/ay2012/
More informationMotion Capture. Motion Capture in Movies. Motion Capture in Games
Motion Capture Motion Capture in Movies 2 Motion Capture in Games 3 4 Magnetic Capture Systems Tethered Sensitive to metal Low frequency (60Hz) Mechanical Capture Systems Any environment Measures joint
More informationAnnouncements. Midterms back at end of class ½ lecture and ½ demo in mocap lab. Have you started on the ray tracer? If not, please do due April 10th
Announcements Midterms back at end of class ½ lecture and ½ demo in mocap lab Have you started on the ray tracer? If not, please do due April 10th 1 Overview of Animation Section Techniques Traditional
More informationHuman body animation. Computer Animation. Human Body Animation. Skeletal Animation
Computer Animation Aitor Rovira March 2010 Human body animation Based on slides by Marco Gillies Human Body Animation Skeletal Animation Skeletal Animation (FK, IK) Motion Capture Motion Editing (retargeting,
More informationCS 231. Inverse Kinematics Intro to Motion Capture. 3D characters. Representation. 1) Skeleton Origin (root) Joint centers/ bones lengths
CS Inverse Kinematics Intro to Motion Capture Representation D characters ) Skeleton Origin (root) Joint centers/ bones lengths ) Keyframes Pos/Rot Root (x) Joint Angles (q) Kinematics study of static
More informationComputer Animation and Visualisation. Lecture 3. Motion capture and physically-based animation of characters
Computer Animation and Visualisation Lecture 3. Motion capture and physically-based animation of characters Character Animation There are three methods Create them manually Use real human / animal motions
More informationAnimations. 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 informationCS 231. Inverse Kinematics Intro to Motion Capture
CS 231 Inverse Kinematics Intro to Motion Capture Representation 1) Skeleton Origin (root) Joint centers/ bones lengths 2) Keyframes Pos/Rot Root (x) Joint Angles (q) 3D characters Kinematics study of
More informationMotion Capture and 3D Animation
Motion Capture and 3D Animation Prof. Marcos Fernández Instituto de Robotica UVEG Marcos.Fernandez@uv.es Motion Capture recording of motion for immediate or delayed analysis or playback - David J. Sturman
More informationLast Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation
Last Time? Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based Animation Forward and
More informationOptimal motion trajectories. Physically based motion transformation. Realistic character animation with control. Highly dynamic motion
Realistic character animation with control Optimal motion trajectories Physically based motion transformation, Popovi! and Witkin Synthesis of complex dynamic character motion from simple animation, Liu
More informationDocuments. OpenSim Tutorial. March 10, 2009 GCMAS Annual Meeting, Denver, CO. Jeff Reinbolt, Ajay Seth, Scott Delp. Website: SimTK.
Documents OpenSim Tutorial March 10, 2009 GCMAS Annual Meeting, Denver, CO Jeff Reinbolt, Ajay Seth, Scott Delp Website: SimTK.org/home/opensim OpenSim Tutorial Agenda 10:30am 10:40am Welcome and goals
More informationMotion Capture & Simulation
Motion Capture & Simulation Motion Capture Character Reconstructions Joint Angles Need 3 points to compute a rigid body coordinate frame 1 st point gives 3D translation, 2 nd point gives 2 angles, 3 rd
More informationLast Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation
Last Time? Animation, Motion Capture, & Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based
More informationLast Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation
Last Time? Animation, Motion Capture, & Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based
More informationAnimation. 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 informationAnimation by Adaptation Tutorial 1: Animation Basics
Animation by Adaptation Tutorial 1: Animation Basics Michael Gleicher Graphics Group Department of Computer Sciences University of Wisconsin Madison http://www.cs.wisc.edu/graphics Outline Talk #1: Basics
More informationMotion Capture. CS 448D: Character Animation Prof. Vladlen Koltun Stanford University
Motion Capture CS 448D: Character Animation Prof. Vladlen Koltun Stanford University History: Rotoscope Trace animated character over recorded actor, frame-by-frame Invented by Max Fleicher in 1915 and
More informationCS 775: Advanced Computer Graphics. Lecture 17 : Motion Capture
CS 775: Advanced Computer Graphics Lecture 17 : History Study of human motion Leonardo da Vinci (1452 1519) History Study of human motion Edward J. Muybridge, 1830 1904 http://en.wikipedia.org/wiki/eadweard_muybridge
More informationCS 775: Advanced Computer Graphics. Lecture 8 : Motion Capture
CS 775: Advanced Computer Graphics Lecture 8 : History Study of human motion Leonardo da Vinci (1452 1519) History Study of human motion Edward J. Muybridge, 1830 1904 http://en.wikipedia.org/wiki/eadweard_muybridge
More informationanimation projects in digital art animation 2009 fabio pellacini 1
animation projects in digital art animation 2009 fabio pellacini 1 animation shape specification as a function of time projects in digital art animation 2009 fabio pellacini 2 how animation works? flip
More informationArticulated Characters
Articulated Characters Skeleton A skeleton is a framework of rigid body bones connected by articulated joints Used as an (invisible?) armature to position and orient geometry (usually surface triangles)
More informationResearch Subject. Dynamics Computation and Behavior Capture of Human Figures (Nakamura Group)
Research Subject Dynamics Computation and Behavior Capture of Human Figures (Nakamura Group) (1) Goal and summary Introduction Humanoid has less actuators than its movable degrees of freedom (DOF) which
More informationAnnouncements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation
Announcements: Quiz Animation, Motion Capture, & Inverse Kinematics On Friday (3/1), in class One 8.5x11 sheet of notes allowed Sample quiz (from a previous year) on website Focus on reading comprehension
More informationSimulation. x i. x i+1. degrees of freedom equations of motion. Newtonian laws gravity. ground contact forces
Dynamic Controllers Simulation x i Newtonian laws gravity ground contact forces x i+1. x degrees of freedom equations of motion Simulation + Control x i Newtonian laws gravity ground contact forces internal
More informationAccurate 3D Face and Body Modeling from a Single Fixed Kinect
Accurate 3D Face and Body Modeling from a Single Fixed Kinect Ruizhe Wang*, Matthias Hernandez*, Jongmoo Choi, Gérard Medioni Computer Vision Lab, IRIS University of Southern California Abstract In this
More informationFAB verses tradition camera-based motion capture systems
FAB verses tradition camera-based motion capture systems The advent of micromachined inertial sensors, such as rate gyroscopes and accelerometers, has made new navigation and tracking technologies possible.
More informationHomework 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 informationBIOMECHANICAL MODELLING
BIOMECHANICAL MODELLING SERDAR ARITAN serdar.aritan@hacettepe.edu.tr Biomechanics Research Group www.biomech.hacettepe.edu.tr School of Sport Science&Technology www.sbt.hacettepe.edu.tr Hacettepe University,
More informationCharacter Animation 1
Character Animation 1 Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. Character Representation A character
More informationCloth Animation. CENG 732 Computer Animation. Simple Draping. Simple Draping. Simple Draping. Simple Draping
Cloth Animation CENG 732 Computer Animation Cloth animation in Blender Cloth animation in Maya Spring 2006-2007 Week 9 Animating Cloth Motion Capture Draping will occur as a cloth is hanged from a fixed
More informationCSE452 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 informationAnimation, Motion Capture, & Inverse Kinematics. Announcements: Quiz
Animation, Motion Capture, & Inverse Kinematics Announcements: Quiz On Tuesday (3/10), in class One 8.5x11 sheet of notes allowed Sample quiz (from a previous year) on website Focus on reading comprehension
More informationCharacter Animation. Presented by: Pam Chow
Character Animation Presented by: Pam Chow Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. PLAZMO AND
More informationCOMP371 COMPUTER GRAPHICS
COMP371 COMPUTER GRAPHICS SESSION 21 KEYFRAME ANIMATION 1 Lecture Overview Review of last class Next week Quiz #2 Project presentations rubric Today Keyframe Animation Programming Assignment #3 solution
More informationCOMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation
Lecture 10: Animation COMP 175: Computer Graphics March 12, 2018 1/37 Recap on Camera and the GL Matrix Stack } Go over the GL Matrix Stack 2/37 Topics in Animation } Physics (dynamics, simulation, mechanics)
More informationReading. Animation principles. Required:
Reading Required: Animation principles John Lasseter. Principles of traditional animation applied to 3D computer animation. Proceedings of SIGGRAPH (Computer Graphics) 21(4): 35-44, July 1987. Recommended:
More informationData Fusion Virtual Surgery Medical Virtual Reality Team. Endo-Robot. Database Functional. Database
2017 29 6 16 GITI 3D From 3D to 4D imaging Data Fusion Virtual Surgery Medical Virtual Reality Team Morphological Database Functional Database Endo-Robot High Dimensional Database Team Tele-surgery Robotic
More informationThiruvarangan 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 informationAnimation. Itinerary Computer Graphics Lecture 22
15-462 Computer Graphics Lecture 22 Animation April 22, 2003 M. Ian Graham Carnegie Mellon University Itinerary Review Basic Animation Keyed Animation Motion Capture Physically-Based Animation Behavioral
More informationMotion capture: An evaluation of Kinect V2 body tracking for upper limb motion analysis
Motion capture: An evaluation of Kinect V2 body tracking for upper limb motion analysis Silvio Giancola 1, Andrea Corti 1, Franco Molteni 2, Remo Sala 1 1 Vision Bricks Laboratory, Mechanical Departement,
More informationKeyframe Animation. Animation. Computer Animation. Computer Animation. Animation vs Modeling. Animation vs Modeling
CSCI 420 Computer Graphics Lecture 19 Keyframe Animation Traditional Animation Keyframe Animation [Angel Ch. 9] Animation "There is no particular mystery in animation...it's really very simple, and like
More informationAnimation. Itinerary. What is Animation? What is Animation? Animation Methods. Modeling vs. Animation Computer Graphics Lecture 22
15-462 Computer Graphics Lecture 22 Animation April 22, 2003 M. Ian Graham Carnegie Mellon University What is Animation? Making things move What is Animation? Consider a model with n parameters Polygon
More informationBONE CONTROLLER ASSET VERSION 0.1 REV 1
Foreword Thank you for purchasing the Bone Controller! I m an independent developer and your feedback and support really means a lot to me. Please don t ever hesitate to contact me if you have a question,
More informationMusculoskeletal Modeling and Simulation of Human Movement Workshop (WS5)
Musculoskeletal Modeling and Simulation of Human Movement Workshop (WS5) Massimo Sartori Department of Neurorehabilitation Engineering University Medical Center Göttingen, Germany Monica Reggiani Department
More informationKeyframing an IK Skeleton Maya 2012
2002-2012 Michael O'Rourke Keyframing an IK Skeleton Maya 2012 (This tutorial assumes you have done the Creating an Inverse Kinematic Skeleton tutorial in this set) Concepts Once you have built an Inverse
More informationIntroduction 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 informationLecture VI: Constraints and Controllers
Lecture VI: Constraints and Controllers Motion Constraints In practice, no rigid body is free to move around on its own. Movement is constrained: wheels on a chair human body parts trigger of a gun opening
More informationanimation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time
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 informationanimation 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 informationMUSCULOSKELETAL SIMULATION :
TUTORIAL MUSCULOSKELETAL SIMULATION : FROM MOTION CAPTURE TO MUSCULAR ACTIVITY IN LOWER LIMB MODELS Nicolas Pronost and Anders Sandholm Musculoskeletal simulation? What is it? 2 Musculoskeletal simulation?
More informationPlug in Gait WebEx Training Session 3 Interpreting PiG results: PiG biomechanical modelling
Plug in Gait WebEx Training Session 3 Interpreting PiG results: PiG biomechanical modelling Gabriele Paolini Support Engineer INTRODUCTION What is Plug in Gait?? INTRODUCTION What is Plug in Gait?? Plug
More informationMultibody dynamics and numerical modelling of muscles LORENZO GRASSI
Multibody dynamics and numerical modelling of muscles LORENZO GRASSI Agenda 10:15 Lecture: Introduction to modelling locomotion and inverse dynamics 11:00 Break/questions 11:15 Opportunities in the biomechanics
More informationLecture VI: Constraints and Controllers. Parts Based on Erin Catto s Box2D Tutorial
Lecture VI: Constraints and Controllers Parts Based on Erin Catto s Box2D Tutorial Motion Constraints In practice, no rigid body is free to move around on its own. Movement is constrained: wheels on a
More informationOverview. Animation is a big topic We will concentrate on character animation as is used in many games today. humans, animals, monsters, robots, etc.
ANIMATION Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. Character Representation A character is represented
More informationInterpolation and extrapolation of motion capture data
Interpolation and extrapolation of motion capture data Kiyoshi Hoshino Biological Cybernetics Lab, University of the Ryukyus and PRESTO-SORST, Japan Science and Technology Corporation Nishihara, Okinawa
More informationStep-by-Step Guide to OpenSim Exercises and Team Project
Step-by-Step Guide to OpenSim Exercises and Team Project To present some of the tools and capabilities of OpenSim, we will use a simplified model (leg6dof9muscles.osim) throughout this workshop. The model
More information3D Human Motion Analysis and Manifolds
D E P A R T M E N T O F C O M P U T E R S C I E N C E U N I V E R S I T Y O F C O P E N H A G E N 3D Human Motion Analysis and Manifolds Kim Steenstrup Pedersen DIKU Image group and E-Science center Motivation
More informationVirtual Production for the Real World Using Autodesk MotionBuilder 2013
Virtual Production for the Real World Using Autodesk MotionBuilder 2013 Daryl Obert Autodesk Hein Beute- Xsens DG3148 This class will give attendees a firm understanding of the concepts and workflows involved
More informationThe objective of this tutorial is to present Model Based Calculations. These are calculations that only make sense relative to rigid segments.
C-Motion Online Documentation Visual3D : Model Based Computations Objectives (# 1388) The objective of this tutorial is to present Model Based Calculations. These are calculations that only make sense
More informationKinematics & 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 informationOver-determinate Kinematic Analysis
The webcast will start in a few minutes. Over-determinate Kinematic Analysis FOR M USCULOSKELETAL M ODELING Date 14 th 2017 Outline General introduction to the modeling system The math over-determinate
More informationPRACTICAL SESSION 4: FORWARD DYNAMICS. Arturo Gil Aparicio.
PRACTICAL SESSION 4: FORWARD DYNAMICS Arturo Gil Aparicio arturo.gil@umh.es OBJECTIVES After this practical session, the student should be able to: Simulate the movement of a simple mechanism using the
More informationMarkerless human motion capture through visual hull and articulated ICP
Markerless human motion capture through visual hull and articulated ICP Lars Mündermann lmuender@stanford.edu Stefano Corazza Stanford, CA 93405 stefanoc@stanford.edu Thomas. P. Andriacchi Bone and Joint
More informationCMSC 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 information7 Modelling and Animating Human Figures. Chapter 7. Modelling and Animating Human Figures. Department of Computer Science and Engineering 7-1
Modelling and Animating Human Figures 7-1 Introduction Modeling and animating an articulated figure is one of the most formidable tasks that an animator can be faced with. It is especially challenging
More informationUser Guide MTD-2. Motion Lab Systems, Inc.
User Guide MTD-2 Motion Lab Systems, Inc. This manual was written by Motion Lab Systems using ComponentOne Doc-To-Help. Updated Thursday, April 12, 2012 Trademarks All trademarks and registered trademarks
More informationRigging / 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 informationIs my simulation good enough? Validation & Verification for Biomechanical Modeling and Simulation
Is my simulation good enough? Validation & Verification for Biomechanical Modeling and Simulation Definitions: Validation and Verification Verification The process of determining that a computational model
More informationCS 231. Motion Capture Data I. The Pipeline. Bodenheimer et al
CS 231 Motion Capture Data I The Pipeline Bodenheimer et al 1 Marker Magnetic Optical Marker placement On limbs vs joints neither is ideal Over tight clothing or thin skin In repeatable 'landmarks' Using
More informationAnimation Essentially a question of flipping between many still images, fast enough
33(70) Information Coding / Computer Graphics, ISY, LiTH Animation Essentially a question of flipping between many still images, fast enough 33(70) Animation as a topic Page flipping, double-buffering
More informationOpenSim Tutorial #3 Scaling, Inverse Kinematics, and Inverse Dynamics
OpenSim Tutorial #3 Scaling, Inverse Kinematics, and Inverse Dynamics Samuel Hamner, Clay Anderson, Eran Guendelman, Chand John, Jeff Reinbolt, Scott Delp Neuromuscular Biomechanics Laboratory Stanford
More informationCS770/870 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 informationCS770/870 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 informationDocuments. OpenSim Workshop. September 20-22, 2011 HYPER Summer School, La Alberca, Spain. Jeff Reinbolt, Jen Hicks. Website: SimTK.
Documents OpenSim Workshop September 20-22, 2011 HYPER Summer School, La Alberca, Spain Jeff Reinbolt, Jen Hicks Website: SimTK.org/home/opensim OpenSim Workshop Agenda 14:00 14:15 Welcome and goals of
More informationCONTROLLER FOR JUMPING ANIMATIONS TO ACHIEVE TARGET POSITIONS
CONTROLLER FOR JUMPING ANIMATIONS TO ACHIEVE TARGET POSITIONS By Ian Charles Ooi A Thesis Submitted to the Graduate Faculty of Rensselaer Polytechnic Institute in Partial Fulfillment of the Requirements
More informationSimulating Man-Machine Symbiosis
The webcast will start in a few minutes. Simulating Man-Machine Symbiosis I M PROVED DESIGN SOLUTIONS, FROM ERGONOMICS TO ASSISTIVE T ECHNOLO GY March 15 th 2016 Outline Introduction by the Host Man-Machine
More informationControlling Reactive, Motion Capture-driven Simulated Characters
Controlling Reactive, Motion Capture-driven Simulated Characters Victor B. Zordan University of California at Riverside Motion capture-driven simulations? Motivation: Unreal Havok Havok2 Motion capture
More informationHumanoid Robotics. Path Planning and Walking. Maren Bennewitz
Humanoid Robotics Path Planning and Walking Maren Bennewitz 1 Introduction Given the robot s pose in a model of the environment Compute a path to a target location First: 2D path in a 2D grid map representation
More informationCOMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION. Rémi Ronfard, Animation, M2R MOSIG
COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION Rémi Ronfard, Animation, M2R MOSIG 2 Outline Principles of animation Keyframe interpolation Rigging, skinning and walking
More informationComputer 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 informationReviewing Principles and Elements of Animation for Motion Capture-based Walk, Run and Jump
2010 Seventh International Conference on Computer Graphics, Imaging and Visualization Reviewing Principles and Elements of Animation for Motion Capture-based Walk, Run and Jump Jong Sze Joon Faculty of
More informationMotion Analysis Methods. Gerald Smith
Motion Analysis Methods Gerald Smith Measurement Activity: How accurately can the diameter of a golf ball and a koosh ball be measured? Diameter? 1 What is the diameter of a golf ball? What errors are
More informationWhite Paper. OLGA Explained. Lasse Roren. Author:
White Paper OLGA Explained Author: Lasse Roren Revision: 05/001 - August 2005 Introduction OLGA (Optimized Lower-limb Gait Analysis) was introduced in 2003 as a plug-in which works with the Vicon Workstation
More informationCS 231. Control for articulate rigid-body dynamic simulation. Articulated rigid-body dynamics
CS 231 Control for articulate rigid-body dynamic simulation Articulated rigid-body dynamics F = ma No control 1 No control Ragdoll effects, joint limits RT Speed: many sims at real-time rates on today
More informationAnimation Lecture 10 Slide Fall 2003
Animation Lecture 10 Slide 1 6.837 Fall 2003 Conventional Animation Draw each frame of the animation great control tedious Reduce burden with cel animation layer keyframe inbetween cel panoramas (Disney
More informationBasics of Motion Generation
Basics of Motion Generation let X i = position,orient. of O i at t k = t 0, i END = false while (not END) do display O i, i t k = t k + Δt generate X i at t k, i END = function(motion generation) Methods
More informationAdding 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 informationGame Programming. Bing-Yu Chen National Taiwan University
Game Programming Bing-Yu Chen National Taiwan University Character Motion Hierarchical Modeling Character Animation Motion Editing 1 Hierarchical Modeling Connected primitives 2 3D Example: A robot arm
More informationMotion Capture and Its Application for Vehicle Ingress/Egress
Motion Capture and Its Application for Vehicle Ingress/Egress N. WANG*, G. GOMEZ-LEVI, K. KOZAK and J. WAN Research and Advanced Engineering, Ford Motor Company, USA Abstract Understanding how drivers
More informationMOTION capture is a technique and a process that
JOURNAL OF L A TEX CLASS FILES, VOL. 6, NO. 1, JANUARY 2008 1 Automatic estimation of skeletal motion from optical motion capture data xxx, Member, IEEE, Abstract Utilization of motion capture techniques
More informationMotion 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 informationOpen Access The Kinematics Analysis and Configuration Optimize of Quadruped Robot. Jinrong Zhang *, Chenxi Wang and Jianhua Zhang
Send Orders for Reprints to reprints@benthamscience.ae The Open Automation and Control Systems Journal, 014, 6, 1685-1690 1685 Open Access The Kinematics Analysis and Configuration Optimize of Quadruped
More informationWHITE PAPER: Mischa Muehling 1,Tim Weber 1, 2, Philipp Russ 3, Sebastian Dendorfer 1, 2 1
WHITE PAPER: 1 Prediction of ground reaction s and moments by using gait analysis silhouette tracking method compared to marker tracking and platform method Mischa Muehling 1,Tim Weber 1, 2, Philipp Russ
More informationAnimation 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 informationC O M P U T E R G R A P H I C S. Computer Animation. Guoying Zhao 1 / 66
Computer Animation Guoying Zhao 1 / 66 Basic Elements of Computer Graphics Modeling construct the 3D model of the scene Rendering Render the 3D model, compute the color of each pixel. The color is related
More informationStyle-based Inverse Kinematics
Style-based Inverse Kinematics Keith Grochow, Steven L. Martin, Aaron Hertzmann, Zoran Popovic SIGGRAPH 04 Presentation by Peter Hess 1 Inverse Kinematics (1) Goal: Compute a human body pose from a set
More informationROSE-HULMAN INSTITUTE OF TECHNOLOGY
Introduction to Working Model Welcome to Working Model! What is Working Model? It's an advanced 2-dimensional motion simulation package with sophisticated editing capabilities. It allows you to build and
More information