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Interactive control of avatars animated with human motion data

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Interactive control. of avatars animated. with human motion data. Jehee Lee. Jinxiang Chai ... Avatar control. Path sketching. Find a cluster path. Avatar ... – PowerPoint PPT presentation

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Title: Interactive control of avatars animated with human motion data


1
Interactive control of avatars animated with
human motion data
  • Jehee Lee
  • Jinxiang Chai
  • Paul S. A. Reitsma
  • Jessica K. Houdgins
  • Nancy S. Pollard

Presented by YoungSang
2
Why Motion Capture?
  • Keyframe animation
  • Artist-driven
  • Kinematics
  • Difficult to create a realistic animation
  • Physically-based animation
  • Dynamics
  • Not reflect human behavior
  • Not real time

3
Motion capture
  • Capture real human movement
  • Realistic
  • Efficiency
  • But, not controllable not flexible

4
Motion representation
  • Tree structure
  • Motion clip
  • Xx1,x2,,xn
  • At a frame i
  • xipi,0,qi,0,qi,1,,qi,m

2
3
1
1
0
5
Motion database
  • In video games
  • Many short, carefully planned, labeled motion
    clips
  • Manual processing

6
Walk Cycle
Stop
Start
Left Turn
Right Turn
7
Motion database
  • This approach
  • Extended, unlabeled sequences
  • Automatic processing
  • Connectivity
  • Search
  • Real-time, controllability

8
Motion data acquisition
9
Maze sketch interface
10
Re-sequence
Motion capture region
Virtual environment
Sketched path
Obstacles
11
Re-sequence
Motion capture region
Virtual environment
12
Overview
13
Overview
14
Unstructured input data
  • A number of motion clips
  • Each clip contains many frames
  • Each frame represents a pose

15
Unstructured input data
  • Connecting transition
  • Between similar frames

16
Graph construction
17
Distance between frames
  • Possibility frame i -gt frame j
  • Distance

18
Pruning transitions
  • Reduce storage space
  • O(n2)
  • Better quality
  • Pruning bad transitions
  • Efficient search
  • Sparse graph

19
Pruning transition
  • Contact state
  • Avoid transition to dissimilar contact state
  • Threshold
  • User-defined threshold

20
Pruning transition
  • Local maxima

j
i
Probability Pij
21
Pruning transition
  • Avoid dead-ends strongly connected components
  • Every node is connected to each other directly or
    indirectly

22
Overview
23
Clustering
A
C
A
B
C
A
D
E
D
E
24
Clustering
A
C
A
B
C
A
D
E
D
E
25
Transitions
A
C
A
B
C
A
D
E
D
E
26
Cluster tree
  • Three possible actions ABA, ABC, ABD

A
A
B
C
D
A
C
A
B
C
A
D
E
D
E
27
Cluster forest
B
A
A
C
A
B
C
C
C
E
D
A
A
C
B
C
A
D
E
D
E
A
D
B
D
28
Cluster paths and most probable motions
  • Given a cluster path p anda
    first frame of motion sequence
  • Calculate motion sequence

Find motion sequence among all possible motion
sequence by maximizing
29
Avatar control
  • Choice
  • Cluster tree
  • Restriction

30
Avatar control
  • Path sketching
  • Find a cluster path

31
Avatar control
  • Vision interface

32
search
3 sec
Video buffer
A
A
C
B
C
A
D
E
D
E
33
search
3 sec
A
A
B
D
A
A
C
B
C
A
D
E
D
E
34
Conclusion
  • Motion graph
  • Double layered graph
  • Various user interface

35
Appendix I
  • Distance

36
Appendix II
  • Clustering (EM algorithm)

37
Appendix III
  • Number of cluster
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