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Character Animation and Control using Human Motion Data Jehee Lee Carnegie Mellon University http://www.cs.cmu.edu/~jehee
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Character Animation Final Fantasy Movie Characters from www.finalfantasy.com Final Fantasy XNBA Courtside 2002NFL 2k2WWF Raw All game characters from www.gamespot.com
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Motion Capture Record movements of live performers –Realistic, highly detailed data can be obtained Motion capture lab at CMU
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Animation from Motion Capture Motion Database Preprocess On-line Controller Motion Editing Toolbox Motion Sensor Data Convincing Animation Controllable Responsive Characters High-Level User Interfaces The Art of Animation
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Animation from Motion Capture Motion Database Preprocess On-line Controller Motion Editing Toolbox Motion Sensor Data Convincing Animation Controllable Responsive Characters Mapping Live Performance High-Level User Interfaces The Art of Animation Computer Puppetry
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Interactive 3D Avatar Control How to organize data ? –Large collection of motion data How to control ? –User interfaces Motion Database Preprocess On-line Controller Motion Sensor Data Controllable Responsive Characters High-Level User Interfaces
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Related Work (Motion Control) Rule-basedControl system [Bruderlin & Calvert 96] [Perlin & Goldberg 96] [Chi 2000] [Cassell et at 2001] [Hodgins et al 95] [Wooten and Hodgins 96] [Laszlo et al 96] [Faloutsos et al 2001] Example-basedStatistical Models [Popovic & Witkin 95] [Bruderlin & Willams 95] [Unuma et al 95] [Lamouret & van de Panne 96] [Rose et al 97] [Wiley & Hahn 97] [Gleicher 97, 98, 01] [Sun & Mataxas 2001] [Bradley & Stuart 97] [Pullen & Bregler 2000] [Tanco & Hilton 2000] [Brand & Hertzmann 2000] [Galata et al 2001] [Lee et al 02]
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Related Work (User Interfaces) Graphical User Interfaces Performance (Motion capture devices) Performance (Vision-based) [Bruderlin & Calvert 96] [Laszlo et al 96] [Rose et al 97] [Chi 2000] [Badler et al 93] [Semwal et al 98] [Blumberg 98] [Molet et al 99] “Mocap Boxing” (Konami) [Blumberg & Galyean 95] [Brand 1999] [Rosales et al 2001] [Ben-Arie et al 2001]
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Motion Database In computer games –Many short, carefully planned, labeled motion clips –Manual processing
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Walk CycleStopStart Left Turn Right Turn
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Motion Database Our approach –Extended, unlabeled sequences of motion –Automatic processing
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Jehee Lee, Jinxiang Chai, Paul Reitsma, Jessica Hodgins, and Nancy Pollard, Interactive Control of Avatars Animated with Human Motion Data, submitted. Sketch Interface
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Motion Data for Rough Terrain
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Unstructured Input Data
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Connecting Transitions
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Local Search for Path Following
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Comparison to Real Motion
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User Interfaces
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Choice-based Interface What is available in database ? –Provided with several options –Select from among available behaviors
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Jehee Lee, Jinxiang Chai, Paul Reitsma, Jessica Hodgins, and Nancy Pollard, Interactive Control of Avatars Animated with Human Motion Data, submitted.
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How to Create Choices ?
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Clustering
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Find Reachable Clusters A B C D E F G
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Most Probable Paths
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Cluster Forest B C D E F G B D E F G
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Performance Interface Motion Database Search Engine Animate Avatars Vision-based Interface
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Silhouette extraction and matching implemented by Jinxiang Chai
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Database Search 3 sec
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Animation from Motion Capture Motion Database Preprocess On-line Controller Motion Editing Toolbox Motion Sensor Data Convincing Animation Controllable Responsive Characters Mapping Live Performance High-Level User Interfaces The Art of Animation Computer Puppetry
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The Art of Animation Animators need good tools –Modify, vary, blend, transition, filter, … Motion Database Motion Editing Toolbox Convincing Animation The Art of Animation
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Challenges in Motion Editing Reusability and flexibility –Motion data is acquired For a specific performer Within a specific environment In a specific style/mood High dimensionality Inherent non-linearity of orientation data
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Related Work Physically- based Signal processing/ Interpolation Optimization + Interpolation Stochastic Modify [Popovic& Witkin 99] [Unuma et al 95] [Bruderlin & Williams 95] [Sun&Metaxas 01] [Lee & Shin 01, 02] [Gleicher 97, 98, 01] [Lee & Shin 99] [Perlin 95] [Bradley&Stuart 97] [Pullen&Bregler 00] Transition/ Blend [Rose et al 96] [Lamouret & van de Panne 96] [Rose et al 97] [Sun&Metaxas 01] [Lee & Shin 01, 02] [Tanco&Hilton 00] [Brand & Hertzmann 00] [Galata et al 01]
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Basic Techniques Multiresolution Analysis –Signal processing approach –Transition, blend, modify style/mood, and resequence Hierarchical displacement mapping –Constraint-based approach –Interactive editing –adaptation to different characters/environments.
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Multiresolution Analysis Represent signals at multiple resolutions –give hierarchy of successively smoother signals –facilitate a variety of signal processing tasks
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Decomposition Reduction: upsampling followed by smoothing Expansion: smoothing followed by downsampling ReductionExpansion
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Decomposition Reconstruction
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Enhance / Attenuate Jehee Lee and Sung Yong Shin, General Construction of Time- Domain Filters for Orientation Data, IEEE Transactions on Visualization and Computer Graphics, to appear. Jehee Lee and Sung Yong Shin, A Coordinate-Invariant Approach to Multiresolution Motion Analysis and Synthesis, Graphical Models (formerly GMIP), 2001.
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Enhance / Attenuate
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Walk Limp Turn ? Turn with a Limp
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Walk Limp Turn Turn with a Limp
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Analogy Low frequency (Content) Result = Limp + (Turn – Walk) High frequency (Style) Result = Turn + (Limp – Walk) WalkTurn Limp Turn with A limp
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Walk Strut Run
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Stub toesLimp Stitched
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Re-sequence
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Reconstruction
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Orientation Representation Inherent non-linearity of orientation space
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Filtering Orientation Data How to generalize convolution filters ?
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Related Work Re-normalization Azuma and Bishop (94) Global linearization Johnstone and Williams (95) Local linearization Welch and Bishop (97) Fang et al. (98) Lee and Shin (2002) Multi-linear Shoemake (85) Optimization Lee and Shin (96) Hsieh et al. (98) Buss and Fillmore (2001)
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Re-normalization
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Linearization
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Exponential and Logarithm
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logexp
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Global Linearization
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Angular Displacement
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Local Linearization
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The Drifting problem
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Our Approach
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Filtering Orientation Data
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Filter Properties Coordinate invariant Time invariant Symmetric
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Coordinate Invariance Decomposition Reconstruction
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Coordinate Invariance Independent to the choice of coordinate systems
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Basic Techniques Multiresolution Analysis –Signal processing approach –Transition, blend, modify style/mood, smoothen, resequence Hierarchical displacement mapping –Constraint-based approach –Interactive editing and adaptation
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Motion Editing through Optimization Constraints [Witkin & Kass 88] [Cohen 92] [Gleicher 98] –Features to be retained –New features to be accomplished Find a new motion –Satisfy given constraints –Preserve original characteristics
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Jehee Lee and Sung Yong Shin, A Hierarchical Approach to Interactive Motion Editing for Human-Like Figures, Siggraph 99
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Motion Representation Motion of articulated characters –Bundle of motion signals –Each signal describe positions / orientations / joint angles
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Basic Idea Inter-frame relationship –Enforce constraints –By inverse kinematics Inter-frame relationship –Avoid jerkiness –By curve fitting
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Displacement Mapping Displacement Map Original Motion Target Motion
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Hierarchical Displacement Mapping Representation of displacement maps –An array of spline curves –Over a common knot sequence Flexibility in representation –Hard to determine knot density –Adaptive refinement is needed
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Adaptive Refinement Multi-level or hierarchical B-splines [Lee, Wolberg, and Shin 97] [Forsey and Bartel 95] –Sum of uniform B-spline functions –Coarse-to-fine hierarchy of knot sequences
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Multi-Level B-spline Fitting
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Adaptation to Rough Terrain Jehee Lee and Sung Yong Shin, A Hierarchical Approach to Interactive Motion Editing for Human-Like Figures, Siggraph 99
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Adaptation to New Characters
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Character Morphing
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Animation from Motion Capture Motion Database Preprocess On-line Controller Motion Editing Toolbox Motion Sensor Data Convincing Animation Controllable Responsive Characters Mapping Live Performance High-Level User Interfaces The Art of Animation Computer Puppetry
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Hyun Joon Shin, Jehee Lee, Michael Gleicher, and Sung Yong Shin, Computer Puppetry: An Importance-based Approach, ACM Transactions on Graphics, 2001. The videos were made by Hyun Joon Shin, Tae Hoon Kim, Hye-Won Pyun, Seung-Hyup Shin, Jehee Lee, Sung Yong Shin, and many others at the Korea Broadcasting System.
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Summary Motion data processing –Multiresolution analysis –Hierarchical displacement mapping Interactive control –Motion databases –User interfaces: Choice, sketch, performance
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Future Work Autonomous virtual humans –Convincing appearance, movements –Reasonable level of intelligence Collect real world data –Motions, pictures, videos, voices, facial expressions, and physical properties
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Computer Puppetry Immediate mapping from a performer to an animated character Motion Sensor Data Mapping Live Performance Computer Puppetry
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Time Invariance Independent to the position in the signal Time
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Statistical Model
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Motion Representation Statistical Model Markov Process User Control Update Avatar Pose
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Markov Process Raw data –Extended –Unstructured Processed data –Connected –Flexible
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Cluster Forest
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