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Dynamic Response for Motion Capture Animation

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Title: Dynamic Response for Motion Capture Animation


1
Dynamic Response for Motion Capture Animation
  • Victor B. Zordan
  • Anna Majkowska
  • Bill Chiu
  • Matthew Fast
  • Riverside Graphics Lab University of California,
    Riverside

2
Outline
  • Introduction
  • Motion Selection
  • Transition Motion Synthesis
  • Implementation
  • Conclusion

3
Introduction
  • General adaptation and re-use of the data is
    limited by the available techniques for editing
    and modifying data in controllable ways.
  • Physical models commonly used to responsivity to
    characters by generating modifications.
  • But, the effects of an impact are over, there are
    no general schemes to move the simulation in a
    meaningful way and return the simulation to
    motion capture control.

4
  • Automatically computes a dynamic reaction to an
    unanticipated impact and returns the character to
    an available motion from a capture repository for
    the remainder of the dynamic response to the
    interaction.
  • Two critical components
  • Search engine compares initial simulated response
    with reaction segments from a motion library.
  • Joint-torque controller that actuates the
    simulation to reach the desired posture.

5
Motion Selection (Motion graphs)
  • Creating response
  • Find transition-to motion capture sequence form
    repository.
  • Compare simulated data with sequences in motion
    library.
  • Define sample frame as vector
  • Distance D between windows is defined as

6
  • To capture the dynamic properties.
  • Assign high weights to the trunk parts.
  • Reduce the problem of sliding ground contact.
  • To increase the efficiency of the search function
  • Pre-process database to find unique frames.

7
Transition Motion Synthesis
  • Compute transition motion with two goals
  • React in a physically plausible manner consistent
    with found motion.
  • Meet the desired state as closely as possible.
  • Compute torques as
  • Zordan Hodgins 2002 - Motion capture-driven
    simulations that hit and react.

8
  • Timing is critical to make the characters action
    appear realistic.
  • Generating and blending motion capture data
  • Interpolation to remove remaining disturbances.
  • Interpolate linearly the root node offset.
  • For rotation, interpolates by slerp quaternion.
  • Using simple linear weighting.

9
Implementation
  • To create believable exchanges between
    characters.
  • Heavy impact-based interactions require
    simulation of both the recipient and the
    deliverer of the impacts generated.
  • Simply following the completely simulated motion
    for a small number of frames after the impact.
  • Then blending back to the same original motion
    through interpolation lead to a convincing attack
    motion.

10
  • Motion capture reactions
  • Pushed were made from the front, side and back
    with reaction including balanced recovery that
    required minimal foot repositioning.
  • Range of such responses starting from a single
    pair of motion clips found by simply varying the
    facing direction of one of the characters.

11
Conclusion
  • Takes advantage of the concept of the described
    burst following an impact without the need for a
    complicated implementation.
  • Important contribution is use of a controller
    acts in accordance with the upcoming motion.
  • Avoid an unconscious look for the character.

12
Question
  • Thanks for your listening
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