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Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt...

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Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty of Engineering University of Ulster, Magee Derry, Northern Ireland
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Page 1: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

Animating Virtual Humans in Intelligent Multimedia Storytelling

Minhua Eunice Ma and Paul Mc Kevitt

School of Computing and Intelligent SystemsFaculty of Engineering

University of Ulster, MageeDerry, Northern Ireland

Page 2: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

Outline

State-of-the-art virtual human animation standards

VRML/X3D & MPEG-4 for object modelling H-Anim & MPEG-4 SNHC for humanoid modelling VHML & STEP for human animation modelling Natural language to 3D animation

Language visualisation (animation) in intelligent multimodal storytelling system, CONFUCIUS

Humanoid animation in CONFUCIUS Multiple animation channels Space sites of virtual humans Virtual object manipulation

Conclusion & future work

Page 3: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

Four levels of virtual human representation

VRML (X3D)

H-Anim

VHML (BAML)XML-based

STEPscript-based

Level 13D object modelling

Level 23D human modelling

Level 3Human animation modelling

high level animation

low level animation MPEG-4

CONFUCIUSLevel 4Natural language to animationAnimNL

MPEG-4SNHC

Current virtual human representation languages can be classified to four groups according to the levels of abstraction, starting from 3D geometry modelling to language animation.

Page 4: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

Level 1: 3D object modelling

VRML (X3D)

H-Anim

VHML (BAML)XML-based

STEPscript-based

Level 13D object modelling

Level 23D human modelling

Level 3Human animation modelling

high level animation

low level animation MPEG-4

CONFUCIUSLevel 4Natural language to animationAnimNL

MPEG-4SNHC

VRML (Virtual Reality Modelling Language) is a hierarchical scene description language that defines the geometry and behaviour of a 3D scene. X3D is the successor to VRML. MPEG-4 uses BIFS (Binary Format for Scenes) for real-time streaming. BIFS borrows many concepts from VRML. BIFS and VRML can be seen as different representations of the same data.

Page 5: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

VRML (X3D)

H-Anim

VHML (BAML)XML-based

STEPscript-based

Level 13D object modelling

Level 23D human modelling

Level 3Human animation modelling

high level animation

low level animation MPEG-4

CONFUCIUSLevel 4Natural language to animationAnimNL

MPEG-4SNHC

H-Anim is a stardard VRML97 representation for humanoids. It defines standard human Joints articulation, segments dimensions, and sites for “end effector” and attachment points for clothing. MPEG-4 SNHC (Synthetic/Natural Hybrid Coding) incorporates H-Anim and provides an efficient way to animate virtual human and tools for the efficient compression of the animation parameters associated with the H-Anim human model.

Level 2: 3D human modelling

Page 6: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

H-Anim joint-segment hierarchy

An H-Anim file contains a joint-segment hierarchy.

Each joint node may contain other joint nodes and a segment node that describes the body part associated with the joint.

Each segment is a normal VRML transform node describing the body part's geometry and texture.

H-Anim humanoids can be animated using keyframing, inverse kinematics, & other animation techniques.

Page 7: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

H-Anim models on the Web

1http://www.ballreich.net/vrml/h-anim/nancy_h-anim.wrl

2http://ligwww.epfl.ch/~babski/StandardBody

3http://www.cis.upenn.edu/~beitler/H-Anim/Models/H-Anim1.1/

4http://students.cs.tamu.edu/mmiller/hanim/proto/dork-proto.wrl

Virtual human models

Nancy1 Baxter, Nana2

Y.T., Hiro3

Dilbert3 Max3 Jake3 Dork4

Authors Cindy Ballreich

Christian Babski

Matt Beitler

Matt Beitler

Matt Beitler

Matt Beitler

Michael Miller

URLs:

Page 8: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

VRML (X3D)

H-Anim

VHML (BAML)XML-based

STEPscript-based

Level 13D object modelling

Level 23D human modelling

Level 3Human animation modelling

high level animation

low level animation MPEG-4

CONFUCIUSLevel 4Natural language to animationAnimNL

MPEG-4SNHC

VHML (Virtual Human Mark-up Language) is an XML-based language which provides an intuitive way to define virtual human animation. It is composed of several sub-languages: DMML, FAML, BAML, SML, and EML.

STEP is a scripting language for human actions. It has a Prolog-like syntax, which makes it compatible with most standard logic programming languages.

Level 3: Human animation modelling

Page 9: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

VHML & STEP examples

<left-calf-flex amount=”medium”><right-calf-flex amount=”medium”>

<left-arm-front amount=“medium"><right-arm-front amount=“medium">

Standing on my knees I beg you pardon</right-arm-front></left-arm-front>

</right-calf-flex></left-calf-flex>A. A VHML example

script(walk_forward_step(Agent),ActionList):-ActionList=[parallel( [script_action(

walk_pose(Agent),move(Agent,front,fast)

])].B. A STEP example

Page 10: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

VRML (X3D)

H-Anim

VHML (BAML)XML-based

STEPscript-based

Level 13D object modelling

Level 23D human modelling

Level 3Human animation modelling

high level animation

low level animation MPEG-4

CONFUCIUSLevel 4Natural language to animationAnimNL

MPEG-4SNHC

High level animation applications converting natural language to virtual human animation. Little research on virtual human animation focuses on this level.

The AnimNL project aims to enable people to use natural language instructions to tell virtual humans what to do

CONFUCIUS also deals with language animation Research on this level will lead to powerful web-based applications

Level 4: Natural language to animation

Page 11: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

Architecture of CONFUCIUS

3D authoring toolsexisting 3D models &virtual human models

Visual/audio knowledge (3D models & animations, audio encapsulated in graphic models)

Knowledge base Surface transformer

Media allocator

Natural Language Processing

Text-to-Speech

Animation engine (with

nonspeech audio)

Synchronizing3D virtual worldwith speech in VRML

Natural language sentences

Language knowledge(WordNet, LCS database, FDG

parser)

mappingsemantic

representation

Presentation agent

(Merlin the Narrator)

Narration integration

Multimodal presentation

Page 12: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

match basic motionsin library?

User interaction

animation controller

environmentplacement

N

Y

VRML file of the virtual story world

Motion instantiation

Either loading a precreated keyframe animation or providing animation specification for animation generation

Semantic Representation

If the event predicate matches basic human motions in animation library

Apply spatial info & place OBJ/HUMAN into a specified environment

Camera controllerAutomatic camera placement & apply cinematic rules

Humanoid animation in CONFUCIUS

Page 13: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

Multiple animation channels

3rd level human animation modeling languages (VHML, STEP) provide a facility to specify both sequential and parallel temporal relations

Simultaneous animations cause the Dining Philosopher's problem for higher level animation using predefined animation data (multiple animations may request to access same body parts at the same time)

Multiple animation channels allow characters to run multiple animations at the same time, e.g. walking with the lower body while waving with the upper body

Multiple animation channels often disable one channel when a specific animation is playing on another channel to avoid conflicts with another animation

Involved joints /Animations sacroiliac l_hip r_hip … r_shoulder

walk 2 2 2 … 1

jump 2 2 2 … 1

wave 0 0 0 … 2

run 2 2 2 … 1

scratch head 0 0 0 … 2

sit 2 2 2 … 1

… … … … … …

Page 14: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

Space sites of virtual humans

Types of virtual objectsSmall props, manipulated by hands or feet, e.g. cup, hat, ball

Big props, source or targets of actions, e.g. table, chair, tree

Stage props have internal structure, e.g. house, restaurant, chapel

Site tags of virtual humansManipulating small props, 6 sites on hands (three sites for each hand), one site on head (skull_tip), one site for each foot tip

For big props placement, 5 sites indicating five directions around the human body: x_front, x_back, x_left, x_right, x_bottom. Big props like a table or chairs usually placed at these positions.

For stage props setting, 5 more space tags indicating further places: far_front, far_back, far_left, far_right, far_top. Stage props (e.g. a house) often locate at these far sites.

grip, pincer grippushing

pointing

Page 15: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

Virtual object manipulation

1. Store applicable objects in the animation file of an action and using lexical knowledge of nouns to infer hypernymy relations between objects

2. Including the manipulation hand postures and movements within the object description, besides its intrinsic object properties. These objects have the ability to describe in details their functionality and their possible interactions with virtual humans.

4 stored hand postures for interacting with 3D objects

index pointing(press a button)

grip (hold cup handle, knob, a bottle)

pincer grip (use thumb and index finger to pick up small objects)

palm push (push a piece of furniture)

Two approaches to organize knowledge required for successful grasping

Page 16: Animating Virtual Humans in Intelligent Multimedia Storytelling Minhua Eunice Ma and Paul Mc Kevitt School of Computing and Intelligent Systems Faculty.

PGNet 2005

Liverpool, 28 June 2005

Conclusion

Classified virtual human representation languages into four levels of abstraction

CONFUCIUS is an overall framework of intelligent multimedia storytelling, using 3D modelling/animation techniques with natural language understanding technologies to achieve higher level virtual human animation

A number of projects are currently based on virtual human animation, working on various application domains. Few of them takes modern NLP approach that a high level human animation system should be based on.

The value of CONFUCIUS lies in generation of 3D animation from natural language by automating the processes of language parsing, semantic representation and animation production.

Potential application areas: computer games, animation production and direction, multimedia presentation, shared virtual worlds

Future work: coordination & synchronization of multiple virtual humans


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