CS 231. Motion Capture Data I. The Pipeline. Bodenheimer et al

Similar documents
Mapping optical motion capture data to skeletal motion using a physical model

CS-184: Computer Graphics

CS 231. Inverse Kinematics Intro to Motion Capture. 3D characters. Representation. 1) Skeleton Origin (root) Joint centers/ bones lengths

CS 231. Inverse Kinematics Intro to Motion Capture

CS-184: Computer Graphics. Today

Motion Synthesis and Editing. Yisheng Chen

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

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

Controlling Reactive, Motion Capture-driven Simulated Characters

Motion Graphs for Character Animation

A Responsiveness Metric for Controllable Characters Technical Report CS

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

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

To Do. History of Computer Animation. These Lectures. 2D and 3D Animation. Computer Animation. Foundations of Computer Graphics (Spring 2010)

Dynamics Based Comparison Metrics for Motion Graphs

Motion Capture, Motion Edition

Video based Animation Synthesis with the Essential Graph. Adnane Boukhayma, Edmond Boyer MORPHEO INRIA Grenoble Rhône-Alpes

Motion Capture & Simulation

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

Character Animation 1

A Dynamics-based Comparison Metric for Motion Graphs

CS 231. Control for articulate rigid-body dynamic simulation. Articulated rigid-body dynamics

Animation, Motion Capture, & Inverse Kinematics. Announcements: Quiz

Data-driven Approaches to Simulation (Motion Capture)

Simulation. x i. x i+1. degrees of freedom equations of motion. Newtonian laws gravity. ground contact forces

Character Animation. Presented by: Pam Chow

Announcements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation

Animation. CS 465 Lecture 22

Kinematics & Motion Capture

Achieving Good Connectivity in Motion Graphs

Motion Capture. Motion Capture in Movies. Motion Capture in Games

Character Animation Seminar Report: Complementing Physics with Motion Capture

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

Moving Beyond Ragdolls:

Cloth Animation. CENG 732 Computer Animation. Simple Draping. Simple Draping. Simple Draping. Simple Draping

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

Synthesis by Example. Connecting Motion Planning and Example based Movement. Michael Gleicher

MOTION capture is a technique and a process that

Motion Control with Strokes

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

Motion Texture. Harriet Pashley Advisor: Yanxi Liu Ph.D. Student: James Hays. 1. Introduction

Game Programming. Bing-Yu Chen National Taiwan University

Optimal motion trajectories. Physically based motion transformation. Realistic character animation with control. Highly dynamic motion

Computer Animation and Visualisation. Lecture 3. Motion capture and physically-based animation of characters

CS 231. Deformation simulation (and faces)

COMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation

MOTION CAPTURE BASED MOTION ANALYSIS AND MOTION SYNTHESIS FOR HUMAN-LIKE CHARACTER ANIMATION

Animation by Adaptation Tutorial 1: Animation Basics

Applications. Systems. Motion capture pipeline. Biomechanical analysis. Graphics research

CS 231. Deformation simulation (and faces)

7 Modelling and Animating Human Figures. Chapter 7. Modelling and Animating Human Figures. Department of Computer Science and Engineering 7-1

Animation, Motion Capture, & Inverse Kinematics

Adding Hand Motion to the Motion Capture Based Character Animation

Feature-Based Locomotion with Inverse Branch Kinematics

Term Project Final Report for CPSC526 Statistical Models of Poses Using Inverse Kinematics

animation projects in digital art animation 2009 fabio pellacini 1

COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION. Rémi Ronfard, Animation, M2R MOSIG

Adapting Motion Capture Data to Follow an Arbitrary Path

CSE452 Computer Graphics

Surface-based Character Animation

Real-Time Motion Transition by Example

Full Body Tracking Using an Agent-based Architecture

Modeling Physically Simulated Characters with Motion Networks

Style-based Inverse Kinematics

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

Synthesis and Editing of Personalized Stylistic Human Motion

Character Animation from Motion Capture Data

3D Human Motion Analysis and Manifolds

Motion Editing with Data Glove

Computer Animation. Algorithms and Techniques. z< MORGAN KAUFMANN PUBLISHERS. Rick Parent Ohio State University AN IMPRINT OF ELSEVIER SCIENCE

Character Animation COS 426

Motion Control Methods for Skeleton Daniel Thalmann

Motion Rings for Interactive Gait Synthesis

Articulated Characters

Motion Interpretation and Synthesis by ICA

Measuring the Steps: Generating Action Transitions Between Locomotion Behaviours

INFOMCANIM Computer Animation Motion Synthesis. Christyowidiasmoro (Chris)

An Introduction to animation and motion blending

Validating retargeted and interpolated locomotions by dynamics-based analysis

Motion Patches: Building Blocks for Virtual Environments Annotated with Motion Data

Human body animation. Computer Animation. Human Body Animation. Skeletal Animation

SYNTHESIZING AND EVALUATING DATA-DRIVEN MOTION TRANSITIONS. Jing Wang. Dissertation. Submitted to the Faculty of the

CS-184: Computer Graphics. Introduction to Animation. Lecture #17: Introduction to Animation. 17-AnimationIntro.key - April 15, 2014

Active Learning for Real-Time Motion Controllers

Animation. Itinerary Computer Graphics Lecture 22

Agenda. Introduction Curve implementation. Particle System. - Requirements -What are all those vectors? -Where should I put things?

Synthesizing Human Motion From Intuitive Constraints

Human Motion Synthesis by Motion Manifold Learning and Motion Primitive Segmentation

Animation. Itinerary. What is Animation? What is Animation? Animation Methods. Modeling vs. Animation Computer Graphics Lecture 22

CS 231. Inverse Kinematics Intro to Motion Capture. 3D characters. Representation. 1) Skeleton Origin (root) Joint centers/ bones lengths

Computer Graphics II

Automating Expressive Locomotion Generation

From Motion Capture to Real-Time Character Animation

Computer Animation. Courtesy of Adam Finkelstein

C O M P U T E R G R A P H I C S. Computer Animation. Guoying Zhao 1 / 66

Interactive Control of Avatars Animated with Human Motion Data

Announcements. New version of assignment 1 on the web page: Tuesday s class in the motion capture lab:

Path Planning Directed Motion Control of Virtual Humans in Complex Environments

Transcription:

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 standard marker sets 2

Triangulation from multiple calibrated cameras Sources of noise Outliers Joints are approximated as pivots Simplifications (like a rigid back) Markers move on the skin, clothing Errors may accumulate 3

Filtering Gets rid of outliers Smoothes data But removes important details! All data is filtered What s s next? Processing the data Correcting errors Modifying data to fit your character Edit the data to do something new Connecting data sequences Generalize a pool of data 4

Using marker data - skeleton estimation O Brien et al Video 5

Mapping data to your character (Proprietary solutions used in practice) Mapping data to your character Simulation is used offline to compute postures Internal torque actuators allow the simulation to act as a flexible ragdoll Force springs pull 'ragdoll' ragdoll' to reach the data, marker by marker Contact (e.g. ground) may be added through force 6

Approach overview Basic Algorithm foreach (data sample) { update [yellow] markers while (not still) { compute torques compute body forces if (active) compute contact forces update simulation }//while record posture }//for 7

Spring body forces Force-driven virtual 'landmarks' placed by hand guide the simulated bodies to follow the markers F marker Springs pull the simulation to the marker data F marker = -kf X error F damping Body motion is damped F damping = -bf V body t Note, markers near joints affect both nearby bodies Internal torque control PD-servo's control 3D ball joints at each articulation point to resist bending = = k( q d q ) b( q ) q d from rest position k and b are chosen by hand t No joint limits 8

Additional constraint forces Avoiding foot/ground penetration and foot skate Normal ground forces flatten the foot on ground via a penalty method Marker data is used to tag when each foot is sliding or not Horizontal friction forces (not shown) resist in opposite direction of the simulated point velocity when in slip 9

10

Raw vs sim foot position 11

Editing data for reuse Modifying individual sequences Combining by creating transitions and cyclification Parametric motions from set of data Re-ordering automatically Modifying individual sequences Displacement mapping q' = a(t) ) q + b(t) 12

Modifying individual sequences Witkin & Popovic - Motion warping Modifying individual sequences Witkin & Popovic - Motion warping 13

Hierarchical Edits - Lee & Shin Multi-level level B-Splines Hierarchical Edits 14

Combining by creating transitions Combining by creating transitions Rose et al use min energy to create transition 15

More automatically based transitions When to transition? Kovar and Gleicher - Registration Curves Parametric motions from set of data 16

Parametric motions from set of data Wiley and Hahn - interpolation synthesis Interpolation Synthesis for Articulated Figure Motion 17

Editing data for reuse Modifying individual sequences Combining by creating transitions and cyclification Parametric motions from set of data Re-ordering automatically Re-ordering automatically (Mocap( Soup) Various dataset Automatic transitions are generated 18

Walk Cycle Start Stop Left Turn Right Turn Combining by creating transitions 19

Re-ordering automatically Motion capture Virtual environment Sketched path Obstacles Re-ordering automatically Motion capture Virtual environment 20

Re-ordering automatically Motion graph Re-ordering automatically Motion graphs Schoedl et al. 2000 Arikan and Forsyth; Kovar et al. 2002; Lee et al. 2002; Li et al. 2002; Control Schoedl and Essa 2002 Arikan et al 2003, Reitsma and Pollard 2004, Lau and Kuffner 2005, Beck and Gleicher 2007 Perception Reitsma and Pollard 2003, Ren et al. 2005, Ikemoto et al. 2007, Wang and Bodenheimer 2003, 2004 Clean-up (foot skate) Kovar and Gleicher 2002; Ikemoto et al. 2005 21

Re-ordering automatically Unstructured Input Data A number of motion clips Each clip contains many frames Each frame represents a pose Re-ordering automatically Unstructured Input Data Connecting transition Between similar frames 22

Search - Frames and Windows Frame distance (normalized) n d ( f 1, f 2) ( w p ( f 1 pb b 1) p b( f 2) w b b( f 1) b( f 2)) b position error orientation error Window distance e DW (, W) w d( f, f ) 1 2 i s i 1i 2i n+m... ṇ+m n+2 n n+1 Re-ordering automatically Distance between Frames D( i, j) d( pi, p j ) d( vi, v j ) Weighted differences of joint angles Weighted differences of joint velocities 23

Re-ordering automatically Distance Matrix Re-ordering automatically Graph Construction 24

Re-ordering automatically Pruning Transition Contact state: Avoid transition to dissimilar contact state Likelihood: User-specified specified threshold Similarity: Local maxima Avoid dead-ends: ends: Strongly connected components Re-ordering automatically Motion capture region Virtual environment 25

Video Break Re-ordering automatically Control how to determine transition to follow? User key press AI - search 26

Re-ordering semi-automatically Gleicher et al - "Snap together motion" 27