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CS-184: Computer Graphics Lecture #20: Motion Capture Prof. James O Brien University of California, Berkeley V2005-F20-1.0 Today Motion Capture 2

Motion Capture Record motion from physical objects Use motion to animate virtual objects Simplified Pipeline: Setup and calibrate equipment Record performance Process motion data Generate animation 3 Basic Pipeline Setup Record Process Animation From Rose, et al., 1998 4

What types of objects? Human, whole body Portions of body Facial animation Animals Puppets Other objects 5 Capture Equipment Passive Optical Reflective markers IR (typically) illumination Special cameras Fast, high res., filters Triangulate for positions Images from Motion Analysis 6

Capture Equipment Passive Optical Advantages Accurate May use many markers No cables High frequency Disadvantages Requires lots of processing Expensive systems Occlusions Marker swap Lighting / camera limitations 7 Capture Equipment Active Optical Similar to passive but uses LEDs Blink IDs, no marker swap Number of markers trades off w/ frame rate Phoenix Technology Phase Space 8

Capture Equipment Magnetic Trackers Transmitter emits field Trackers sense field Trackers report position and orientation May be wireless Control 9 Capture Equipment Electromagnetic Advantages 6 DOF data No occlusions Less post processing Cheaper than optical Disadvantages Cables Problems with metal objects Low(er) frequency Limited range Limited number of trackers 10

Capture Equipment Electromechanical Analogus 11 Puppets Capture Equipment Digital Image Design 12

Performance Capture Many studios regard Motion Capture as evil Synonymous with low quality motion No directive / creative control Cheap Performance Capture is different Use mocap device as an expressive input device Similar to digital music and MIDI keyboards 13 Manipulating Motion Data Basic tasks Adjusting Blending Transitioning Retargeting Building graphs 14

Nature of Motion Data Witkin and Popovic, 1995 Subset of motion curves from captured walking motion. 15 Adjusting IK on single frames will not work Gleicher, SIGGRAPH 98 16

Adjusting Define desired motion function in parts Adjustment Inital sampled data Result after adjustment 17 Adjusting Select adjustment function from some nice space Example C2 B-splines Spread modification over reasonable period of time User selects support radius 18

Adjusting IK uses control points of the B-spline now Example: position racket fix right foot fix left toes balance Witkin and Popovic SIGGRAPH 95 19 Adjusting Witkin and Popovic SIGGRAPH 95 What if adjustment periods overlap? 20

Blending Given two motions make a motion that combines qualities of both Assume same DOFs Assume same parameter mappings 21 Blending Consider blending slow-walk and fast-walk Bruderlin and Williams, SIGGRAPH 95 22

Blending Define timewarp functions to align features in motion Normalized time is w 23 Blending Blend in normalized time Blend playback rate 24

Blending Blending may still break features in original motions Touchdown for Run Touchdown for Walk Blend misses ground and floats 25 Blending Add explicit constrains to key points Enforce with IK over time Touchdown for Run Touchdown for Walk 26

Blending / Adjustment Short edits will tend to look acceptable Longer ones will often exhibit problems Optimize to improve blends / adjustments Add quality metric on adjustment Minimize accelerations / torques Explicit smoothness constraints Other criteria... 27 Multivariate Blending Extend blending to multivariate interpolation Speed Happiness 28

Multivariate Blending Extend blending to multivariate interpolation Speed If we have other examples place them in the space also Happiness Use standard scattered-data interpolation methods 29 Transitions Transition from one motion to another Perform blend in overlap region 30

Cyclification Special case of transitioning Both motions are the same Need to modify beginning and end of a motion simultaneously 31 Transition Graphs Run Flip Sit Walk Trip Stand Dance 32

Retargeting Adapt motion from one character to another From Gleicher, SIGGRAPH 1998 33 Suggested Reading Fourier principles for emotion-based human figure animation, Unuma, Anjyo, and Takeuchi, SIGGRAPH 95 Motion signal processing, Bruderlin and Williams, SIGGRAPH 95 Motion warping, Witkin and Popovic, SIGGRAPH 95 Efficient generation of motion transitions using spacetime constrains, Rose et al., SIGGRAPH 96 Retargeting motion to new characters, Gleicher, SIGGRAPH 98 Verbs and adverbs: Multidimensional motion interpolation, Rose, Cohen, and Bodenheimer, IEEE: Computer Graphics and Applications, v. 18, no. 5, 1998 34