Lecture 3. Virtual Worlds : Representation,Creation and Simulation ( II ) 고려대학교 그래픽스 연구실.

Slides:



Advertisements
Similar presentations
Introduction to Multimedia Adeyemi Adeniyi Bsc, MCP MCTS
Advertisements

Games, Movies and Virtual Worlds – An Introduction to Computer Graphics Ayellet Tal Department of Electrical Engineering Technion.
Computer Animation Rick Parent Computer Animation Algorithms and Techniques Figure Animation.
Human Face Modeling and Animation Example of problems in application of multimedia signal processing.
UNC Chapel Hill M. C. Lin Reading Assignments Principles of Traditional Animation Applied to 3D Computer Animation, by J. Lasseter, Proc. of ACM SIGGRAPH.
Virtual reality interfaces in connection with building process simulations. Prof. Nash Dawood Centre for Construction Innovation Research University of.
Character Animation CSE 191A: Seminar on Video Game Programming Lecture 5: Character Animation UCSD, Spring, 2003 Instructor: Steve Rotenberg.
BPC: Art and Computation – Spring 2007 Overview of Spring Semester Tools and Technologies Glenn Bresnahan
1cs426-winter-2008 Notes  Collision notes part 1 (primitive operations) should be up on the weekend.
3D on-line representations Jan Valcik → introduction, main idea → VRML 97 → building of virtual worlds → VRML 97 at work → X3D → MUDVR → animations, navigation.
Introduction to Computer Graphics (CS560/CS460) Computer graphics means the art and science of creating images of three dimensional objects. Huge and Fast-moving.
제 5 주. Art and Design Computer Animation: from Avatars to Unrestricted Autonomous Actors A. Pina, E. Cerezo and F. Seron, Computers & Graphics, vol. 24,
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 10: Computer Graphics Computer Science: An Overview Tenth Edition.
BY SELVAMUTHUKUMAR.T( ) KAUSHIK.G( ) INFORMATION TECHNOLOGY R.M.K. ENGINEERING COLLEGE,
VRML Dr. Alun Moon What is VRML The Virtual Reality Modeling Language (VRML) is a file format for describing interactive 3D objects.
Chapter 10: Computer Graphics
Graphics Graphics Korea University cgvr.korea.ac.kr Model Construction 고려대학교 컴퓨터 그래픽스 연구실.
3D COMPUTER GRAPHICS IMD Chapter 1: 3D Computer Graphics Chapter 1: 1 Lecturer: Norhayati Mohd Amin.
Real-Time Animation of Realistic Virtual Humans. 1. The 3D virtual player is controlled by the real people who has a HMD and many sensors people who has.
Geometric Modeling using Polygonal Meshes Lecture 1: Introduction Hamid Laga Office: South.
Overview of Computer Graphics Subjects : What is C.G History of C.G Applications of C.G C.G vs I.P Course objectives.
Computer Graphics 2 In the name of God. Outline Introduction Animation The most important senior groups Animation techniques Summary Walking, running,…examples.
Research Interests of Dr. Dennis J Bouvier Fall 2007.
고급 컴퓨터 그래픽스 중앙대학교 컴퓨터공학부 손 봉 수. Course Overview Level : CSE graduate course No required text. We will use lecture notes and on-line materials This course.
Multimedia System and Networking UTD Slide- 1 University of Texas at Dallas B. Prabhakaran Rigging.
Computer Graphics Chapter 6 Andreas Savva. 2 Interactive Graphics Graphics provides one of the most natural means of communicating with a computer. Interactive.
Course Introduction to virtual engineering Óbuda University John von Neumann Faculty of Informatics Institute of Applied Mathematics Lecture and laboratory.
Introduction to Interactive Media Interactive Media Tools: Authoring Applications.
Animated Speech Therapist for Individuals with Parkinson Disease Supported by the Coleman Institute for Cognitive Disabilities J. Yan, L. Ramig and R.
Vizard Virtual Reality Toolkits Vizard Virtual Reality Toolkits.
고급 컴퓨터 그래픽스 중앙대학교 컴퓨터공학부 손 봉 수. Course Overview Level : CSE graduate course No required text. We will use lecture notes and on-line materials This course.
Subject Name: Computer Graphics Subject Code: Textbook: “Computer Graphics”, C Version By Hearn and Baker Credits: 6 1.
Animation.
고급 컴퓨터 그래픽스 (Advanced Computer Graphics)
UCL Human Representation in Immersive Space. UCL Human Representation in Immersive Space Body ChatSensing Z X Y Zr YrXr Real–Time Animation.
3D Animation 1. Introduction Dr. Ashraf Y. Maghari Information Technology Islamic University of Gaza Ref. Book: The Art of Maya.
Computing & Information Sciences Kansas State University Lecture 16 of 42CIS 636/736: (Introduction to) Computer Graphics Lecture 16 of 42 William H. Hsu.
Chapter 10: Computer Graphics
Interactive Animation
Computer Animation Algorithms and Techniques
Computer Graphics.
Games Development Practices 3D Modelling
MPEG-4 Binary Information for Scenes (BIFS)
Visual Information Retrieval
고급 컴퓨터 그래픽스 (Advanced Computer Graphics)
Lesson 24 Creating & Distributing New Media Content.
Model Construction cgvr.korea.ac.kr.
Human Figure Animation
가상현실 Virtual Reality (CSCE 458 Fall 2004)
Introduction to Graphics Modeling
Chapter 10: Computer Graphics
Interactive Computer Graphics
Lesson 24 Creating & Distributing New Media Content.
Reading Assignments Principles of Traditional Animation Applied to 3D Computer Animation, by J. Lasseter, Proc. of ACM SIGGRAPH 1987 Computer Animation:
Multimedia Fundamentals
Muscle Based Facial Animation
Basics of Motion Generation
Introduction to Game Development
History of computer graphics
Facial Expressions & Rigging
AN INTRODUCTION TO COMPUTER GRAPHICS Subject: Computer Graphics Lecture No: 01 Batch: 16BS(Information Technology)
Application to Animating a Digital Actor on Flat Terrain
Prepared by: Engr . Syed Atir Iftikhar
Chapter I Introduction
UMBC Graphics for Games
(c) 2002 University of Wisconsin
Simulation Acceleration Techniques
Computer Graphics Lecture 15.
Introduction to spagetti and meatballs
Lecture 3. Virtual Worlds : Representation,Creation and Simulation
Presentation transcript:

Lecture 3. Virtual Worlds : Representation,Creation and Simulation ( II ) 고려대학교 그래픽스 연구실

Contents Representation of Virtual Worlds Creation of virtual Worlds Simulation of Virtual Worlds Simulation of Virtual Agents

Creation of Virtual Worlds {geometry, physics, behavior} 1. 3D Modeling and Layouting 2. Vision-based Techniques 3. Algorithmic Creation 4. Multimedia and Virtual World Authorings

1. Three-D modeling Methods for modeling 3D object geometry graphics library tedious, requires skill CAD package issue: CAD file format --> VR system’s representation commercial 3D database issue: polygonal mesh --> parts/objects 3D digitizer issue: sparse set of 3D points --> polygonal mesh VR editor

2. Vision-based techniques Various ‘Shape-from-X’ techniques Passive methods stereo vision model-based vision multi-view analysis Active methods laser range finding structured lights

4. Virtual world authoring Multimedia authoring CD-Rom titles Web pages Animation authoring Game authoring Virtual world authoring

Virtual world authoring environment single authoring environment vs. a collection of tools 3D model builder audio source and editor device drivers / library runtime module simulation rendering application builder

Application builder similar in spirit to the many 3D GUI builder. some useful features built-in, extensible object type system and browser direct scene graph manipulation object property editor script language (interpreted, but compilerable) access to external codes importing a variety of CAD formats support for a wide variety of devices What can we learn from the 2D GUI builder?

Simulation of Virtual Worlds H-sensor perception cognition motion control H-effector P-effector P-sensor L-effector L-sensor sensing action Human Virtual environment avatar virtual agent object V-effector V-sensor

1. Kinematics Simulation (e.g., collision detection) 2. Dynamics Simulation (e.g., collision response) 3. Behavioral Simulation 4. Management of the Distributed Virtual Worlds

Simulation is problem-dependent. Common issue: “N-body problem” given n objects, it takes O(n(n-1)) computations. Approaches (1) Distributed processing (2) “Multi-modeling” or Dynamic LoD

Dynamics LoD Select a simulation model as the function of … example dynamic states of simulation distance to the user, viewing condition distance between objects, etc. example rigid body --> kinematics/dynamics simulation --> point-mass Automatic generation of dynamic models in multiple levels is still elusive.

Collision detection Introduction Basic Algorithm and Its Problems Categorizing of previous methods State of the Art

Simulation of Virtual Agents 1. Virtual Body 2. Motion Control Techniques 3. Generation of Facial Expression 4. Case Study: Existing Systems Improv Jack

1. Virtual Body Representations Geometric representations appearance (geometry) kinematics dynamics Geometric representations skeleton muscles skin hair

Example - Humanoid (Thalmann) 3 levels of detail (2,000 ~ 40,000 polys) skeleton - meta-ball - body contours - skin with polys 74 DOFs (body) + 30x2 DOFs (hand)

2. Motion Control Techniques Key-frame animation Inverse kinematics Forward dynamics Inverse dynamics Motion capture

3. Generation of Facial Expression Brief History 70’s Gouraud (1971) demonstrated shading technique using his wife’s head model Chernoff (1971) computer generated 2D face drawings Gillenson (1973) interactive system for 2D line drawn facial images Ekman (1977) developed FACS(Facial Action Coding System) Parke (1972 -1979) Ivan Surtherland’s CG course at Univ of Utah, M.S. thesis. developed 3D facial animation system

80’s and later Parke (1980) Platt (1981) Brennan (1982) Waters (1987) developed the 3D parameterized facial animation system Platt (1981) developed the physically based muscle controlled facial model Brennan (1982) 2D facial caricatures Waters (1987) developed the muscle model Terzopoulos (1990) developed the dynamic model using lattice network Wang (1994) developed the hierarchical layered spline model etc.

FACS What is FACS? Definition of some facial knowledge 46 AUs (Action Units) qualitative motion of skin which makes a unique facial action 6 primary emotional expressions happy, sad, surprise, fear, anger, disgust widely used for facial animation systems

Action Units (AU) Example of AUs

Modeling methods Libraries of expression and interpolation Parametric models using expression parameters Physically-based models using dynamic equation Anatomy-based models Integration of additional features texture map, hair modeling, etc.

Parametrized Model [Parke 80] Approach face model includes “parameter set” Basic operation procedural construction interpolation rotation/scaling position offset

Muscle Model [Waters 87] Approach Muscle not the exact simulation of skin, muscles, etc. mimic the primary biomechanical characteristics. Muscle can be grouped by orientation of muscle fibers linear / parallel Elliptical / circular Sheet / flat

Dynamic model [Terzopoulos 90] using lattice network (volume network) three layers : skin, fat, muscle(& bone)

Spline Model [Wang 94] Hierarchical layered spline modelling local area surface deformation Level 2 Level 1 Level 3 Level 4

4. Case Study: Existing Systems Humanoid (Thalmann) Improv (Perlin) Jack (Badler) Hierarchical Virtual Characters (Bruderlin)