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Human Figure - Overview

Human Figure - Overview. Layered Construction Bone Muscle Skin. Tasks Reaching & Grasping Walking Talking Motor Skills. Intelligent behavior. Other Motions Facial Expression Gestures Idiosyncratic Secondary Motion. Reactionary Motions Clothes Hair. Modeling the Human Form.

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Human Figure - Overview

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  1. Human Figure - Overview • Layered Construction • Bone • Muscle • Skin • Tasks • Reaching & Grasping • Walking • Talking • Motor Skills Intelligent behavior • Other Motions • Facial Expression • Gestures • Idiosyncratic • Secondary Motion • Reactionary Motions • Clothes • Hair

  2. Modeling the Human Form • Artistic Anatomy • Anatomy related to surface appearance • versus Medical Anatomy • Well-developed literature • Forensic Science • Facial Reconstruction • Plastic Surgery • Surface Appearance Reconstruction

  3. Layered: Bone-Muscle-Skin Muscle &Tendons Fatty Tissue Bone Skin

  4. Modeling - • Layered FFD muslces John Chadwick, ABD

  5. Modeling - Thalmann, EPFL Implicit surfaces From http://ligwww.epfl.ch/

  6. Modeling • Embed polyhedra in implicit surface • Implicits used for approx. collision detect & respond • Polyhedra used for display Use M.-P. Cani technique to distort implicits based on collisions Karan Singh, PhD

  7. Human Figure Ferdi Scheepers, PhD Use artistic anatomy to design muscles

  8. Human Figure

  9. Human Figure

  10. Figures - Wilhelms, UCSB http://www.cse.ucsc.edu/~wilhelms/fauna/Monkeys/5monk_parts.gif

  11. Reaching & Grasping Inverse Kinematics What is ‘human-like’ motion? Path planning Holding and manipulating tools

  12. Reaching Arm - 7 DoF Or 2 at elbow, 2 at wrist Or 1 at elbow, 2 at wrist, add one at mid-forearm Shoulder: 3 DoF Wrist: 3 DoF Elbow: 1 DoF

  13. Reaching - heuristic Decide on ‘reasonable’ plane for arm based on task Reduce problem to 2D arm position + hand configuration

  14. Reaching Joint limits are a function of joint position Collision avoidance with body, other limbs Strength a function of joint position

  15. What’s ‘human-like’ ? Depends on orientation and task straight-line path Minimize total torque Minimize maximum velocity, acceleration, jerk Maximize ‘comfort’

  16. In obstacle-filled environment Dave Miller PhD

  17. Grasping Standard methods of grasping By handle Two finger Wrap around Two hand

  18. Walking Gravity • Simplify dynamics • Decouple • reduce DoFs Maintain balance (static) Hip: 3 DoF Knee: 1 DoF Ankle: 3 DoF Toes: 1 ‘DoF’ but usually not independent (free)

  19. Walking

  20. Walk Cycle

  21. Run Cycle

  22. Walking - Hip Angles v. Time

  23. Walking - Jessica Hodgins, CMU

  24. Facial Animation Complex surface Very familiar structure Deformable surface Very important - Principal means of communication Facial expressions, lip-synch, prosodic facial animation

  25. Facial Animation by Texture Maps Ebert - from Getting Into Art

  26. Facial Animation http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html

  27. Facial Action Units (FACs) From Eckman and Friesen

  28. Facial Animation Fred Parke model http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html

  29. Digitizing Faces

  30. Facial Modeling - Surface Springs

  31. Facial Animation - Structural

  32. Facial Animation Terzopolous, NYU http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html

  33. Facial Animation www.cis.ohio-state.edu/research/graphics/research/FacialAnimation/ Scott King, PhD

  34. Behavior AI, Spatial reasoning, human-like reaction Intelligent interaction with user Engage in conversation w/gestures Cooperation w/ other agents

  35. Behavior Daniel Thalmann, LIG, EPFL

  36. Cloth and Clothes Texture maps draping flowing Full collision detection and response

  37. Simulate at what level? Fold level - catenary curves between points of support Patch level - triangles or higher order patches Weave level - warp and weft Thread level - property and structure of thread

  38. Tight Fitting Clothes Daniel Thalmann, EPFL

  39. Cloth

  40. Cloth

  41. Cloth

  42. Cloth

  43. Cloth

  44. Cloth

  45. Cloth Nadia Magnenat-Thalmann, MIRALab

  46. Clothes http://cs-people.bu.edu/jingbinw/Clothsim_Submit.PDF

  47. Hair Texture map Rigid object Model each strand Model by clumps Rigid underlayment w/ strands over top

  48. Hair

  49. Standards & Resources H-anim - human animation working group http://www.h-anim.org/ MPEG-4 - Moving Pictures Expert Group http://mpeg.telecomitalialab.com/standards/mpeg-4/mpeg-4.htm http://ligwww.epfl.ch/mpeg4/ The Visible Human Project http://plum.ia.polsl.gliwice.pl/~DIP/visible/visible_human.html

  50. The Major Players Daniel Thalmann - The Computer Graphics Lab (LIG) at the Swiss Federal Institute of Technology (EPFL) in Lausanne: http://ligwww.epfl.ch/ Nadia Thalmann - MIRALab research group at the University of Geneva http://www.miralab.unige.ch/MIRAhtml/mirahome.htm Norm Badler - Center for Human Modeling and Simulation athe University of Pennsylvania http://www.cis.upenn.edu/~hms/

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