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基於編輯主要關節動線之動作合成法  在電腦動畫的研究領域中,動作合成 (Motion Synthesis) 一直是 3D 電腦動畫中非常 重要的研究課題。  在本論文中,我們提出了一個藉編輯人體主 要關節在空間中運動軌跡來合成三維人體動 作的方法以及相關應用之介面設計。 盧奕丞、劉庠宏、黃科森、楊熙年.

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Presentation on theme: "基於編輯主要關節動線之動作合成法  在電腦動畫的研究領域中,動作合成 (Motion Synthesis) 一直是 3D 電腦動畫中非常 重要的研究課題。  在本論文中,我們提出了一個藉編輯人體主 要關節在空間中運動軌跡來合成三維人體動 作的方法以及相關應用之介面設計。 盧奕丞、劉庠宏、黃科森、楊熙年."— Presentation transcript:

1 基於編輯主要關節動線之動作合成法  在電腦動畫的研究領域中,動作合成 (Motion Synthesis) 一直是 3D 電腦動畫中非常 重要的研究課題。  在本論文中,我們提出了一個藉編輯人體主 要關節在空間中運動軌跡來合成三維人體動 作的方法以及相關應用之介面設計。 盧奕丞、劉庠宏、黃科森、楊熙年 國立清華大學

2 Outline Introduction Related Work System Overview Demonstration Conclusion

3 Introduction Character animations have been widely used in movies and games. It is still a challenging task for artists to generate high quality motions. Mocap system is difficult to reuse. Increasing demand for user-friendly tools for three-dimensional animations.

4 Hand-drawn Animations

5 Introduction Providing an interface for artists to create 3D human motion. Using Inverse Kinematics to compute joint angles. Using B-Spline Curves to represent joint trajectories. Exploiting Optimization method to fine tune the synthesized motion curves.

6 Introduction 3D trajectories are hard to sketch or create. In contrast, 2D trajectories can be easily created with a mouse or touchpad. Trajectories of Key-Joints: – root, head, – left wrist, right wrist, – left ankle, right ankle

7 Introduction B-spline interpolation is used to synthesis smooth trajectories. Once the positions of end joints are determined, Inverse Kinematics can be applied to calculate other joints. Optimizing motion quality.

8 Related Work Human Motion Creation - Keyframe & Interpolation - Procedure - Motion Capture

9 Related Work Human Motion Control - Dynamics: “ Physically Based Motion Transformation ” by Popovic and Witkin’s (1999). - Kinematics “ Three-Dimensional Human Running ” by Hodgins, J. K., (1996).

10

11 Template Skeleton 15 joints IK chain 1: root->throat->head IK chain 2 & 3: shoulder->elbow->hand IK chain 4 & 5: hip-joint->knee->foot

12 Components User Input: - skeleton file(*.asf) - motion file for initial pose(*.asm) - time length of motion. - sample points of joints trajectories.

13 Components B-Spline Manager - B-spline curves fitting to sample points. - returns positions of end joints. - edits trajectories of joints. Inverse Kinematics Computer - converts asf file to dh file. - use inverse kinematics to compute rotation angles of non-end joints.

14 Components Motion Optimizer - optimizes the motion from I.K. System Output - a motion player for motion viewing. - saves the computed motion.

15 Manipulation and Processing Loads a 3D template skeleton. Specifies time length. Draws 2D trajectories of key joints. Edits trajectories. Previews the motion. Saves the motion.

16 Refinement by Optimization The problems with computed motion curves. – Constraints on joint angles. – Constraints on end-effectors’ position. – Constraints on limb length. Refining the curves by optimization.

17 Refinement by Optimization Notation: Vector to be optimized:

18 Refinement by Optimization Frame Coherence : Joint Angles Constraint:

19 Refinement by Optimization Limb Length Constraint: End-Effectors' Constraint:

20 Refinement by Optimization Z-coordinate Coherence: when

21 Refinement by Optimization Solve the following objectives: End-Effectors weights are greater than other joints’ weights.

22 Implementation C# & Windows Form Microsoft Visual Studio 2005 Managed DirectX 9.0c (Render) RRG Kinematix (Inverse Kinematics) Wild Magic 4 (B-Spline) EngMATLib(connection between c# & MATLAB) MATLAB 2007a (Optimization)

23 Results Demonstration

24 Conclusion The method for creating three-dimensional human motion is presented based on sketching two-dimensional trajectories of Key-joints. Users can specify their expected motion by sketching 2D trajectories of projected joints.

25 Conclusion A user-friendly interface is devised for convenience. Optimization technique is used to guarantee the quality of synthesized motion curves.

26 Q & A Thank you


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