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21
Spacetime faces: High resolution capture for modeling and animation
- IN ACM TRANSACTIONS ON GRAPHICS (PROC. OF ACM SIGGRAPH)
, 2004
"... We present an end-to-end system that goes from video sequences to high resolution, editable, dynamically controllable face models. The capture system employs synchronized video cameras and structured light projectors to record videos of a moving face from multiple viewpoints. A novel spacetime stere ..."
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Cited by 95 (7 self)
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We present an end-to-end system that goes from video sequences to high resolution, editable, dynamically controllable face models. The capture system employs synchronized video cameras and structured light projectors to record videos of a moving face from multiple viewpoints. A novel spacetime stereo algorithm is introduced to compute depth maps accurately and overcome over-fitting deficiencies in prior work. A new template fitting and tracking procedure fills in missing data and yields point correspondence across the entire sequence without using markers. We demonstrate a datadriven, interactive method for inverse kinematics that draws on the large set of fitted templates and allows for posing new expressions by dragging surface points directly. Finally, we describe new tools that model the dynamics in the input sequence to enable new animations, created via key-framing or texture-synthesis techniques.
Space-Time Completion of Video
, 2007
"... This paper presents a new framework for the completion of missing information based on local structures. It poses the task of completion as a global optimization problem with a well-defined objective function and derives a new algorithm to optimize it. Missing values are constrained to form coherent ..."
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Cited by 25 (1 self)
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This paper presents a new framework for the completion of missing information based on local structures. It poses the task of completion as a global optimization problem with a well-defined objective function and derives a new algorithm to optimize it. Missing values are constrained to form coherent structures with respect to reference examples. We apply this method to space-time completion of large space-time “holes ” in video sequences of complex dynamic scenes. The missing portions are filled in by sampling spatiotemporal patches from the available parts of the video, while enforcing global spatio-temporal consistency between all patches in and around the hole. The consistent completion of static scene parts simultaneously with dynamic behaviors leads to realistic looking video sequences and images. Space-time video completion is useful for a variety of tasks, including, but not limited to: 1) Sophisticated video removal (of undesired static or dynamic objects) by completing the appropriate static or dynamic background information. 2) Correction of missing/corrupted video frames in old movies. 3) Modifying a visual story by replacing unwanted elements. 4) Creation of video textures by extending smaller ones. 5) Creation of complete field-of-view stabilized video. 6) As images are one-frame videos, we apply the method to this special case as well.
Reactive Pedestrian Path Following from Examples
"... To present an accurate and compelling view of a new environment, architectural and urban planning applications both require animations of people. Ideally, these animations would be easy for a non-programmer to construct, just as buildings and streets can be modeled by an architect or artist using co ..."
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Cited by 18 (1 self)
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To present an accurate and compelling view of a new environment, architectural and urban planning applications both require animations of people. Ideally, these animations would be easy for a non-programmer to construct, just as buildings and streets can be modeled by an architect or artist using commercial modeling software. In this paper, we explore an approach for generating reactive path following based on the user's examples of the desired behavior. The examples are used to build a model of the desired reactive behavior. The model is combined with reactive control methods to produce natural 2D pedestrian trajectories. The system then automatically generates 3D pedestrian locomotion using motion capture resequencing algorithms. We discuss the accuracy of the model of pedestrian motion and show that simple direction primitives can be recorded and used to build natural, reactive, path-following behaviors.
Animated People Textures
, 2004
"... This paper introduces a technique to create controllable animations of realistic figures of people starting from live-action video. The described synthesis of such `people textures' extends previous work in video textures to allow the `texturing' of human movement through human-specific feature extr ..."
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Cited by 10 (1 self)
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This paper introduces a technique to create controllable animations of realistic figures of people starting from live-action video. The described synthesis of such `people textures' extends previous work in video textures to allow the `texturing' of human movement through human-specific feature extraction, coupled with careful data mining. In our approach, the video database is pre-processed to classify the motion of the human figures and identify the movements of repeated sequences using data motifs. Then, based on user input, novel sequences of video are computed with edits that are selected based on the raw footage found in the video database and performed based on morphing between segments to generate the transitions automatically. Applications for such animated people textures include video based animations for electronic games and creating background elements and special effects for movies.
Analysis and Synthesis of Textured Motion: Particles and Waves
- IEEE Transactions on Pattern Analysis and Machine Intelligence
, 2004
"... Abstract—Natural scenes contain a wide range of textured motion phenomena which are characterized by the movement of a large amount of particle and wave elements, such as falling snow, wavy water, and dancing grass. In this paper, we present a generative model for representing these motion patterns ..."
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Cited by 10 (3 self)
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Abstract—Natural scenes contain a wide range of textured motion phenomena which are characterized by the movement of a large amount of particle and wave elements, such as falling snow, wavy water, and dancing grass. In this paper, we present a generative model for representing these motion patterns and study a Markov chain Monte Carlo algorithm for inferring the generative representation from observed video sequences. Our generative model consists of three components. The first is a photometric model which represents an image as a linear superposition of image bases selected from a generic and overcomplete dictionary. The dictionary contains Gabor and LoG bases for point/particle elements and Fourier bases for wave elements. These bases compete to explain the input images and transfer them to a token (base) representation with anOð10 2 Þ-fold dimension reduction. The second component is a geometric model which groups spatially adjacent tokens (bases) and their motion trajectories into a number of moving elements—called “motons. ” A moton is a deformable template in time-space representing a moving element, such as a falling snowflake or a flying bird. The third component is a dynamic model which characterizes the motion of particles, waves, and their interactions. For example, the motion of particle objects floating in a river, such as leaves and balls, should be coupled with the motion of waves. The trajectories of these moving elements are represented by coupled Markov chains. The dynamic model also includes probabilistic representations for the birth/death (source/sink) of the motons. We adopt a stochastic gradient algorithm for learning and inference. Given an input video sequence, the algorithm iterates two steps: 1) computing the motons and their trajectories by a number of reversible Markov chain jumps, and 2) learning the parameters that govern the geometric deformations and motion dynamics. Novel video sequences are synthesized from the learned models and, by editing the model parameters, we demonstrate the controllability of the generative model. Index Terms—Textured motion, generative model, texton, statistical learning, object tracking, stochastic gradient. 1
Video Object Annotation, Navigation, and Composition
"... We explore the use of tracked 2D object motion to enable novel approaches to interacting with video. These include moving annotations, video navigation by direct manipulation of objects, and creating an image composite from multiple video frames. Features in the video are automatically tracked and g ..."
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Cited by 10 (1 self)
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We explore the use of tracked 2D object motion to enable novel approaches to interacting with video. These include moving annotations, video navigation by direct manipulation of objects, and creating an image composite from multiple video frames. Features in the video are automatically tracked and grouped in an off-line preprocess that enables later interactive manipulation. Examples of annotations include speech and thought balloons, video graffiti, path arrows, video hyperlinks, and schematic storyboards. We also demonstrate a direct-manipulation interface for random frame access using spatial constraints, and a drag-and-drop interface for assembling still images from videos. Taken together, our tools can be employed in a variety of applications including film and video editing, visual tagging, and authoring rich media such as hyperlinked video. ACM Classification: H5.2 [Information interfaces and presentation]:
Surface capture for performance-based animation
- IEEE Computer Graphics and Applications
"... Digital content production traditionally requires highly skilled artists and animators to first manually craft shape and appearance models and then instill the models with a believable performance. Motion capture technology is now increasingly used to record the articulated motion of a real human pe ..."
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Cited by 6 (0 self)
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Digital content production traditionally requires highly skilled artists and animators to first manually craft shape and appearance models and then instill the models with a believable performance. Motion capture technology is now increasingly used to record the articulated motion of a real human performance to increase the visual realism in animation. Motion capture is limited to recording only the skeletal motion of the human body and requires the use of specialist suits and markers to track articulated motion. In this paper we present surface capture, a fully automated system to capture shape and appearance as well as motion from multiple video cameras as a basis to create highly realistic animated content from an actor’s performance in full wardrobe. We address wide-baseline scene reconstruction to provide 360 degree appearance from just 8 camera views and introduce an efficient scene representation for level of detail control in streaming and rendering. Finally we demonstrate interactive animation control in a computer games scenario using a captured library of human animation, achieving a frame rate of 300fps on consumer level graphics hardware. Index Terms Image-based modelling and rendering, Video-based character animation I.
Controllable real-time locomotion using mobility maps
- In Proc. of Graphics Interface
, 2005
"... Graph-based approaches for sequencing motion capture data have produced some of the most realistic and controllable character motion to date. Most previous graph-based approaches have employed a run-time global search to find paths through the motion graph that meet user-defined constraints such as ..."
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Cited by 3 (1 self)
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Graph-based approaches for sequencing motion capture data have produced some of the most realistic and controllable character motion to date. Most previous graph-based approaches have employed a run-time global search to find paths through the motion graph that meet user-defined constraints such as a desired locomotion path. Such searches do not scale well to large numbers of characters. In this paper, we describe a locomotion approach that benefits from the realism of graph-based approaches while maintaining basic user control and scaling well to large numbers of characters. Our approach is based on precomputing multiple least cost sequences from every state in a state-action graph. We store these precomputed sequences in a data structure called a mobility map and perform a local search of this map at run-time to generate motion sequences in real time that achieve user constraints in a natural manner. We demonstrate the quality of the motion through various example locomotion tasks including target tracking and collision avoidance. We demonstrate scalability by animating crowds of up to 150 rendered articulated walking characters at real-time rates.
High resolution animated scenes from stills
- IEEE Trans. on Visualization and Computer Graphics
, 2007
"... Abstract—Current techniques for generating animated scenes involve either videos (whose resolution is limited) or a single image (which requires a significant amount of user interaction). In this paper, we describe a system that allows the user to quickly and easily produce a compelling-looking anim ..."
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Cited by 2 (0 self)
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Abstract—Current techniques for generating animated scenes involve either videos (whose resolution is limited) or a single image (which requires a significant amount of user interaction). In this paper, we describe a system that allows the user to quickly and easily produce a compelling-looking animation from a small collection of high resolution stills. Our system has two unique features. First, it applies an automatic partial temporal order recovery algorithm to the stills in order to approximate the original scene dynamics. The output sequence is subsequently extracted using a second-order Markov Chain model. Second, a region with large motion variation can be automatically decomposed into semiautonomous regions such that their temporal orderings are softly constrained. This is to ensure motion smoothness throughout the original region. The final animation is obtained by frame interpolation and feathering. Our system also provides a simple-to-use interface to help the user to fine-tune the motion of the animated scene. Using our system, an animated scene can be generated in minutes. We show results for a variety of scenes. Index Terms—Texture synthesis, animation. Ç
Planning Dynamic Vehicle Motion using Move Trees
, 2007
"... Generating skilled and well-planned behaviours for autonomous agents is a chal-lenging problem common to both computer animation and robotics. This thesis presents a system that uses motion graphs for online motion planning, result-ing in skilled driving behaviours for a dynamic model of a car in a ..."
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Generating skilled and well-planned behaviours for autonomous agents is a chal-lenging problem common to both computer animation and robotics. This thesis presents a system that uses motion graphs for online motion planning, result-ing in skilled driving behaviours for a dynamic model of a car in a constrained environment. The result reproduces skilled driving behaviors. It is a partic-ular challenge to get the cars to produce skidding-into-turn behaviors when approaching sharp corners, which can achieve the fastest speeds around a track. The techniques explored in this thesis are potentially generalizable to other dynamic vehicle behaviours, in computer games or simulations. We demonstrate that a well-formed move tree or motion graph, created from the output of a physics-based simulation can be used to produce realistic steering behaviours on a variety of tracks. We show that a finite-horizon A* search algorithm is well suited to this task. We have produced a number of smooth animations that demonstrate considerable anticipation and agility, be it through acceleration/deceleration around tricky obstacles, or a hard skidding turn into a corner after approaching at high speed. Finally, we offer a number of ways that we could speed up the algorithms for future work in this area. ii

