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Synthesis of Motion from Simple Animations
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Introduction Produce realistic character motion from simple animation
Non-skilled animator can quickly produce believable animation sequences System is based on constraints of input motion
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Examples
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Examples
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Examples
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Examples
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Realism Character must satisfy laws of physics
Many possible muscle configurations Small subset appear realistic Computing correct dynamics complex math Tradeoff Level of control by animator Artistic freedom vs. physical correctness
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Process Animator creates rough sketch of desired animation
Small set of essential keyframes System can make recommendations System infers environmental constraints Focus on forces essential to realistic animation No need to solve for all muscle forces
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Model
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Model Input to system Spacetime optimization
Articulated character with mass distribution Values of joint angles at each frame Spacetime optimization Solve for unknowns Values of joint angles Angular and linear momentums
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Four Key Stages Constraint and stage detection
Automatically detect environment constraints Separate original sequence into constrained and unconstrained stages Transition pose generation Establish poses between constrained and unconstrained stages
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Four Key Stages Momentum control Objective function generation
Generate physical constraints Based on Newtonian laws and biomechanics Objective function generation Construct the objective function Smooth animation, similar to original, and balanced
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Constraints & Stage Detection
Positional constraints Parameters of detection Minimal frames required, Tolerance of intersections, & constrainable body parts
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Constraints & Stage Detection
Positional constraints Wi: Matrix that transforms point p to world coordinates xi = Wip At time i + 1, p is transformed to: Wi+1Wi-1Wip Define Ti+1 = Wi+1Wi-1
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Constraints & Stage Detection
Positional constraints Constraint on point p from time 1 to n implies T1 through Tn all bring p to same global position Tixi = xi, or (Ti – I)xi = 0 Solution can be either point, line, or plane
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Constraints & Stage Detection
Sliding constraints Instead of fixing a point, allow it to slide along a line (or plane) e.g. foot of a figure skater Point p constrained to line L: minp,l ∑ Dist(TiWip,L) Minimize sum of distances between xi and the line L at each frame
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Constraints & Stage Detection
Given detected constraints, separate original animation Unconstrained (flight) Constrained (ground) Different physics/biomechanics rules for each During unconstrained, gravity is the only external force
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Transition Pose Generation
Transition poses occur at boundaries of stages Store parameters about transition poses for example motions Generated by animators Motion captured data Update database of motions
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Transition Pose Generation
Training input parameters (e.g. jump) Flight distance Landing angle Average horizontal speed, etc. Output is three center of mass points Lower body Upper body Two arms
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Transition Pose Generation
Predict a candidate pose K nearest neighbor algorithm Select at most k similar examples Compute candidate pose Three center of mass points Interpolate poses of selected neighbors Weighted by similarities to input sequence
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Transition Pose Generation
Construct full character pose Inverse kinematics problem Minimize deviation between suggested and original poses Advantages to estimating small set of parameters Joint angles not uniformly scaled Same motion capture database for different skeletal structures
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Transition Pose Generation
Transition to different skeletal structure CA: COM output parameter of character A ĈA, ĈB: Corresponding COM for default pose Intuitively, displace COM parameter by rescaled difference between default and suggested pose of character in database
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Momentum Control Momentum during unconstrained stages
Gravity only external force Acts on COM Angular momentum is zero
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Momentum Control Momentum during constrained stages
No complex physical simulation Based on biomechanics studies and behavior of motion captured data Natural dynamic motion First store energy (momentum decreases) Energy burst (small overshoot)
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Momentum Control Enforce C1 continuous at p1 and p4 p2 < p1
d1 > d2 p2 < p4 < p3
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Objective Function Final check on realism Minimum mass displacement
Compute integral of mass displacement over body Achieves natural joint movement Example: bending at waist instead of knees Minimal velocity of DOFs For time coherence (smoother) Effectively minimize velocity of joint angles
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Objective Function Static balance During constrained stages where character is standing still Analyze COM when projected onto plane normal to gravity Spacetime objective function is a weighted sum of these
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Conclusion Environment constraints Transition pose constraints
Partition motion into constrained and unconstrained stages Transition pose constraints Defined between motion phases by pose estimator (or user) Momentum constraints Dictate behavior of linear/angular momentum
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References C. Karen Liu, Zoran Popovic. Synthesis of Dynamic Character Motion from Simple Animations. SIGGRAPH 2002.
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