Character Animation from 2D Pictures and 3D Motion Data - PowerPoint PPT Presentation

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Character Animation from 2D Pictures and 3D Motion Data

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Image completion & poisson-matting. Initial Modeling Fitting(6/6) T' = I = F = T0 ... one hour to prepare (including image completion and matting results) ... – PowerPoint PPT presentation

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Title: Character Animation from 2D Pictures and 3D Motion Data


1
Character Animation from 2D Pictures and 3D
Motion Data
  • Alexander Hornung, Ellen Dekkers, and Leif
    Kobbelt
  • RWTH-Aachen University
  • ACM Transactions on Graphics 2009

1
2
Outline
  • Introduction
  • Flow Chart
  • Joint selection
  • Camera and model pose determination
  • Initial model-fitting
  • Animation
  • Results
  • Conclusion

2
3
Introduction(1/2)
  • Reconstruction of a textured 3D model, and to
    animate this model
  • Hard to preserve the
  • photorealism or style
  • of the original input image.

3
4
Introduction(2/2)
  • generate animations of photographed or painted 2D
    characters based on 3D motion data
  • Correctly handle projective distortion effieft

5
Introduction(1/2)
Joint Selection
Camera and model pose determination
Initial Model Fitting (ARAP)
Animation
ASAP for motion sequence
5
6
Joint selection
  • The user manually select joint positions in the
    input image.
  • Automatic procedure
  • Difficult to estimate
  • occlusion
  • Diverse dataset of
  • example poses
  • Non human characters

6
7
Camera and model pose determination(1/2)
  • Compute camera projection model which describes
    the mapping from 3D joint to 2D image space
  • Find an optimal 3D pose X0 in our motion sequence
  • doesnt
    correspond to a geometrically plausible camera
    model

7
8
Camera and model pose determination(2/2)
  • Constrain
  • To the Projection matrix
  • Use iterative LM to minimize the projection error

9
Initial Modeling Fitting(1/6)
  • A set of generic shape templates T(2D
    nonmanifold triangle mesh )
  • A template T consists of a triangulated set of
    vertices representing the shape boundary and
    skeleton joints
  • Selected by the extrinsic camera data R and C in
    relation to the best-matching model pose Xo

9
10
Initial Modeling Fitting(2/6)
10
11
Initial Modeling Fitting(3/6)
  • As Rigid As Possible (ASAP)
    Igarashi et al.2005
  • T gt I gt F gt D

11
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Initial Modeling Fitting(4/6)
  • T gtILaplace-based deformation (Sorkine et al.
    2004)
  • I gtFUsing only rotation and
  • translation in least square sense
  • G gt D Computing the average
  • of corresponding vertex positions

13
Initial Modeling Fitting(5/6)
  • The shape template for a given image is first
    fitted to the user-selected joint positions using
    ARAP
  • T gt I gt F gt T
  • Boundaries of D are snapped to the characters
    silhouette using a 2D-snakes approach Kass et
    al. 1987
  • Image completion poisson-matting

14
Initial Modeling Fitting(6/6)
  • T gt I gt F gt T0
  • Transforming the characters image pose, into
    the best-matching 3D pose using the projected
    joint positions as vertex
    constrain

15
Animation(1/3)
  • Perspective scaling and distortion effects are
    completely ignored.

15
16
Animation(2/3)
  • ASAP(as similar as possible )
  • T gt I gt F gt D
  • Inflate the shape template T
  • Using ARAP policy

16
17
ASAP
  • One bones local coordinate

18
ASAP
  • The 2D vertices v of a triangle are unprojected
    to 3D point V0(spanned by Ix and Iy)
  • Adding a offset to V0

19
ASAP
  • transform to local coordinate
  • Transform to other frame of the motion data
  • vPVt

20
Animation(3/3)
  • Simply exchange the 3D motion
  • Boundary snapping and texture generation do not
    have to be recomputed.
  • Apply a different motion to a character is
    generally a matter of seconds

20
21
Results(1/3)
21
22
Results(2/3)
22
23
Results(3/3)
  • Slight modification to Meerkat since it has
    significantly shorter legs.
  • Total 15 to 30 minutes for the skeleton joint
    selection and the boundary snapping
  • Generally do not take much longer than one hour
    to prepare (including image completion and
    matting results).

23
24
Conclusion(1/2)
  • Present a complete, easy-to-use system for
    animating 2D images of arbitrary characters with
    3D motion.
  • introduced an as-similar-as-possible shape
    deformation algorithm to deform these shapes
  • One restriction of our technique is changing its
    moving direction, or where it turns its head

24
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Conclusion(2/2)
  • Future Work
  • Automatic pose estimation in a relatively
  • common pose, such as standing or walking.
  • smooth transitions from the user-selected pose
    to the best-matching pose of the 3D motion
  • integrate global effects such as shadows or
    reflections to improve the visual appearance of
    some scenes.
  • Animate animals, or even plants.

25
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