Human Figure - Overview

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Presentation transcript:

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