Human Figure - Overview Layered Construction Bone Muscle Skin Tasks Reaching & Grasping Walking Talking Motor Skills Intelligent behavior Other Motions Facial Expression Gestures Idiosyncratic Secondary Motion Reactionary Motions Clothes Hair
Modeling the Human Form Artistic Anatomy Anatomy related to surface appearance versus Medical Anatomy Well-developed literature Forensic Science Facial Reconstruction Plastic Surgery Surface Appearance Reconstruction
Layered: Bone-Muscle-Skin Muscle &Tendons Fatty Tissue Bone Skin
Modeling - Layered FFD muslces John Chadwick, ABD
Modeling - Thalmann, EPFL Implicit surfaces From http://ligwww.epfl.ch/
Modeling Embed polyhedra in implicit surface Implicits used for approx. collision detect & respond Polyhedra used for display Use M.-P. Cani technique to distort implicits based on collisions Karan Singh, PhD
Human Figure Ferdi Scheepers, PhD Use artistic anatomy to design muscles
Human Figure
Human Figure
Figures - Wilhelms, UCSB http://www.cse.ucsc.edu/~wilhelms/fauna/Monkeys/5monk_parts.gif
Reaching & Grasping Inverse Kinematics What is ‘human-like’ motion? Path planning Holding and manipulating tools
Reaching Arm - 7 DoF Or 2 at elbow, 2 at wrist Shoulder: 3 DoF Or 1 at elbow, 2 at wrist, add one at mid-forearm Wrist: 3 DoF Elbow: 1 DoF
Reaching - heuristic Decide on ‘reasonable’ plane for arm based on task Reduce problem to 2D arm position + hand configuration
Reaching Joint limits are a function of joint position Collision avoidance with body, other limbs Strength a function of joint position
What’s ‘human-like’ ? Depends on orientation and task straight-line path Minimize total torque Minimize maximum velocity, acceleration, jerk Maximize ‘comfort’
In obstacle-filled environment Dave Miller PhD
Grasping Standard methods of grasping By handle Two finger Wrap around Two hand
Walking Gravity Simplify dynamics Maintain balance (static) Decouple reduce DoFs Maintain balance (static) Hip: 3 DoF Knee: 1 DoF Ankle: 3 DoF Toes: 1 ‘DoF’ but usually not independent (free)
Walking
Walk Cycle
Run Cycle
Walking - Hip Angles v. Time
Walking - Jessica Hodgins, CMU
Facial Animation Complex surface Very familiar structure Deformable surface Very important - Principal means of communication Facial expressions, lip-synch, prosodic facial animation
Facial Animation by Texture Maps Ebert - from Getting Into Art
Facial Animation http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html
Facial Action Units (FACs) From Eckman and Friesen
Facial Animation Fred Parke model http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html
Digitizing Faces
Facial Modeling - Surface Springs
Facial Animation - Structural
Facial Animation Terzopolous, NYU http://mambo.ucsc.edu/psl/sig97/siggraph97-panel.html
Facial Animation www.cis.ohio-state.edu/research/graphics/research/FacialAnimation/ Scott King, PhD
Behavior AI, Spatial reasoning, human-like reaction Intelligent interaction with user Engage in conversation w/gestures Cooperation w/ other agents
Behavior Daniel Thalmann, LIG, EPFL
Cloth and Clothes Texture maps draping flowing Full collision detection and response
Simulate at what level? Fold level - catenary curves between points of support Patch level - triangles or higher order patches Weave level - warp and weft Thread level - property and structure of thread
Tight Fitting Clothes Daniel Thalmann, EPFL
Cloth
Cloth
Cloth
Cloth
Cloth
Cloth
Cloth Nadia Magnenat-Thalmann, MIRALab
Clothes http://cs-people.bu.edu/jingbinw/Clothsim_Submit.PDF
Hair Texture map Rigid object Model each strand Model by clumps Rigid underlayment w/ strands over top
Hair
Standards & Resources H-anim - human animation working group http://www.h-anim.org/ MPEG-4 - Moving Pictures Expert Group http://mpeg.telecomitalialab.com/standards/mpeg-4/mpeg-4.htm http://ligwww.epfl.ch/mpeg4/ The Visible Human Project http://plum.ia.polsl.gliwice.pl/~DIP/visible/visible_human.html
The Major Players Daniel Thalmann - The Computer Graphics Lab (LIG) at the Swiss Federal Institute of Technology (EPFL) in Lausanne: http://ligwww.epfl.ch/ Nadia Thalmann - MIRALab research group at the University of Geneva http://www.miralab.unige.ch/MIRAhtml/mirahome.htm Norm Badler - Center for Human Modeling and Simulation athe University of Pennsylvania http://www.cis.upenn.edu/~hms/
The Major Players Jane Wilhelms - UCSC www.cse.ucsc.edu/~wilhelms/ Demitri Terzopolous - NYU mrl.nyu.edu/~dt/ Michiel van de Panne - Vancouver, B.C. www.dgp.utoronto.ca/people/van/van.html
The Major Players Tom Calvert - Simon Fraser www.cs.sfu.ca/people/Faculty/Calvert/index.html Marie-Paule Cani - iMAGIS www-imagis.imag.fr/Membres/Marie-Paule.Cani/index.gb.html Michael Cohen - MicroSoft Research www.research.microsoft.com/~cohen/
The Major Players Michael Gleicher - Wisconsin www.cs.wisc.edu/~gleicher/ Jessica Hodgins - CMU www.ri.cmu.edu/people/hodgins_jessica.html www.cc.gatech.edu/gvu/animation/Areas/humanMotion/humanMotion.html