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Human Simulation

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J. Hodgins and N. Pollard, 1997. Adapting Simulated Behaviors For New Characters, SIGGRAPH 97 Proceedings, ... Interactive Behaviors for Bipedal Articulated ... – PowerPoint PPT presentation

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Title: Human Simulation


1
Human Simulation
  • Keith Thoresz
  • Suan Yong
  • April 6, 1999

2
Papers
  • J. Hodgins, W. Wooten, D. Brogan, and J. O'Brien.
    Animating Human Athletics. SIGGRAPH '95.
  • J. Hodgins and N. Pollard, 1997. Adapting
    Simulated Behaviors For New Characters, SIGGRAPH
    97 Proceedings, Los Angeles, CA.
  • Bruderlin and Calvert. Goal-Directed, Dynamic
    Animation of Human Walking. Proceedings SIGGRAPH
    '89.
  • Lee, Wei, Zhao, and Badler. Strength Guided
    Motion. SIGGRAPH '90.
  • Phillips and Badler. Interactive Behaviors for
    Bipedal Articulated Figures. SIGGRAPH '91.
  • N. Badler, R. Bindiganavale, J. Bourne, J.
    Allbeck, J. Shi and M. Palmer. "Real time virtual
    humans," International Conference on Digital
    Media Futures, Bradford, UK, April 1999.

3
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4
Why simulating humans is useful
  • Ergonomic prototyping
  • Virtual conferencing
  • Interaction in graphical worlds
  • Games
  • Education
  • Training
  • Military/Space/Whatever simulation

5
Background
  • Biomechanics
  • data for creating dynamic models and motions
  • Robotics
  • control strategies
  • Computer graphics
  • implementation experience

6
Difficulties in Animating Humans
  • Natural motions almost impossible to create
    computationally (the problem)
  • Large search spaces for underconstrained
    scenarios
  • Physical realism requires complex models
  • Fine control vs. tedious manual work
  • How to specify controls/constraints intuitively

7
Animating Techniques
  • Keyframing
  • detailed control
  • tedious
  • Procedural Methods
  • can be physically correct, high-level control
  • unnatural motions, difficult to create
  • Motion Capture
  • natural motions
  • inflexible

8
Procedural methods
  • High-level control
  • specifying desired motion
  • Control Algorithms
  • control the primary actions (choreography)
  • Low-level Procedures
  • generates the motion (kinematics)

vault
9
Procedural methods
  • High-level control
  • specifying desired motion
  • Control Algorithms
  • control the primary actions (choreography)
  • Low-level Procedures
  • generates the motion (kinematics)

10
Procedural methods
  • High-level control
  • specifying desired motion
  • Control Algorithms
  • control the primary actions (choreography)
  • Low-level Procedures
  • generates the motion (kinematics)

11
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12
Animating Human Athletics(Hodgins et al)
  • Dynamic simulation of human motion
  • Running
  • Cycling
  • Vaulting
  • Control algorithms
  • state machines that describe each specific motion
  • Toolbox of motions (control algorithms)

13
Control Algorithms
  • Control the primary actions using equations for
    motion
  • Basic process (for each time step)
  • calculate joint positions and velocities
  • compute joint torque (with proportional-derivative
    servos)
  • integrate equations of motion
  • Hand designed and tuned

14
Control Algorithms
  • state machines connecting phase of behavior to
    active control laws

flight
ball of foot leaves ground
heel touches ground
loading
unloading
knee bends
knee extended
heel contact
toe contact
hip in front of heel
ball of foot touches ground
heel/toe contact
15
Example Running
  • Ground speed matching
  • reduces disturbance due to foot touchdown
  • Hand tuning of arms to produce natural looking
    gait
  • Control algorithms modified (by hand) when path
    is a curve
  • User-specified input
  • forward velocity
  • desired path

16
Manual vs. Automatic Generation of Control
Algorithms
  • Manual
  • requires vast knowledge of control techniques,
    human dynamics, etc.
  • tedious
  • Automatic
  • reduces animators work
  • expensive, harder to implement, impractical
  • usually lacks natural look

17
Summary
  • Advantages
  • produce physically correct/realistic motions
  • easy to create simulated motion
  • can easily create similar motions
  • Disadvantages
  • robust algorithms difficult to create
  • require detailed knowledge of the system
  • computational expense grows with constraints
  • generally accurate only for one complete action

18
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19
Adapting Simulated Behaviors(Hodgins et al)
  • Goal fit a simulated motion from one model to
    another
  • simulated motion represented as control
    algorithms
  • This is not a trivial task
  • models may have different geometries
  • simple geometric scaling is not enough

20
Basic Method
  • Approximate new control system
  • scale control parameters (e.g. size, masses,
    moments etc)
  • Fine-tune control system
  • search for a control system with good
    steady-state behavior
  • use simulated annealing

21
Scaling
  • Geometric scaling
  • joint angles, position/orientation, forward
    velocity, etc
  • Good scale ratio must be found (e.g. leg length
    for running)
  • Mass Scaling
  • requires selection of relevant body segments
    (based on knowledge of behavior)

22
Tuning
  • Implemented as a search over the reduced space.
  • Optimization Criteria ground speed matching,
    body pitch, timing of thrust, extension of ankle
    and knee
  • Search space contains large number of local
    minima
  • use simulated annealing
  • Tuning done in steps of different scales to
    reduce step sizes

23
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24
Goal-directed Animation(Bruderlin et al)
  • Humans and animals are goal-oriented
  • motions are specified as goals, then translated
    into joint movements, etc.
  • Idea Combine dynamic motion control with
    goal-directed motion control
  • simplifies the work of animating
  • less detail needed to define a motion compared to
    keyframing

25
Keyframe-Less Animation of Walking(KLAW)
  • Levels of control
  • Desired motion (goal) high-level control
  • Control algorithms (kinematics) and gait
    refinements
  • Motion equations are Lagrangian
  • Dynamic model assumes constant segment masses and
    symmetrical segments

26
High Level Control
  • Three fundamental locomotion parameters
  • forward velocity
  • step length
  • step frequency
  • Decomposed into state-phase timings and symmetry
    of steps
  • Passed as step constraints to low-level control

27
Low-level Control
  • Motion broken up into stance and swing phases

28
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29
Strength-guided Motion(Lee et al)
  • Idea Use strength, comfort, and perceived
    exertion as heuristics for optimizing movement

30
Basic Approach
  • strength model used as optimality criterion for
    control algorithms and path decisions.
  • comfort region dictated by muscular strength
  • task paths chosen by system, not animator (i.e.
    keyframing)
  • plans short paths toward the goal based on
    desired action

31
Problem specification
  • Comfort level for each joint given by max torque
    ratio (current torque divided by max torque for
    current position and velocity)
  • Perceived exertion expected level of difficulty
    in completing a task perception of amount of
    strength required
  • Strength model maximum achievable joint torque
    based on muscle groups
  • Muscle group strength depends on body position,
    gender, handedness, fatigue, etc

32
System Design
comfort, perceived exertion, etc
  • Condition Monitor monitors body state
    (positions, max strength, torques, etc.) and
    suggests motion strategies to PPS
  • Path Planning Scheme (PPS) plans end effector
    movements
  • must not violate strength constraints
  • tradeoff between reaching goal and avoiding
    straining the model
  • Rate Control Process (RCP) determines joint
    rates for motion

Condition Monitor
Path Planning Scheme
Rate Control Process
33
Motion Strategies
  • Available torque (available strength) people
    tend to move stronger joint.
  • Reducing moment avoids further stress while
    trying to reach goal (increases available torque)
  • Pull back retract when a joint reaches max
    strength leads to a stable configuration
    (posture that a set of joints should form in
    order to withstand large forces)
  • Recoil and jerk similar to a weight lifter
    recoiling legs jerk reduces forces necessary to
    complete a task for the set of active joints

34
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35
Interactive Behaviors(Phillips, Badler)
  • Approach
  • Specify constraints on parts of the figure
  • Constraints determine end-effector positions
  • Use Inverse Kinematics to computes motion (joint
    angles)
  • Important constraints identified for bipedal
    articulated figures
  • the feet position relative to the ground
  • center of mass and balance to maintain balance

36
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37
Real-time Virtual Humans(Badler et al)
  • Idea Motions for animated humans can be
    described at a high-level using natural language.
  • Scenes and motions can be more complicated if
    computed in parallel.

38
Goals
  • What should Virtual Humans be capable of doing?
  • Playing a stored motion sequence
  • Posture changes and balance adjustments
  • Reaching, grasping, locomoting, looking
  • Facial expressions
  • Physical force- or torque-induced movements
    (jumping, falling, swinging)
  • Blending (coarticulating) one movement into the
    next one

39
Specifying Actions
  • Parameterized Action Representation (PAR)
  • Natural language representation for specifying
    motions and dynamics
  • Parameterized because the action depends on its
    participants (agents, object, etc.)
  • Output fed to PaT-Net

40
Performing Simultaneous Actions
  • Parallel Transition Networks (PaT-Nets)
  • Provides a non-linear animation model that
    enables simultaneous control over body motions as
    well as interaction between characters and their
    environments.
  • Effective, but must be hand-coded in Lisp or C.

41
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42
Conclusions
  • The state of the art still falls short of
    expectations
  • Procedural methods for creating human motion are
    difficult to design, and seldom look realistic
  • Control algorithms are specific to one action,
    and must be recoded for new actions
  • actions that seem related, e.g. walking and
    running, are physically very different
  • automatic methods exist, but hand coding produces
    more natural looking results

43
Open Questions
  • Transitioning between unrelated motions
  • e.g. between walk and run
  • What are the characteristics of human motion that
    current systems are unable to simulate?
  • is this worth pursuing?
  • is Motion Capture a more viable alternative?
  • How to simulate high-level behaviors such as
    personality?

44
The End
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