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Highly Dynamic Motion Synthesis

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Highly Dynamic Motion Synthesis. ACCAD Individual Studies with Matt Lewis. March 10th, 2005 ... Complex Dynamic Character Motion from Simple animations (2002) ... – PowerPoint PPT presentation

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Title: Highly Dynamic Motion Synthesis


1
Highly Dynamic Motion Synthesis
  • ACCAD Individual Studies with Matt Lewis
  • March 10th, 2005
  • Domin Lee

2
Motif
  • ACCAD Mocap Lab
  • 14 camera VICON8 system
  • 3000 sq. foot space
  • Kaydaras MotionBuilder 5.1
  • Overcome limitations of Mocap system
  • Occlusions
  • Dynamic Motions
  • Etc

3
Our Focus
4
Our Focus
  • Capturing highly dynamic motions are hard
  • Limited by Actors ability
  • Some motions are just impossible
  • Need Motion Synthesis
  • To generate highly dynamic motions
  • But why HIGHLY dynamic motion?

5
Background
  • Motion Libraries for Character Animation
  • Zoran Popovic
  • Synthesis of Complex Dynamic Character Motion
    from Simple animations (2002)
  • Style-based Inverse Kinematics (2004)
  • Momentum-based Parameterization of Dynamic
    Character Motion (2004)

6
Background
  • Rigid Body Dynamics
  • Ronald Fedkiw
  • Animations of rigid bodies
  • New Techniques
  • Triangulated Surface
  • Signed Distance Function
  • Time Integration
  • Shock Propagation

7
Nonconvex Rigid Bodies with Stacking
  • 2003
  • Videos

8
Implementation
  • .NET, glut, and OpenGL
  • Many resources and documentations
  • glut.h
  • Replace the following
  • extern _CRTIMP void __cdecl exit(int)
  • _CRTIMP __declspec(noreturn) void __cdecl
    exit(int)

9
Implementation
  • For more information http//graphics.stanford.edu
    /papers/rigid_bodies-sig03/
  • Demo

10
Motion Capture Data
  • Mocap data
  • Map mocap data to a human figure (doll)
  • .BVH or .ASF
  • Chose AMC/ASF format
  • Demo

11
Combining Mocap and Dynamics
  • Mapping mocap data in human figures
  • 15 ellipses controlled by mocap data
  • Demo

12
Whats Next?
  • Capturing highly dynamic motions
  • Football tackling
  • Wrestling crossline
  • Experiment with agent systems
  • Controls secondary behaviors
  • Brain controls secondary motions
  • Ex) tackling in football

13
Current Technology
  • Many Popovics implementations
  • Endorphin from Natural Motion

14
Questions or Comments ?
15
Implementation
  • Geometric Representation
  • A dual representation
  • Explicit Triangulated surface
  • Supplies point samples on surface.
  • Implicit Signed distance function F.
  • ? F ? distance to surface, F lt 0 inside, F gt 0
    outside.
  • Stored on a uniform or octree grid.
  • Constant time inside/outside test.
  • Normal ?F (defined throughout space).

16
Implementation
  • Time Stepping Approach
  • A new ordering of the simulation loop
  • Process collision
  • Update velocity
  • Process contact
  • Update position
  • Traditional approach
  • Update pos vel
  • Process collision
  • Process contact
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