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Motion Graphs

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Motion Graphs - Presented by Nahyup Kang. CGLAB. Introduction ... Retain the realism of motion capture. Give a user the ability to control and direct a character ... – PowerPoint PPT presentation

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Title: Motion Graphs


1
Motion Graphs
  • Lucas Kovar
  • Michael Gleicher
  • Frederic Pighin
  • University of Wisconsin-Madison
  • University of Southern California

SIGGRAPH 2002
5. 9. 2006 - Presented by Nahyup Kang -
2
Outline
  • Introduction
  • Related Works
  • Background
  • Motion Graph Construction
  • Extracting Motion
  • Path Synthesis
  • Conclusion

3
Introduction
  • Realistic Human Motion is very important
  • Video game
  • Movie
  • Motion Capture
  • Good solution
  • Hard to reuse
  • Modify
  • Edit

4
Introduction
  • Goal
  • Retain the realism of motion capture
  • Give a user the ability to control and direct a
    character
  • Example
  • With general walking motion sequence
  • Generate special path of walking motion

5
Related Work
  • Editing individual clips of motion
  • Retargeting Gleicher 1998 Lee and Shin 1999
  • Multi-target blends
  • Linear Interpolation Wiley and Hahn 1997
  • Radial Basis Function Rose et al. 1998
  • Move Trees Mizuguchi et al. 2001
  • Game industry
  • Manual Creation
  • Motion Transition
  • Perlin 1995 Rose et al. 1996 Lee 2000

6
Background
  • Motion Capture Data Structure

Root Joint End Effector
7
Motion Capture Data Sample
HIERARCHY ROOT Hips OFFSET 0.00 0.00 0.00
CHANNELS 6 Xposition Yposition Zposition
Zrotation Xrotation Yrotation JOINT LeftHip
OFFSET 3.29 0.00 0.00 CHANNELS 3
Zrotation Xrotation Yrotation JOINT
LeftKnee . MOTION Frames 30
Frame Time 0.033333 10.87 36.65 13.54 8.70
1.67 91.18 10.89 9.41 -1.80 -2.30 7.50 12.08 0.00
-10.56 0.00 -13.95 10.19 2.52 1.45 7.58 -10.90
0.00 -12.38 0.00 -2.30 7.22 -0.10 -0.13 0.00 5.48
48.69 -5.16 13.44 -10.40 -22.07 -14.50 -0.21
-5.66 -0.02 7.72 0.00 -7.17 -52.62 2.63 -1.95
-1.90 -20.04 -18.84 0.16 -4.85 0.01 0.00 35.36
0.00 1.77 -36.47 -2.39
8
Background
  • General Representation
  • F Number of Frames
  • J Number of Joints
  • t Frame Index

9
Motion Graph Construction
  • Motion Graph
  • Directed Graph
  • Edge
  • Correspond to clip of motion
  • Node
  • Choice point connecting these clips

10
Motion Graph Construction
Where is the proper point to make an edge?
11
Detecting Candidate Transitions
  • Find similar frames
  • How about vector norm of frame?
  • Priority of the joints are ignored
  • No meaningful way to assign fixed weights
  • Identifying compatible coordinate systems are
    necessary
  • Joint velocities, accelerations, higher-order
    derivatives are necessary.

12
Pose Distance Metric
13
Selecting Transition Points
  • Local minimum in the distance function
  • Transition better than its neighbors
  • Local minimum with small error values
  • Candidate Transition Points

14
Creating Transitions
  • Blending frames to with frames
    to
  • Aligning
  • On frame p linearly interpolate
  • Blending Weight?

15
Creating Transitions
  • Linear blending
  • Easy and simple and fast
  • The constraints in the motion can be violated
  • Foot sliding (footskate)
  • We have to correct this violation
  • Treat constraints as binary signal
  • Blending this signal
  • Enforce this blended constraints as a
    post-processing step

16
Pruning The Graph
  • Can Motion Graphs synthesize motion indefinitely?
  • NO! There may be deadend!
  • Compute Strongly Connected Components of graph
  • Remove any edge that does not attach two node in
    the largest SCC.

17
Extracting Motion
  • How to play the motion?
  • Exactly How to traverse the Graph?
  • Converting Graph Walks to Motion

18
Converting Graph Walks To Motion
  • Every edge on the motion graph is a piece of
    motion.
  • Aligning correct location and orientation of
    pieces
  • Footskate clean-up Kovar et al. 2002

19
Searching For Motion
  • Problem of finding motion that satisfies
    user-specified requirements
  • Graph Search Problem
  • Metric
  • Time elapsed
  • Distance Traveled
  • g(w,e) user define nonnegative error evaluator
  • Find the path that minimize f
  • Branch and Bound

20
Deciding What To Ask For
  • g should
  • give some sort of guidance throughout the entire
    motion
  • be no more restrictive than necessary
  • be balanced.

21
Path Synthesis
  • Implementing Path Synthesis
  • Cost Function Design
  • Type Change

22
Path Synthesis
  • Application Of Path Synthesis
  • Interactive Control
  • Go left!
  • Make left path immediately.
  • Pre-compute a sequence of graph walks that fits
    straight line path
  • High-Level Keyframing
  • Path with appropriate action type
  • Back-end for animating
  • The path and action type can be specified by a
    high-level process
  • Motion graph fill in the detail
  • Crowds
  • Can be applied to several characters in parallel.

23
Path Synthesis
  • Results
  • Enjoy the movie clip

24
Discussion Conclusion
  • Framework for generating realistic, controllable
    motion through a database of motion capture.
  • Graph is automatically constructed among
    different piece of motion
  • Finding the candidate transitions is bottleneck.
  • Transition Threshold is manually selected.
  • Motion parameterization is not considered.

25
End
  • Thank you.
  • Question and Comment.
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