Date post: | 21-Dec-2015 |
Category: |
Documents |
View: | 220 times |
Download: | 0 times |
Interactive Control of Avatars Interactive Control of Avatars Animated with Human Motion Animated with Human Motion
DataData
Interactive Control of Avatars Interactive Control of Avatars Animated with Human Motion Animated with Human Motion
DataData
Jehee LeeJehee LeeCarnegie Mellon Carnegie Mellon
UniversityUniversity
Seoul National UniversitySeoul National University
Jehee LeeJehee LeeCarnegie Mellon Carnegie Mellon
UniversityUniversity
Seoul National UniversitySeoul National University
Jinxiang ChaiJinxiang ChaiCarnegie Mellon Carnegie Mellon
UniversityUniversity
Paul S. A. Paul S. A. ReitsmaReitsma
Brown UniversityBrown UniversityJessica K. Jessica K. HodginsHodgins
Carnegie Mellon UniversityCarnegie Mellon University
Nancy S. Nancy S. PollardPollard
Brown UniversityBrown University
Avatars:Avatars: Controllable, Controllable, ResponsiveResponsive
Animated CharactersAnimated Characters
• Realistic behaviorRealistic behavior
• Non-trivial environmentNon-trivial environment
• Intuitive user interfaceIntuitive user interface
Interactive Avatar ControlInteractive Avatar ControlInteractive Avatar ControlInteractive Avatar Control
• How to create a rich set of behaviorsHow to create a rich set of behaviors ? ?
• How to direct avatars ?How to direct avatars ?
• How to animate avatar motion ?How to animate avatar motion ?
• How to create a rich set of behaviorsHow to create a rich set of behaviors ? ?
• How to direct avatars ?How to direct avatars ?
• How to animate avatar motion ?How to animate avatar motion ?
MotionDatabase
Preprocess SearchMotionMotionSensorSensorDataData
AnimateAnimateAvatarsAvatars
UserInterface
Motion DatabaseMotion DatabaseMotion DatabaseMotion Database
In video gamesIn video games • Many short, carefully planned, Many short, carefully planned,
labeled motion clipslabeled motion clips
• Manual processingManual processing
In video gamesIn video games • Many short, carefully planned, Many short, carefully planned,
labeled motion clipslabeled motion clips
• Manual processingManual processing
Motion DatabaseMotion DatabaseMotion DatabaseMotion Database
Our approachOur approach • Extended, unlabeled sequencesExtended, unlabeled sequences
• Automatic processingAutomatic processing
Our approachOur approach • Extended, unlabeled sequencesExtended, unlabeled sequences
• Automatic processingAutomatic processing
Re-sequenceRe-sequenceRe-sequenceRe-sequence
Motion capture region Virtual environment
Obstacles
Sketched path
Data AcquisitionData AcquisitionData AcquisitionData Acquisition
““PolesPoles and Holes” rough terrainand Holes” rough terrain““PolesPoles and Holes” rough terrainand Holes” rough terrain
Unstructured Input DataUnstructured Input DataUnstructured Input DataUnstructured Input Data
A number of motion clipsA number of motion clips • Each clip contains many framesEach clip contains many frames
• Each frame represents a poseEach frame represents a pose
A number of motion clipsA number of motion clips • Each clip contains many framesEach clip contains many frames
• Each frame represents a poseEach frame represents a pose
Unstructured Input DataUnstructured Input DataUnstructured Input DataUnstructured Input Data
Connecting transitionConnecting transition • Between similar framesBetween similar frames
Connecting transitionConnecting transition • Between similar framesBetween similar frames
Distance between FramesDistance between FramesDistance between FramesDistance between Frames
Weighted differencesWeighted differencesof joint anglesof joint angles
Weighted differencesWeighted differencesof joint velocitiesof joint velocities
Pruning TransitionsPruning Transitions
Reduce storage spaceReduce storage space
• O(n^2) will beO(n^2) will be prohibitiveprohibitive
Better qualityBetter quality
• Pruning “bad” transitionsPruning “bad” transitions
Efficient searchEfficient search
• Sparse graphSparse graph
i
j
Pruning TransitionsPruning Transitions
Reduce storage spaceReduce storage space
• O(n^2) will beO(n^2) will be prohibitiveprohibitive
Better qualityBetter quality
• Pruning “bad” transitionsPruning “bad” transitions
Efficient searchEfficient search
• Sparse graphSparse graph
i
j
Pruning TransitionPruning Transition
• Contact stateContact state:: Avoid transition to Avoid transition to dissimilar contact statedissimilar contact state
• LikelihoodLikelihood: User-specified threshold: User-specified threshold
• SimilaritySimilarity: Local maxima: Local maxima
• Avoid dead-endsAvoid dead-ends: Strongly : Strongly connected componentsconnected components
Graph SearchGraph Search
Best-first graph traversalBest-first graph traversal
• Path length is boundedPath length is bounded
• Fixed number of frames at each Fixed number of frames at each frameframe
Comparison to global searchComparison to global search
• Intended for interactive controlIntended for interactive control
• Not for accurate global planningNot for accurate global planning
Comparison to Real MotionComparison to Real MotionComparison to Real MotionComparison to Real Motion
Environment with physical obstaclesEnvironment with physical obstaclesEnvironment with physical obstaclesEnvironment with physical obstacles
Comparison to Real MotionComparison to Real MotionComparison to Real MotionComparison to Real Motion
Global vs. Local CoordinatesGlobal vs. Local Coordinates
Local, moving,Local, moving,
body-relativebody-relative
coordinatescoordinates
Global, fixed,Global, fixed,
object-relativeobject-relative
coordinatescoordinates
User InterfaceUser InterfaceUser InterfaceUser Interface
In maze and terrain In maze and terrain environmentsenvironments
• Sketch interface was effectiveSketch interface was effective
In maze and terrain In maze and terrain environmentsenvironments
• Sketch interface was effectiveSketch interface was effective
User InterfaceUser InterfaceUser InterfaceUser Interface
In playgroundIn playground • A broader variety of motions are availableA broader variety of motions are available
In playgroundIn playground • A broader variety of motions are availableA broader variety of motions are available
Choice InterfaceChoice InterfaceChoice InterfaceChoice Interface
What is available in database ?What is available in database ? • Provide with several optionsProvide with several options
• Select among available behaviorsSelect among available behaviors
What is available in database ?What is available in database ? • Provide with several optionsProvide with several options
• Select among available behaviorsSelect among available behaviors
What to ShowWhat to ShowSpace and Time WindowsSpace and Time Windows
What to ShowWhat to ShowSpace and Time WindowsSpace and Time Windows
How to Capture TransitionsHow to Capture TransitionsHow to Capture TransitionsHow to Capture Transitions
A A
AB C
C
DD
EE
How to Capture TransitionsHow to Capture TransitionsHow to Capture TransitionsHow to Capture Transitions
A
AB C
C
DD
EE
AA
Cluster TreeCluster TreeCluster TreeCluster Tree
AB C
C
DD
EE
A B
A
D
C
AA
Three possible actions:Three possible actions: ABA, ABC, ABA, ABC, ABDABD
A
Cluster ForestCluster ForestCluster ForestCluster Forest
A A
AB C
C
DD
EE
D BA C
D
CA
E
B
CA B
A
D
C
Performance InterfacePerformance InterfacePerformance InterfacePerformance Interface
MotionDatabase
Search
Vision-basedInterface
Vision Interface – Single Vision Interface – Single CameraCamera
Vision Interface – Single Vision Interface – Single CameraCamera
SummarySummarySummarySummary
Graph representationGraph representation• Flexibility in motionFlexibility in motion
Cluster forestCluster forest• A map for avatar’s behaviorA map for avatar’s behavior
User interfacesUser interfaces
Graph representationGraph representation• Flexibility in motionFlexibility in motion
Cluster forestCluster forest• A map for avatar’s behaviorA map for avatar’s behavior
User interfacesUser interfaces
Similarity between FramesSimilarity between Frames
Our WorkArikan & Forsyth
Kovar & Gleicher & Pighin
Joint Angle/Position
Angle Position Position
Pose O O O
Velocity O O Implicitly
Acceleration X Translation Only
Implicitly
Pruning TransitionsPruning Transitions
Our WorkArikan & Forsyth
Kovar & Gleicher &
Pighin
Contact O X X
Likelihood O O O
Similarity O X O
Avoiddead ends
O X O
Related Work Related Work (Character (Character Animation)Animation)
Related Work Related Work (Character (Character Animation)Animation)
Rule-based Control system
Bruderlin & Calvert 96Perlin & Goldberg 96
Chi et al. 00Cassell et al. 01
Hodgins et al. 95Wooten and Hodgins 96
Laszlo et al. 96Faloutsos et al. 01
Example-basedProbabilistic/Statistical
Models
Popovic & Witkin 95Bruderlin & Willams 95
Unuma et al. 95Lamouret & van de Panne 96
Rose et al. 97Wiley & Hahn 97
Gleicher 97, 98, 01Sun & Mataxas 01
Bradley & Stuart 97Pullen & Bregler 00, 02
Tanco & Hilton 00Brand & Hertzmann 00
Galata & Johnson & Hogg 01Arikan & Forsyth 02
Kovar & Gleicher & Pighin 02Li & Wang & Shum 02
(THIS WORK)
Related Work Related Work (User (User Interfaces)Interfaces)
Related Work Related Work (User (User Interfaces)Interfaces)
Graphical User Graphical User InterfacesInterfaces
PerformancePerformance
(Motion (Motion capture capture devices)devices)
PerformancePerformance
(Vision-based)(Vision-based)
Bruderlin & Calvert Bruderlin & Calvert 9696
Laszlo et al. 96Laszlo et al. 96
Rose et al. 97Rose et al. 97
Chi et al. 00Chi et al. 00
Badler et al. 93Badler et al. 93
Semwal et al. 98Semwal et al. 98
Blumberg 98Blumberg 98
Molet et al. 99Molet et al. 99
““Mocap Boxing” Mocap Boxing” (Konami)(Konami)
Blumberg & Galyean Blumberg & Galyean 9595
Brand 99Brand 99
Rosales et al. 01Rosales et al. 01
Ben-Arie et al. 01Ben-Arie et al. 01