Example-Based Skeleton Extraction. Scott Schaefer Can Yuksel
|
|
- Thomas Gordon
- 5 years ago
- Views:
Transcription
1 Example-Based Skeleton Extraction Scott Schaefer Can Yuksel
2 Example-Based Deformation Examples
3 Previous Work Mesh-based Inverse Kinematics [Sumner et al. 2005], [Der et al. 2006] Example-based deformation method Non-linear minimization Not real-time Image taken from [Sumner et al. 2005]
4 Objective Determine parameters for skeletal animation from set of examples Bone transformations Vertex weights Bone connectivity Examples Joint locations Root node
5 Previous Work Skeleton from shape decomposition [Katz, Tal 2003] [de Aguilar et al. 2004] [Theobalt et al. 2004] [Katz et al. 2005] [Lien et al. 2006] Image taken from [Lien et al. 2006]
6 Previous Work Skeleton from shape decomposition [Katz, Tal 2003] [de Aguilar et al. 2004] [Theobalt et al. 2004] [Katz et al. 2005] [Lien et al. 2006] Image taken from [Lien et al. 2006]
7 Previous Work Example-based skinning [Wang et al. 2002] [Mohr, Gleicher 2003] Image taken from [Wang et al. 2002]
8 Previous Work Skinning Mesh Animations [James, Twigg 2005] Robust face clustering for bone estimation Non-negative least squares for weights Compresses animations for display on GPU No connectivity/hierarchy/joint positions Image taken from [James, Twigg 2005]
9 Previous Work Skeletons from real world data [Kurihara, Miyata 2004] [Anguelov et al. 2004] [Kirk et al. 2005] Image taken from [Kirk et al. 2005] Image taken from [Kurihara, Miyata 2004]
10 Outline Bone estimation Skinning Finding bone connectivity Estimating joint locations
11 Outline Bone estimation Skinning Finding bone connectivity Estimating joint locations
12 Outline Bone estimation Skinning Finding bone connectivity Estimating joint locations
13 Outline Bone estimation Skinning Finding bone connectivity Estimating joint locations
14 Outline Bone estimation Skinning Finding bone connectivity Estimating joint locations
15 Bone Estimation Cluster faces that transform in the same rigid manner
16 Rigid Error Functions R min T R= I, T i t Rp 0 i ( t) + T p k i ( t) 2 dt 0 Rp i ( t) + T
17 Rigid Error Functions T = p k 0 Rp where k p = i t i p k i t ( t) dt dt 0 Rp i ( t) + T
18 Rigid Error Functions M = t pˆ 0( t) pˆ i k i ( t) T dt where pˆ k i ( t) = p k i ( t) p k i 0 Rp i ( t) + T
19 Rigid Error Functions M T = RS where S = S and [Shoemake et al. 1992], [Alexa et al. 2000], [Müller et al. 2005] R T R = I 0 Rp i ( t) + T
20 Rigid Error Functions Eigen decomposition of 4x4 matrix [Horn 1987] 0 Rp i ( t) + T
21 Rigid Error Functions Compact representation (17 floats) 0 Rp i ( t) + T
22 Skin Weights Weight properties: Match the motion of the example poses Translation invariant Four or less bone weights per vertex Positive weights p ˆ = α ( R p + T ) i i i i
23 Skin Weights
24 Skin Weights
25 Skin Weights
26 Skin Weight Validation
27 Bone Connectivity Vertex weights indicate information about bone connectivity!!!
28 Bone Connectivity Vertex weights indicate information about bone connectivity!!!.5 STRONG!!!. 4. 1
29 Bone Connectivity Vertex weights indicate information about bone connectivity!!!.5 weak. 4. 1
30 Bone Connectivity Extract maximal spanning tree to determine connectivity For each vertex For each bone weight Let α max be the j, max maximum weight Add weight α j to edge between (max, j)
31 Joint Locations
32 Joint Locations Joint has same position with respect to both bone transformations
33 Joint Locations Many joints act as hinges and bend along an axis Yields infinite number of solutions to minimization!!!
34 Joint Locations Vertex weights indicate information about joint locations!!!.5.5
35 Joint Locations Vertex weights indicate information about joint locations!!!.5.5 Joint close to this vertex
36 Joint Locations Vertex weights indicate information about joint locations!!!.1.9 Joint not close to this vertex
37 Joint Locations Vertex weights indicate information about joint locations!!!.1.9 Joint not close to this vertex Minimize distance to estimated joint location
38 Root of Skeleton Very arbitrary We choose bone closest to center of mass Center of mass important in physical calculations so makes sense to set root there
39 Examples Results
40 Examples Results
41 Examples Results
42 Results
43 Examples Results
44 Examples Results
45 Examples Results
46 Results
47 Examples Results
48 Examples Results
49 Examples Results
50 Results
51 Examples Results
52 Examples Results
53 Examples Results
54 Results
55 Results 29 bones 19 bones 9 bones
56 Performance 0.00s 1.85s 1.57s Lion 0.02s 32.23s 32.29s Elephant 0.00s 2.53s 5.21s Armadillo 0.00s 4.01s 2.11s Cat 0.00s 11.14s 5.53s Horse 0.00s 6.46s 9.96s Hand Skeleton Extraction Skinning Face Clustering Bones Example Poses Faces Model
57 Performance Model Faces Example Poses Bones Face Clustering Skinning Skeleton Extraction Hand s 6.46s 0.00s Horse s 11.14s 0.00s Cat s 4.01s 0.00s Armadillo s 2.53s 0.00s Elephant s 32.23s 0.02s Lion s 1.85s 0.00s Face Clustering 10x-50x faster than Mean Shift Clustering [James, Twigg 2005]
58 Importing Skeletons Maya-script importer Manipulate directly in Maya No plugins/special software needed Works with existing production pipelines
59 Future Work Skeletons are good but not perfect Improve weight fitting Add user feedback to create an intelligent system
Skinning Mesh Animations
Doug L. James, Christopher D. Twigg Carnegie Mellon University presented by Johannes Schmid 1 Outline Introduction & Motivation Overview & Details Results Discussion 2 Introduction Mesh sequence: 3 General
More informationSCAPE: Shape Completion and Animation of People
SCAPE: Shape Completion and Animation of People By Dragomir Anguelov, Praveen Srinivasan, Daphne Koller, Sebastian Thrun, Jim Rodgers, James Davis From SIGGRAPH 2005 Presentation for CS468 by Emilio Antúnez
More informationComputational 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 informationCS 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 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 informationSkeletal deformation
CS 523: Computer Graphics, Spring 2009 Shape Modeling Skeletal deformation 4/22/2009 1 Believable character animation Computers games and movies Skeleton: intuitive, low dimensional subspace Clip courtesy
More informationAnimation. 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 informationDeformation Transfer for Triangle Meshes
Deformation Transfer for Triangle Meshes a Paper (SIGGRAPH 2004) by Robert W. Sumner & Jovan Popovic presented by Roni Oeschger Deformation Transfer Source deformed Target deformed 1 Outline of my presentation
More informationFast and precise kinematic skeleton extraction of 3D dynamic meshes
Fast and precise kinematic skeleton extraction of 3D dynamic meshes Julien Tierny, Jean-Philippe Vandeborre, Mohamed Daoudi To cite this version: Julien Tierny, Jean-Philippe Vandeborre, Mohamed Daoudi.
More information05 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 informationKinematics. CS 448D: Character Animation Prof. Vladlen Koltun Stanford University
Kinematics CS 448D: Character Animation Prof. Vladlen Koltun Stanford University Kinematics Kinematics: The science of pure motion, considered without reference to the matter of objects moved, or to the
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 informationMesh-Based Inverse Kinematics
CS468, Wed Nov 9 th 2005 Mesh-Based Inverse Kinematics R. W. Sumner, M. Zwicker, C. Gotsman, J. Popović SIGGRAPH 2005 The problem 1 General approach Learn from experience... 2 As-rigid-as-possible shape
More informationCS 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 informationCharacter animation Christian Miller CS Fall 2011
Character animation Christian Miller CS 354 - Fall 2011 Exam 2 grades Avg = 74.4, std. dev. = 14.4, min = 42, max = 99 Characters Everything is important in an animation But people are especially sensitive
More informationDynamic Geometry Processing
Dynamic Geometry Processing EG 2012 Tutorial Will Chang, Hao Li, Niloy Mitra, Mark Pauly, Michael Wand Tutorial: Dynamic Geometry Processing 1 Articulated Global Registration Introduction and Overview
More informationInverse Kinematics for Reduced Deformable Models
To appear in SIGGRAPH 2006. Inverse Kinematics for Reduced Deformable Models Robert W. Sumner Kevin G. Der ETH Zu rich Examples Computer Science and Artificial Intelligence Laboratory Massachusetts Institute
More informationInverse Kinematics for Reduced Deformable Models
Inverse Kinematics for Reduced Deformable Models Kevin G. Der Robert W. Sumner Jovan Popović Computer Science and Artificial Intelligence Laboratory Massachusetts Institute of Technology ETH Zürich Examples
More informationAdvanced Graphics and Animation
Advanced Graphics and Animation Character Marco Gillies and Dan Jones Goldsmiths Aims and objectives By the end of the lecture you will be able to describe How 3D characters are animated Skeletal animation
More informationCS354 Computer Graphics Character Animation and Skinning
Slide Credit: Don Fussell CS354 Computer Graphics Character Animation and Skinning Qixing Huang April 9th 2018 Instance Transformation Start with a prototype object (a symbol) Each appearance of the object
More informationChapter 9 Animation System
Chapter 9 Animation System 9.1 Types of Character Animation Cel Animation Cel animation is a specific type of traditional animation. A cel is a transparent sheet of plastic on which images can be painted
More informationVideo based Animation Synthesis with the Essential Graph. Adnane Boukhayma, Edmond Boyer MORPHEO INRIA Grenoble Rhône-Alpes
Video based Animation Synthesis with the Essential Graph Adnane Boukhayma, Edmond Boyer MORPHEO INRIA Grenoble Rhône-Alpes Goal Given a set of 4D models, how to generate realistic motion from user specified
More informationPose Space Deformation A unified Approach to Shape Interpolation and Skeleton-Driven Deformation
Pose Space Deformation A unified Approach to Shape Interpolation and Skeleton-Driven Deformation J.P. Lewis Matt Cordner Nickson Fong Presented by 1 Talk Outline Character Animation Overview Problem Statement
More informationThe Line of Action: an Intuitive Interface for Expressive Character Posing. Martin Guay, Marie-Paule Cani, Rémi Ronfard
The Line of Action: an Intuitive Interface for Expressive Character Posing Martin Guay, Marie-Paule Cani, Rémi Ronfard LJK, INRIA, Université de Grenoble [S.Lee and J. Buscema, Drawing Comics the Marvel
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 informationCloning 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 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 informationFree-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 informationSM2231 :: 3D Animation I :: Basic. Rigging
SM2231 :: 3D Animation I :: Basic Rigging Object arrangements Hierarchical Hierarchical Separate parts arranged in a hierarchy can be animated without a skeleton Flat Flat Flat hierarchy is usually preferred,
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 informationSkeleton-Based Shape Deformation Using Simplex Transformations
Skeleton-Based Shape Deformation Using Simplex Transformations Han-Bing Yan 1, Shi-Min Hu 1,andRalphMartin 2 1 Dept. of Computer Science and Technology, Tsinghua University, P.R. China yanhb02@mails.tsinghua.edu.cn,
More informationModeling. Anuj Agrawal Dan Bibyk Joe Pompeani Hans Winterhalter
Modeling Anuj Agrawal Dan Bibyk Joe Pompeani Hans Winterhalter Modeling Joe o Polygon Models o NURBS o Subdivision Surfaces o Locators Hans o Splitting polygons, joining objects, extruding faces o Extrude,
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 information6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, :05-12pm Two hand-written sheet of notes (4 pages) allowed 1 SSD [ /17]
6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, 2011 9:05-12pm Two hand-written sheet of notes (4 pages) allowed NAME: 1 / 17 2 / 12 3 / 35 4 / 8 5 / 18 Total / 90 1 SSD [ /17]
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 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 informationShape Matching. Michael Kazhdan ( /657)
Shape Matching Michael Kazhdan (601.457/657) Overview Intro General Approach Minimum SSD Descriptor Goal Given a database of 3D models, and given a query shape, find the database models that are most similar
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 informationSmall 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 informationSkeleton-Based Shape Deformation using Simplex Transformations
Computer Graphics International 2006 Skeleton-Based Shape Deformation using Simplex Transformations Han-Bing Yan, Shi-Min Hu and Ralph Martin Outline Motivation Introduction Mesh segmentation using skeleton
More informationExample Based Skeletonization Using Harmonic One-Forms
Example Based Skeletonization Using Harmonic One-Forms Ying He Xian Xiao Hock-Soon Seah School of Computer Engineering Nanyang Technological University, Singapore ABSTRACT This paper presents a method
More informationHow to create a bone diagram?
How to create a bone diagram? This tutorial shows how to create a bone diagram. A bone diagram represents relations between endpoints and surface interaction. A bone is transformed by a force field, and
More informationMaya Lesson 8 Notes - Animated Adjustable Desk Lamp
Maya Lesson 8 Notes - Animated Adjustable Desk Lamp To Model the Lamp: 1. Research: Google images - adjustable desk lamp. 2. Print several images of lamps for ideas to model. 3. Make a sketch of the lamp
More information计算机图形学. Computer Graphics 刘利刚.
计算机图形学 Computer Graphics 刘利刚 lgliu@ustc.edu.cn http://staff.ustc.edu.cn/~lgliu Computer Animation Skinning and Enveloping The slide are from Durand from MIT. Before getting started One more word about
More informationAnimation 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 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 informationSkeleton Based As-Rigid-As-Possible Volume Modeling
Skeleton Based As-Rigid-As-Possible Volume Modeling Computer Science Department, Rutgers University As-rigid-as-possible (ARAP) shape modeling is a popular technique to obtain natural deformations. There
More informationThis week. CENG 732 Computer Animation. Warping an Object. Warping an Object. 2D Grid Deformation. Warping an Object.
CENG 732 Computer Animation Spring 2006-2007 Week 4 Shape Deformation Animating Articulated Structures: Forward Kinematics/Inverse Kinematics This week Shape Deformation FFD: Free Form Deformation Hierarchical
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 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 informationRyan Marcotte CS 499 (Honours Seminar) March 16, 2011
Ryan Marcotte www.cs.uregina.ca/~marcottr CS 499 (Honours Seminar) March 16, 2011 Outline Introduction to the problem Basic principles of skeletal animation, tag points Description of animation algorithm
More informationAnimation 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 informationAbout this document. Introduction. Where does Life Forms fit? Prev Menu Next Back p. 2
Prev Menu Next Back p. 2 About this document This document explains how to use Life Forms Studio with LightWave 5.5-6.5. It also contains short examples of how to use LightWave and Life Forms together.
More informationarxiv: v1 [cs.gr] 16 May 2017
Automated Body Structure Extraction from Arbitrary 3D Mesh Yong Khoo, Sang Chung This paper presents an automated method for 3D character skeleton extraction that can be arxiv:1705.05508v1 [cs.gr] 16 May
More informationZappar's coordinate system is based on the center of the scene being the center of the target image.
3D for Zappar Coordinate system Zappar's coordinate system is based on the center of the scene being the center of the target image. The top of the image is Y = 1 and the bottom is Y = -1. The X coordinates
More informationLecture 22 of 41. Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics
Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre Public
More informationLecture 22 of 41. Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics
Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre Public
More informationAnimation 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 informationAnimation 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 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 informationSkinning Mesh Animations
Skinning Mesh Animations Doug L. James Christopher D. Twigg Carnegie Mellon University Figure 1: Stampede! Ten thousand skinned mesh animations (SMAs) synthesized in graphics hardware at interactive rates.
More informationBreathing life into your applications: Animation with Qt 3D. Dr Sean Harmer Managing Director, KDAB (UK)
Breathing life into your applications: Animation with Qt 3D Dr Sean Harmer Managing Director, KDAB (UK) sean.harmer@kdab.com Contents Overview of Animations in Qt 3D Simple Animations Skeletal Animations
More informationEfficient interpolation of articulated shapes using mixed shape spaces
Volume xx (200y), Number z, pp. 1 13 Efficient interpolation of articulated shapes using mixed shape spaces Stefano Marras Thomas J. Cashman Kai Hormann Università della Svizzera italiana, Lugano, Switzerland
More informationReal 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 informationCS 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 informationRegistration 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 informationAdvanced Computer Graphics
G22.2274 001, Fall 2009 Advanced Computer Graphics Project details and tools 1 Project Topics Computer Animation Geometric Modeling Computational Photography Image processing 2 Optimization All projects
More informationCS 775: Advanced Computer Graphics. Lecture 3 : Kinematics
CS 775: Advanced Computer Graphics Lecture 3 : Kinematics Traditional Cell Animation, hand drawn, 2D Lead Animator for keyframes http://animation.about.com/od/flashanimationtutorials/ss/flash31detanim2.htm
More informationMOTION 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 informationCSE 554 Lecture 7: Deformation II
CSE 554 Lecture 7: Deformation II Fall 2011 CSE554 Deformation II Slide 1 Review Rigid-body alignment Non-rigid deformation Intrinsic methods: deforming the boundary points An optimization problem Minimize
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 informationBlack Desert Online. Taking MMO Development to the Next Level. Dongwook Ha Gwanghyeon Go
Black Desert Online Taking MMO Development to the Next Level Dongwook Ha (dongwook@pearlabyss.com) Gwanghyeon Go (xdotdt@pearlabyss.com) 2018-03-23 Black Desert Online Challenges Massive data and contents
More informationRobust Human Body Shape and Pose Tracking
Robust Human Body Shape and Pose Tracking Chun-Hao Huang 1 Edmond Boyer 2 Slobodan Ilic 1 1 Technische Universität München 2 INRIA Grenoble Rhône-Alpes Marker-based motion capture (mocap.) Adventages:
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 informationThe x-intercept can be found by setting y = 0 and solving for x: 16 3, 0
y=-3/4x+4 and y=2 x I need to graph the functions so I can clearly describe the graphs Specifically mention any key points on the graphs, including intercepts, vertex, or start/end points. What is the
More informationApplications of Dual Quaternions in Three Dimensional Transformation and Interpolation
Applications of Dual Quaternions in Three Dimensional Transformation and Interpolation November 11, 2013 Matthew Smith mrs126@uclive.ac.nz Department of Computer Science and Software Engineering University
More informationPractical Least-Squares for Computer Graphics
Outline Least Squares with Generalized Errors Robust Least Squares Constrained Least Squares Practical Least-Squares for Computer Graphics Outline Least Squares with Generalized Errors Robust Least Squares
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 information3D Production Pipeline
Overview 3D Production Pipeline Story Character Design Art Direction Storyboarding Vocal Tracks 3D Animatics Modeling Animation Rendering Effects Compositing Basics : OpenGL, transformation Modeling :
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 informationAdvanced Computer Graphics Transformations. Matthias Teschner
Advanced Computer Graphics Transformations Matthias Teschner Motivation Transformations are used To convert between arbitrary spaces, e.g. world space and other spaces, such as object space, camera space
More informationReal-Time Enveloping with Rotational Regression. Robert Yuanbo Wang
Real-Time Enveloping with Rotational Regression by Robert Yuanbo Wang Submitted to the Department of Electrical Engineering and Computer Science in partial fulfillment of the requirements for the degree
More informationInverse Kinematics II and Motion Capture
Mathematical Foundations of Computer Graphics and Vision Inverse Kinematics II and Motion Capture Luca Ballan Institute of Visual Computing Comparison 0 1 A B 2 C 3 Fake exponential map Real exponential
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, 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 informationDeformation Transfer for Triangle Meshes
Deformation Transfer for Triangle Meshes Robert W. Sumner Jovan Popović Computer Science and Artificial Intelligence Laboratory Massachusetts Institute of Technology Figure 1: Deformation transfer copies
More informationLesson 01 Polygon Basics 17. Lesson 02 Modeling a Body 27. Lesson 03 Modeling a Head 63. Lesson 04 Polygon Texturing 87. Lesson 05 NURBS Basics 117
Table of Contents Project 01 Lesson 01 Polygon Basics 17 Lesson 02 Modeling a Body 27 Lesson 03 Modeling a Head 63 Lesson 04 Polygon Texturing 87 Project 02 Lesson 05 NURBS Basics 117 Lesson 06 Modeling
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 informationCharacter Animation COS 426
Character Animation COS 426 Syllabus I. Image processing II. Modeling III. Rendering IV. Animation Image Processing (Rusty Coleman, CS426, Fall99) Rendering (Michael Bostock, CS426, Fall99) Modeling (Dennis
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 informationAnimation. Keyframe animation. CS4620/5620: Lecture 30. Rigid motion: the simplest deformation. Controlling shape for animation
Keyframe animation CS4620/5620: Lecture 30 Animation Keyframing is the technique used for pose-to-pose animation User creates key poses just enough to indicate what the motion is supposed to be Interpolate
More informationKinematic skeleton extraction based on motion boundaries for 3D dynamic meshes
Kinematic skeleton extraction based on motion boundaries for 3D dynamic meshes Halim Benhabiles, Guillaume Lavoué, Jean-Philippe Vandeborre, Mohamed Daoudi To cite this version: Halim Benhabiles, Guillaume
More informationBeginners Guide Maya. To be used next to Learning Maya 5 Foundation. 15 juni 2005 Clara Coepijn Raoul Franker
Beginners Guide Maya To be used next to Learning Maya 5 Foundation 15 juni 2005 Clara Coepijn 0928283 Raoul Franker 1202596 Index Index 1 Introduction 2 The Interface 3 Main Shortcuts 4 Building a Character
More information2/22/ Transformations but first 1.3 Recap. Section Objectives: Students will know how to analyze graphs of functions.
1 2 3 4 1.4 Transformations but first 1.3 Recap Section Objectives: Students will know how to analyze graphs of functions. 5 Recap of Important information 1.2 Functions and their Graphs Vertical line
More informationCSE 682: Animation. Winter Jeff Walsh, Stephen Warton, Brandon Rockwell, Dustin Hoffman
CSE 682: Animation Winter 2012 Jeff Walsh, Stephen Warton, Brandon Rockwell, Dustin Hoffman Topics: Path animation Camera animation Keys and the graph editor Driven keys Expressions Particle systems Animating
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 informationAnimation, Motion Capture, & Inverse Kinematics
Animation, Motion Capture, & Inverse Kinematics Pop Worksheet! Teams of 2. SOMEONE YOU HAVEN T ALREADY WORKED WITH Enumerate all cases (including rotations) of the 2D version of Marching Cubes, labeling
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 informationQuestion 2: Linear algebra and transformations matrices rotation vectors linear transformation T=U*D*VT
You must answer all questions. For full credit, an answer must be both correct and well-presented (clear and concise). If you feel a question is ambiguous, state any assumptions that you need to make.
More information