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Motion Synthesis for Articulated Human Bodies

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Title: Motion Synthesis for Articulated Human Bodies


1
Motion Synthesis for Articulated Human Bodies
2
Contents
  • Human motion synthesis Zoo
  • Articulated body mechanics
  • Optimization based motion synthesis
  • Feedback based balance control

3
Human motion components
  • Bone (skeleton) 206 (motion invariant)
  • Joint (articulation) limitation
  • Tendon and ligament elasticity / plasticity
  • Muscle 639, works in group, limitation
  • uni-articulate and bi-articulate (passive
    inefficiency)
  • parallel or perpendicular shape
  • Neuron-system reflection speed
  • Neuron ? Muscle ? Tedon ? Bone

4
(No Transcript)
5
Human motion model (I)
  • Pure articulated model
  • Simplified skeleton (hand / foot / tibia-fibula)
  • Directly control force and torque on joints
  • Convenient for high-level control

6
Human motion model (II)
  • Deformable model
  • Skin mesh motored by skeleton or captured skin
    animation
  • Muscle shape representation

7
Human motion model (III)
  • Tendons and muscles model
  • Musculoskeletal models and simulation
  • Muscle-tendon model (strand)

Hand can have similar DoF with coarse whole body!
8
Human motion model (IV)
  • Visible Human data set (realistic musculature and
    flesh) Teran05

9
Methods for motion synthesis (I)
  • Data-driven based synthesis
  • Captured motion skeleton data
  • Captured deformable data (face / skin)
  • Motion dynamics and naturalness is trivial
  • Limited response to environment
  • Blending, Editing, Style transfer no guarantee
    for physics correctness
  • Captured data is sparse
  • pose, time space is huge
  • Difficult to obtain data
  • High dynamic motion
  • Outdoor environment

10
Methods for motion synthesis (II)
  • Pure generative-based synthesis
  • Physics constraint can be guaranteed
  • Easy to interact with dynamic environment
  • Hard to be natural
  • Naturalness is a subset of physics correctness
  • Dynamics simulator complexity
  • E.g. stable / dynamic frictions
  • Computational complexity and stableness
  • High gain means high stiffness
  • Controller design
  • Mutual controller is difficult to design and hard
    to generalize

11
Methods for motion synthesis (III)
  • Pure motion planning
  • Can obtain solution in constrained environment
  • High-level path planning
  • Solution has no continuous or physics guarantee
  • Still time consuming
  • High dimension of human skeleton

12
Combined methods
  • Mocap data physics better controller
  • Controller for hand Nancy05
  • Controller for whole body Yin08
  • Mocap data motion planning high level motion
  • Manipulating Katsu04
  • Tangling Edmond08
  • Dynamics motion
  • planning (for articulated model) Russell07

13
Other related
  • Robotics Kris06
  • Primitive based motion planning use transition
    motion to balance natural motion and environment
    constraints.
  • Biomechanics
  • Provides many principles
  • for motion control balance,
  • Locomotion, neuroscience. Alexandrov05
    Christine07

14
Contents
  • Human motion synthesis Zoo
  • Articulated body mechanics
  • Optimization based motion synthesis
  • Feedback based balance control

15
Articulated body dynamics
  • Each joint i is 1 DoF
  • Ball-and-socket and saddle can
  • be represented by some 1 DoF
  • Ball-and-socket 3 DoF
  • Saddle 2 DoF
  • Hinge 1 Dof

16
A special case of multi-body dynamics
Yins work gives an example
Joint makes impulse and penalty difficult
17
Parameters for articulated body
  • State of root (position, rotation, linear /
    angular velocity)
  • Configuration of joints (q, , )
  • Inertia matrix (for articulated body, inertia
    matrix is an equivalent inertia matrix give a
    test force, get an acceleration ? inertia)
  • Lecture in COMP 790-058

18
Inverse dynamics
  • Known q, ,
  • Unknown f, t
  • Simple recursive Featherstone
  • Compute v and a compute net force on a link,
    similar to f ma (downwards)
  • Compute force and torque on a joint (upwards)
  • Roots p, v, a
  • End effectors force and torque

19
Forward dynamics
  • Known q, , f, t
  • Unknown
  • More difficult
  • 3 loops
  • Evangelos04

20
Limitation of basic algorithms
  • Many things are simplified in algorithms
  • Joint limitation
  • Unilateral constraint (ground constraint)
  • Friction (kinetic, static, rolling and spinning)
  • Non-interpenetrate constraint
  • Collision response
  • Modeling contact and constraint is a well-studied
    problem for rigid body simulation.
  • See David Baraffs papers and note.

21
Linear complementarity problem (LCP) Andreas
  • One of the standard methods to handle contact and
    constraints.

22
Solution to LCP pivot method
  • Basic idea if q is positive or zero, solution is
    trivial (w q, z 0)
  • Pivot q and w to make it true
  • where

23
Solution to LCP iterative method
  • LCP can be represented by QP, so can be solved by
    iterative methods, like Gauss-Seidel, Newton

24
Pros and Cons
  • Pivot method
  • Convergence is guaranteed after limited steps
  • suffer from numerical problem, especially for
    large-scale and/or ill-conditioned problems
  • Iterative method
  • easier to implement and
  • numerically robust
  • convergence is proven only for a limited class of
    M matrix

25
LCP model for constraints
  • Unilateral constraint (force exists only when
    contacting)
  • Joint Limit
  • LCP guarantees zero virtual work for contact
    forces
  • w Mz q?

26
LCP model for constraints
  • Use velocity-level dynamics equations, because
    acceleration-level dynamics equations will fail
    to obtain a solution in some configurations.
  • Can be implemented in both reduced coordinate or
    full coordinate. But full coordinate need
    stabilization.

27
Mixed LCP
  • Sometimes LCP must be solved simultaneously with
    other equations without complementary constraints
    (e.g. dynamics equation and joint constraints)

28
Solve mixed LCP
  • Eliminate non LCP variables ( x )
  • Directly modify pure LCP solver
  • E.g. for pivot method non LCP variables are
    always in basic vector and does not take part in
    minimum ratio test.

29
Extended LCP model for frictions
  • Coulomb cone
  • Dynamic friction Static friction
  • Solved by extending iterative LCP solver

30
Other possible solutions
  • Extension to LCP
  • Staggered Projections for Frictional Contact in
    Multibody Systems Danny08
  • Velocity based shock propagationKenny09
  • Implicit Contact Handling for Deformable Objects
    Miguel09

31
Impact constraints
  • Non-interpenetrate constraint
  • Collision reaction
  • Impulse or force modeling
  • See David Baraffs papers and note.

32
Simulation loops
LCP solver
forward dynamics
Ode solver
Collision detector
Impact response
33
Contents
  • Human motion synthesis Zoo
  • Articulated body mechanics
  • Optimization based motion synthesis
  • Feedback based balance control

34
Optimization based motion synthesis Sumit09
35
System overview
36
Lagrange mechanics
Generalized force
Lagrange function
  • Lagrange mechanics for rigid body
  • Lagrange mechanics for articulated body

Gravity, contact force, external force
37
Complete force modeling Liu05
38
Actuated and non actuated joint
  • Root joint non (passive) actuated
  • Its configuration (position and rotation) is
    actuated by joint constraints.
  • Other joints (active) actuated
  • Its configuration is actuated by muscle energy

Muscle force
39
Passive controller
  • Muscle controller
  • Limited torque / force
  • Limited torque / force change rate
  • Contact controller
  • Static friction
  • Dynamic friction
  • Non-penetration

40
Optimization with passive controller
  • Why (minimize q variation)?
  • Avoid trivial solution, like sliding or break-off
  • Zero virtual work guarantee
  • Roll back

41
User controller specification
  • Balance controller
  • Climb controller
  • Swing controller
  • Multiple controller composition
  • controller example

42
Controller protocol
  • Finite State Machine
  • Each state has its own constraints (in objective
    form)
  • State transition happens when feasible solution
    can not find or contact breaks.

43
Balance controller
balance
takeStep
relaxFoot
p target position qv slow spline
perpendicular to ground cp CoM balance cf
support feet position c friction
44
Climb controller
relaxHand
relaxFoot
allSupport
moveHand
moveFoot
com change CoM
45
Swing controller
trySwing
passiveSwing
46
Visual sensor
  • Reachable objects search

47
Contents
  • Human motion synthesis Zoo
  • Articulated body mechanics
  • Optimization based motion synthesis
  • Feedback based balance control

48
Human motion control model
49
Feedback based balance control
  • Balance control under small perturbation Yin03
  • Balance control under large perturbation Yin08
  • Similar strategy feed-back feed-forward, large
    perturbation ? step strategy

50
System description
  • The dynamics system does not use generalized
    coordinate
  • Instead, use full-coordinate constrained form for
    dynamics
  • Traditional style (based on Barraf 1996 paper)
  • Control is a hybrid of generalized-coordinate
    form and full-coordinate form

51
Full-coordinate constrained matrix form (I)
  • Constraint i between body a and b
  • Constraint system (each item in J is 33 matrix)

Here f is dim-12 vector, every 3 sub-vector is
force for body (a, b, c, or d), J is 912
52
Full-coordinate constrained matrix form (II)
  • For torque, similar
  • row number of H is number of freedom, its column
    number is 3 object number.
  • Each term is joint is torque on all objects

53
Balance control under small perturbation
  • Preprocess use inverse dynamics to compute force
    for original motion
  • In each step of dynamic simulation
  • Forward dynamics current state
  • Feedback control
  • Feedforward control
  • Net control

54
Simulation result
  • Perturbation by a ball

55
Balance control under large perturbation
  • Two differences
  • Motion is modeled by finite state machine
  • Under large perturbation, a pre-computed
    feed-forward input is not suitable (using
    adaptive control instead)

56
Motion FSM
  • Difference with FSM in Sumit09
  • For control torque heuristics
  • More robust (precision, static)

57
Feed-forward Feed-back error learning
  • Cyclic motion (function of phase)
  • Learn inverse model dynamically (system
    identification)

58
Feed-back control (I)
  • PD control
  • Contact control (support leg)

Low gain
Follow mocap data high gain
59
Feed-back control (II)
  • COM feedback

COM velocity
COM position
vgt0 or d gt 0 ? forward step quickly
60
Feed-back control (III)
  • CoM feedback

Basic controller (default target)
Continuous feedback
61
Control summary
  • 2D to 3D
  • sagittal and coronal planes

Feedback and feedforward torques
62
Simulation result
  • demo
  • Overview
  • Downhill
  • Drunk
  • Limp
  • Spin
  • Boxes
  • Different friction

63
Reference
  • Edmond08 Planning tangling motions for
    humanoids
  • Nancy05 Physically Based Grasping Control from
    Example
  • Yin08 SIMBICON Simple Biped Locomotion Control
  • Katsu04 Synthesizing Animations of Human
    Manipulation Tasks
  • Russell07 Efficient Motion Planning of Highly
    Articulated Chains using Physics-based sampling
  • Kris06 Using motion primitives in probabilistic
    sample-based planning for humanoid robots
  • Teran05 Creating and Simulating Skeletal Muscle
    from the Visible Human Data Set
  • Alexandrov05 Feedback equilibrium control
    during human standing
  • Christine07 Bipedal locomotion toward unified
    concepts in robotics and neuroscience
  • Evangelos04 Practical Physics for Articulated
    Characters
  • Shinschiro07 Constraint-based dynamics
    simulator for humanoid robots with shock
    absorbing mechanics
  • Featherstone Robot Dynamics Algorithms
  • Andreas Practical Optimization
  • Eran03 Nonconvex Rigid Bodies with Stacking
  • Danny08 Staggered Projections for Frictional
    Contact in Multibody Systems

64
  • Sumit09 Optimization-based interactive motion
    synthesis
  • Liu05 Towards a generative model of natural
    motion
  • Baraff89 Analytical methods for dynamics
    simulation of non-penetrating rigid bodies
  • Yin03 Motion Perturbation Based on Simple
    Neuromotor Control Models
  • Kenny09 Velocity-based shock progagation for
    multibody dynamics animation
  • Miguel09 Implicit Contact Handling for
    Deformable Objects
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