Example-Based Skeleton Extraction. Scott Schaefer Can Yuksel

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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

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