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Published byMervyn Hunter Modified over 8 years ago
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Biomechanically-Inspired Motion Path Editing Noah Lockwood and Karan Singh University of Toronto
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Goals Fast editing of single motions High-level spatial direction Flexible to motion content
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Related Work Path-based approaches – Motion graphs, motion doodles, deformable models Path-based motion editing – Kinematic, limited to walking or simple locomotion – Multi-character synchronized motion [Kim2009]
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Algorithm Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
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Terminology Keys: full body pose, position, and time Path: sequence of skeleton root positions
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Algorithm Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
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Motion Preprocessing Real motion changes are constrained Identify deformation handles Must correspond to potential motion changes
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Motion Preprocessing Real motion changes are constrained Identify deformation handles Must correspond to potential motion changes Character exertion at path vertical minima
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Motion Preprocessing Real motion changes are constrained Identify deformation handles Must correspond to potential motion changes Character exertion at path vertical minima Many local minima though:
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Motion Preprocessing Real motion changes are constrained Identify deformation handles Must correspond to potential motion changes Character exertion at path vertical minima Many local minima though:
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Path Deformation Handles Filter based on locally maximal # of contacts:
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Algorithm Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
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Interactive Path Deformation As-rigid-as-possible-deformation [Igarashi2005] – Adjustments for curves instead of triangle meshes Sharpness artifacts in large deformations:
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ARAP Modifications Automatic pre-scaling factor:
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Algorithm Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
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Pose Adjustment Body rotation with path tangent Foot path deformation and IK
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Algorithm Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
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Unmodified timing can look unnatural:
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Froude Number Used to evaluate dynamic similarity
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Froude Number Used to evaluate dynamic similarity Relative stride length vs. Froude number:
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Froude Timewarping Velocity and stride length ratios:
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Froude Timewarping Velocity and stride length ratios: Target velocities and deformed path overconstrain new key times
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Timewarping results
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Algorithm Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping
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Algorithm Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping Limited to simple edits of simple motion
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Algorithm Motion Preprocessing Interactive Path Deformation Pose Adjustment Timewarping Limited to simple edits of simple motion Each stage modified based on components of motion
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Vertical Motion ARAP deformation is 2D – Apply twice, from top and side
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Vertical Motion ARAP deformation is 2D – Apply twice, from top and side Local coordinate system produces rotations:
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Vertical Motion ARAP deformation is 2D – Apply twice, from top and side Local/global coordinate system produces shears:
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Vertical Motion Editing Results
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Ballistic Motion Unrealistic deformation of airborne motion:
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Ballistic Motion Unrealistic deformation of airborne motion: Constrained to stretch only, no bending:
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Ballistic Motion Editing Results Acceleration-based timewarping:
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Ballistic Motion Editing Variety
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Turns Realistic turning paths, but motion is too fast:
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Curvature and Velocity One-third power law which relates curvature and velocity:
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Curvature and Velocity One-third power law which relates curvature and velocity: Path curvature from curvature-continuous overall path
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Path Curvature Overall path: handle-interpolating cubic spline
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Path Curvature Overall path: handle-interpolating cubic spline
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Turn Timewarping Curvature and velocity ratios:
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Combined Timewarping Two target velocities from Froude and curvature rules:
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Combined Timewarping Two target velocities from Froude and curvature rules: Multiplicative combination:
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Combined Timewarp Results
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Mixed Motion Editing
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Non-human Characters
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Simulation Editing
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Conclusion and Discussion Our system: – Uses biomechanical models and observations – Accommodates many motion types – Automatically adjusts motion timing Limitations: – Acrobatic maneuvers – Range of plausible timings – Full-body editing
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Thanks! Questions? Acknowledgements: – Jacobo Bibliowicz, Patrick Coleman, Martin de Lasa, John Hancock, Ryan Schmidt, Patricio Simari – SCA 2011 reviewers – CMU Motion Capture Database – Centroid Motion Capture – Autodesk
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Pose Adjustment Rigid transformation of footsteps:
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Pose Adjustment Rigid transformation of footsteps:
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