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Human Figure Animation CSE 3541 Matt Boggus. Modeling – Geometric representation – Level of detail – Linkages: DoFs – Features: face, hair, clothes Activities/Motions.

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Presentation on theme: "Human Figure Animation CSE 3541 Matt Boggus. Modeling – Geometric representation – Level of detail – Linkages: DoFs – Features: face, hair, clothes Activities/Motions."— Presentation transcript:

1 Human Figure Animation CSE 3541 Matt Boggus

2 Modeling – Geometric representation – Level of detail – Linkages: DoFs – Features: face, hair, clothes Activities/Motions – upper body tasks: reaching, grasping – locomotion: walking, running – body language: stance, gestures Virtual Human Representation

3 Body Modeling - Geometry Polygonal representations

4 Body Modeling - Geometry

5 Subdivision surfaces

6 Body Modeling - Geometry Implicit surfaces – geometry exists where function evaluates to 0 Metaball example

7 Animation– Rigid Links Use FK or IK to animate Hierarchical animation Interpolate between key frames

8 Facial animation Parameterized facial attributues Blend shapes Muscle models surface muscles deep muscles Performance (or data) driven instrumented (mocap system) video

9 Parameterized Facial features Also see http://www.facegen.com/http://www.facegen.com/

10 Facial blend shapes Another (older) example http://www.youtube.com/watch?v=8dS0dcULRBAhttp://www.youtube.com/watch?v=8dS0dcULRBA Interpolate between 3D models

11 Facial muscle model

12 Surface muscle model Geometry-based Muscle Modeling for Facial Animation Kolja K¨ahler J¨org Haber Hans-Peter Seidel

13 Hair and fur

14 Hair Complexity 100,000 strands Collisions Shadowing Reflections Design hairstyle Animate hair Populate head with hair Hair types STRANDS AND HAIR MODELING, ANIMATION, AND RENDERING SIGGRAPH 2007 Course Notes

15 Hair - mesh

16 Hair – linkages and springs

17 Hair – particle tracing/strands Figures from http://en.wikipedia.org/wiki/Particle_system

18 Hair – Hierarchy A Survey on Hair Modeling: Styling, Simulation, and Rendering Kelly Ward, Florence Bertails, Tae-Yong Kim, Stephen R. Marschner, Marie-Paule Cani, and Ming C. Lin,

19 Fur Real-Time Fur over Arbitrary Surfaces

20 Fur

21 Cloth

22 “Techniques for Animating Cloth” M. Yalcin, C. Yildiz

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25 Total energy = repel + stretch + shear + bend + gravity

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31 Reaching and grasping

32 Modeling the Arm Also used is 3-2-2 DoF

33 Modeling the Arm Determine plane of motion (3 DoF) Use a 1-1 DoF arm

34 Modeling the Hand

35 Grasping Grasp planning for digital humans Faisal Amer Goussous, U. of Iowa

36 Locomotion

37 Anatomy of the Walk

38 Anatomy of the Run

39 Ankle and Toe bend


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