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228
Motion Graphs
, 2002
"... In this paper we present a novel method for creating realistic, controllable motion. Given a corpus of motion capture data, we automatically construct a directed graph called a motion graph that encapsulates connections among the database. The motion graph consists both of pieces of original motion ..."
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Cited by 380 (6 self)
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In this paper we present a novel method for creating realistic, controllable motion. Given a corpus of motion capture data, we automatically construct a directed graph called a motion graph that encapsulates connections among the database. The motion graph consists both of pieces of original motion and automatically generated transitions. Motion can be generated simply by building walks on the graph. We present a general framework for extracting particular graph walks that meet a user's specifications. We then show how this framework can be applied to the specific problem of generating different styles of locomotion along arbitrary paths.
Interactive Control of Avatars Animated with Human Motion Data
, 2002
"... Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this s ..."
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Cited by 369 (38 self)
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Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this set of behaviors, possibly with a low-dimensional input device. One appealing approach to obtaining a rich set of avatar behaviors is to collect an extended, unlabeled sequence of motion data appropriate to the application. In this paper, we show that such a motion database can be preprocessed for flexibility in behavior and efficient search and exploited for real-time avatar control. Flexibility is created by identifying plausible transitions between motion segments, and efficient search through the resulting graph structure is obtained through clustering. Three interface techniques are demonstrated for controlling avatar motion using this data structure: the user selects from a set of available choices, sketches a path through an environment, or acts out a desired motion in front of a video camera. We demonstrate the flexibility of the approach through four different applications and compare the avatar motion to directly recorded human motion.
Motion Texture: A Two-Level Statistical Model for Character Motion Synthesis
- ACM Transactions on Graphics
, 2002
"... In this paper, we describe a novel technique, called motion texture, for synthesizing complex human-figure motion (e.g., dancing) that is statistically similar to the original motion captured data. We de- fine motion texture as a set of motion textons and their distribution, which characterize the s ..."
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Cited by 211 (2 self)
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In this paper, we describe a novel technique, called motion texture, for synthesizing complex human-figure motion (e.g., dancing) that is statistically similar to the original motion captured data. We de- fine motion texture as a set of motion textons and their distribution, which characterize the stochastic and dynamic nature of the captured motion. Specifically, a motion texton is modeled by a linear dynamic system (LDS) while the texton distribution is represented by a transition matrix indicating how likely each texton is switched to another. We have designed a maximum likelihood algorithm to learn the motion textons and their relationship from the captured dance motion. The learnt motion texture can then be used to generate new animations automatically and/or edit animation sequences interactively. Most interestingly, motion texture can be manipulated at different levels, either by changing the fine details of a specific motion at the texton level or by designing a new choreography at the distribution level. Our approach is demonstrated by many synthesized sequences of visually compelling dance motion.
Synthesizing physically realistic human motion in low-dimensional, behaviorspecific spaces
- ACM Transactions on Graphics
, 2004
"... Optimization is an appealing way to compute the motion of an animated character because it allows the user to specify the desired motion in a sparse, intuitive way. The difficulty of solving this problem for complex characters such as humans is due in part to the high dimensionality of the search sp ..."
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Cited by 196 (13 self)
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Optimization is an appealing way to compute the motion of an animated character because it allows the user to specify the desired motion in a sparse, intuitive way. The difficulty of solving this problem for complex characters such as humans is due in part to the high dimensionality of the search space. The dimensionality is an artifact of the problem representation because most dynamic human behaviors are intrinsically low dimensional with, for example, legs and arms operating in a coordinated way. We describe a method that exploits this observation to create an optimization problem that is easier to solve. Our method utilizes an existing motion capture database to find a low-dimensional space that captures the properties of the desired behavior. We show that when the optimization problem is solved within this low-dimensional subspace, a sparse sketch can be used as an initial guess and full physics constraints can be enabled. We demonstrate the power of our approach with examples of forward, vertical, and turning jumps; with running and walking; and with several acrobatic flips.
Motion Capture Assisted Animation: Texturing and Synthesis
, 2002
"... We discuss a method for creating animations that allows the animator to sketch an animation by setting a small number of keyframes on a fraction of the possible degrees of freedom. Motion capture data is then used to enhance the animation. Detail is added to degrees of freedom that were keyframed, a ..."
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Cited by 150 (3 self)
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We discuss a method for creating animations that allows the animator to sketch an animation by setting a small number of keyframes on a fraction of the possible degrees of freedom. Motion capture data is then used to enhance the animation. Detail is added to degrees of freedom that were keyframed, a process we call texturing. Degrees of freedom that were not keyframed are synthesized. The method takes advantage of the fact that joint motions of an articulated figure are often correlated, so that given an incomplete data set, the missing degrees of freedom can be predicted from those that are present.
Motion capture-driven simulations that hit and react
- In SCA '02: Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
, 2002
"... Controllable, reactive human motion is essential in many video games and training environments. Characters in these applications often perform tasks based on modified motion data, but response to unpredicted events is also important in order to maintain realism. We approach the problem of motion syn ..."
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Cited by 122 (13 self)
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Controllable, reactive human motion is essential in many video games and training environments. Characters in these applications often perform tasks based on modified motion data, but response to unpredicted events is also important in order to maintain realism. We approach the problem of motion synthesis for interactive, hu-manlike characters by combining dynamic simulation and human motion capture data. Our control systems use trajectory tracking to follow motion capture data and a balance controller to keep the character upright while modifying sequences from a small motion library to accomplish specified tasks, such as throwing punches or swinging a racket. The system reacts to forces computed from a physical collision model by changing stiffness and damping terms. The freestanding, simulated humans respond automatically to im-pacts and smoothly return to tracking. We compare the resulting motion with video and recorded human data.
An Inverse Kinematic Architecture Enforcing an Arbitrary Number of Strict Priority Levels
- The Visual Computer
, 2004
"... An efficient Inverse Kinematics solver is a key element in applications targeting the on-line or off-line postural control of complex articulated figures. In the present paper we progressively describe the strategic components of a very general and robust IK architecture. We then present an efficien ..."
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Cited by 120 (12 self)
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An efficient Inverse Kinematics solver is a key element in applications targeting the on-line or off-line postural control of complex articulated figures. In the present paper we progressively describe the strategic components of a very general and robust IK architecture. We then present an efficient recursive algorithm enforcing an arbitrary number of strict priorities to arbitrate the fulfillment of conflicting constraints. Due to its local nature, the moderate cost of the solution allows this architecture to run within an interactive environment. The algorithm is illustrated on the postural control of complex articulated figures.
Efficient Synthesis of Physically Valid Human Motion
, 2003
"... Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating physical quantities becomes prohibitively slow. Tra ..."
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Cited by 117 (3 self)
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Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating physical quantities becomes prohibitively slow. Traditional approaches often require optimizing or constraining parameters involving joint torques; obtaining first derivatives for these parameters is generally an O(D²) process, where D is the number of degrees of freedom of the character. In this paper, we describe a set of objective functions and constraints that lead to linear time analytical first derivatives. The surprising finding is that this set includes constraints on physical validity, such as ground contact constraints. Considering only constraints and objective functions that lead to linear time first derivatives results in fast per-iteration computation times and an optimization problem that appears to scale well to more complex characters. We show that qualities such as squash-and-stretch that are expected from physically based optimization result from our approach. Our animation system is particularly useful for synthesizing highly dynamic motions, and we show examples of swinging and leaping motions for characters having from 7 to 22 degrees of freedom.
Computer Puppetry: An Importance-Based Approach
- ACM Transactions on Graphics
, 2001
"... this article, we provide a comprehensive solution to the problem of transferring the observations of the motion capture sensors to an animated character whose size and proportion may be different from the performer's. Our goal is to map as many of the important aspects of the motion to the targ ..."
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Cited by 99 (6 self)
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this article, we provide a comprehensive solution to the problem of transferring the observations of the motion capture sensors to an animated character whose size and proportion may be different from the performer's. Our goal is to map as many of the important aspects of the motion to the target character as possible, while meeting the online, real-time demands of computer puppetry. We adopt a Kalman filter scheme that addresses motion capture noise issues in this setting. We provide the notion of dynamic importance of an end-effector that allows us to determine what aspects of the performance must be kept in the resulting motion. We introduce a novel inverse kinematics solver that realizes these important aspects within tight real-time constraints. Our approach is demonstrated by its application to broadcast television performances