1 / 96

Character Animation and Control using Human Motion Data

Character Animation and Control using Human Motion Data. Jehee Lee Carnegie Mellon University http://www.cs.cmu.edu/~jehee. Character Animation. Final Fantasy Movie Characters from www.finalfantasy.com. All game characters from www.gamespot.com. Final Fantasy X. NBA Courtside 2002.

stian
Download Presentation

Character Animation and Control using Human Motion Data

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Character Animation and Controlusing Human Motion Data Jehee Lee Carnegie Mellon University http://www.cs.cmu.edu/~jehee

  2. Character Animation Final Fantasy Movie Characters from www.finalfantasy.com All game characters from www.gamespot.com Final Fantasy X NBA Courtside 2002 NFL 2k2 WWF Raw

  3. Motion Capture • Record movements of live performers • Realistic, highly detailed data can be obtained Motion capture lab at CMU

  4. Animation from Motion Capture The Art of Animation Motion Editing Toolbox Convincing Animation Motion Database Preprocess Controllable Responsive Characters On-line Controller Motion Sensor Data High-Level User Interfaces

  5. Animation from Motion Capture The Art of Animation Motion Editing Toolbox Convincing Animation Motion Database Preprocess Controllable Responsive Characters On-line Controller Motion Sensor Data High-Level User Interfaces Mapping Live Performance Computer Puppetry

  6. Interactive 3D Avatar Control • How to organize data ? • Large collection of motion data • How to control ? • User interfaces Motion Database Controllable Responsive Characters Preprocess On-line Controller High-Level User Interfaces Motion Sensor Data

  7. Related Work (Motion Control)

  8. Related Work (User Interfaces)

  9. Motion Database • In computer games • Many short, carefully planned, labeled motion clips • Manual processing

  10. Walk Cycle Start Stop Right Turn Left Turn

  11. Motion Database • Our approach • Extended, unlabeled sequences of motion • Automatic processing

  12. Sketch Interface Jehee Lee, Jinxiang Chai, Paul Reitsma, Jessica Hodgins, and Nancy Pollard, Interactive Control of Avatars Animated with Human Motion Data, submitted.

  13. Motion Data for Rough Terrain

  14. Motion Data for Rough Terrain

  15. Unstructured Input Data

  16. Connecting Transitions

  17. Local Search for Path Following

  18. Comparison to Real Motion

  19. Comparison to Real Motion

  20. User Interfaces

  21. Choice-based Interface • What is available in database ? • Provided with several options • Select from among available behaviors

  22. Jehee Lee, Jinxiang Chai, Paul Reitsma, Jessica Hodgins, and Nancy Pollard, Interactive Control of Avatars Animated with Human Motion Data, submitted.

  23. Jehee Lee, Jinxiang Chai, Paul Reitsma, Jessica Hodgins, and Nancy Pollard, Interactive Control of Avatars Animated with Human Motion Data, submitted.

  24. How to Create Choices ?

  25. Clustering

  26. Find Reachable Clusters C F B E D G A

  27. Most Probable Paths

  28. F C E G D B F E G D B Cluster Forest

  29. Performance Interface Motion Database Animate Avatars Search Engine Vision-based Interface

  30. Silhouette extraction and matching implemented by Jinxiang Chai

  31. Database Search 3 sec

  32. Animation from Motion Capture The Art of Animation Motion Editing Toolbox Convincing Animation Motion Database Preprocess Controllable Responsive Characters On-line Controller Motion Sensor Data High-Level User Interfaces Mapping Live Performance Computer Puppetry

  33. The Art of Animation • Animators need good tools • Modify, vary, blend, transition, filter, … The Art of Animation Motion Database Motion Editing Toolbox Convincing Animation

  34. Challenges in Motion Editing • Reusability and flexibility • Motion data is acquired • For a specific performer • Within a specific environment • In a specific style/mood • High dimensionality • Inherent non-linearity of orientation data

  35. Related Work

  36. Basic Techniques • Multiresolution Analysis • Signal processing approach • Transition, blend, modify style/mood, and resequence • Hierarchical displacement mapping • Constraint-based approach • Interactive editing • adaptation to different characters/environments.

  37. Multiresolution Analysis • Represent signals at multiple resolutions • give hierarchy of successively smoother signals • facilitate a variety of signal processing tasks

  38. Decomposition • Reduction: upsampling followed by smoothing • Expansion: smoothing followed by downsampling Reduction Expansion

  39. Decomposition Reconstruction

  40. Enhance / Attenuate Jehee Lee and Sung Yong Shin, General Construction of Time-Domain Filters for Orientation Data, IEEE Transactions on Visualization and Computer Graphics, to appear. Jehee Lee and Sung Yong Shin, A Coordinate-Invariant Approach to Multiresolution Motion Analysis and Synthesis, Graphical Models (formerly GMIP), 2001.

  41. Enhance / Attenuate

  42. Walk Turn ? Limp Turn with a Limp

  43. Walk Turn Limp Turn with a Limp

  44. Analogy • Low frequency (Content) Result = Limp + (Turn – Walk) • High frequency (Style) Result = Turn + (Limp – Walk) Walk Turn Limp Turn with A limp

  45. Walk Run Strut

  46. Stub toes Limp Stitched

  47. Re-sequence

  48. Reconstruction

  49. Reconstruction

More Related