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2009
The growth of motion capture systems has contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the various captured motions normally require specific needs. Consequently, modifying and reusing these motions in new situations-for example, retargeting it to a new environment-became an increasing area of research known as motion editing. In the last few years, human motion editing has become one of the most active research areas in the field of computer animation. In this thesis, we introduce and discuss a novel method for interactive human motion editing. Our main contribution is the development of a Low-dimensional Prioritized Inverse Kinematics (LPIK) technique that handles user constraints within a low-dimensional motion space-also known as the latent space. Its major feature is to operate in the latent space instead of the joint space. By construction, it is sufficient to constrain a single frame with LPIK to obtain a natural movement enforcing the intrinsic motion flow. The LPIK has the advantage of reducing the size of the Jacobian matrix as the motion latent space dimension is small for a coordinated movement compared to the joint space. Moreover, the method offers the compelling advantage that it is well suited for characters with large number of degrees of freedom (DoFs). This is one of the limitations of IK methods that perform optimizations in the joint space. In addition, our method still provides faster deformations and more natural-looking motion results compared to goal-directed constraint-based methods found in the literature. Essentially, our technique is based on the mathematical connections between linear motion models such as Principal Component Analysis (PCA) and Prioritized Inverse Kinematics (PIK). We use PCA as a first stage of preprocessing to reduce the dimensionality of the database to make it tractable and to encapsulate an underlying motion pattern. And after, to bound IK solutions within the space of natural-looking motions. We use PIK to allow the user to manipulate constraints with different priorities while interactively editing an animation. Essentially, the priority strategy ensures that a higher priority task is not affected by other tasks of lower priority. Furthermore, two strategies to impose motion continuity based on PCA are introduced. We show a number of experiments used to evaluate and validate (both qualitatively and quantitatively) the benefits of our method. Finally, we assess the quality of the edited animations against a goal-directed constraint-based technique, to verify the robustness of our method regarding performance, simplicity and realism.
Computer Animation and Virtual Worlds, 2007
2006
Convincingly animating virtual humans has become of great interest in many fields since recent years. In computer games for example, virtual humans often are the main characters. Failing to realistically animate them may wreck all previous efforts made to provide the player with an immersion feeling. At the same time, computer generated movies have become very popular and thus have increased the demand for animation realism. Indeed, virtual humans are now the new stars in movies like Final Fantasy or Shrek, or are even used for special effects in movies like Matrix. In this context, the virtual humans animations not only need to be realistic as for computer games, but really need to be expressive as for real actors. While creating animations from scratch is still widespread, it demands artistics skills and hours if not days to produce few seconds of animation. For these reasons, there has been a growing interest for motion capture: instead of creating a motion, the idea is to reproduce the movements of a live performer. However, motion capture is not perfect and still needs improvements. Indeed, the motion capture process involves complex techniques and equipments. This often results in noisy animations which must be edited. Moreover, it is hard to exactly foresee the final motion. For example, it often happens that the director of a movie decides to change the script. The animators then have to change part or the whole animation. The aim of this thesis is then to provide animators with interactive tools helping them to easily and rapidly modify preexisting animations. We first present our Inverse Kinematics solver used to enforce kinematic constraints at each time of an animation. Afterward, we propose a motion deformation framework offering the user a way to specify prioritized constraints and to edit an initial animation so that it may be used in a new context (characters, environment,etc). Finally, we introduce a semi-automatic algorithm to extract important motion features from motion capture animation which may serve as a first guess for the animators when specifying important characteristics an initial animation should respect.
2003
We propose an intuitive motion editing technique allowing the end-user to transform an original motion by applying position constraints on freely selected locations of the character body. The major innovation comes from the possibility to assign a priority level to each constraint. The resulting scale of user-defined priority levels allows to handle multiple asynchronously overlapping constraints. As a consequence the end user can enforce a larger range of natural behaviors where conflicting constraints compete to control a common set of joints. By default the joint angles of the original motion are preserved as the lowest priority constraint. However, in case a Cartesian constraint from the original motion is essential, it is straightforward to define a high priority constraint that will retain it before enforcing other lower priority constraints. Additional features are proposed to provide a more productive motion editing process like defining the constraints relative to a mobile ...
The Visual Computer, 2013
We explore an approach to full-body motion editing with linear motion models, prioritized constraint-based optimization and latent-space interpolation. By exploiting the mathematical connections between linear motion models and prioritized inverse kinematics (PIK), we formulate and solve the motion editing problem as an optimization function whose differential structure is rich enough to efficiently optimize user-specified constraints within the latent motion space. Performing motion editing within latent motion spaces has the advantage of handling pose transitions and consequently motion flow by construction from single key-frame editing. To handle motion adjustments from multiple key-frame and trajectory constraints, we developed a latent-space interpolation technique by exploiting spline functions. Such an approach handles per-frame adjustments generating smooth animations, while avoiding the computational expense of joint space interpolations. We demonstrate the usefulness of this approach by editing and generating full-body reaching and walking jump animations in challenging environment scenarios.
2003
The presented work illustrates the potential of an IK algorithm enforcing priorities among constraints for motion editing. Motion capture is a very efficient technique to deliver believable motions but usually most of the captured motions need to be edited before they match the end-user’s needs. Motion editing can be achieved by applying constraints to parts of the animated character while trying to retain most of the original motion. However all constraints are not equal: some have more importance than others for the animator. The sequences presented here were obtained with an IK solver that allows the user to associate a priority level to a constraint (without limitation in the number of priority levels). We first provide a short overview of the edited sequence prior to describe the general framework of the test application and the potential of the IK algorithm with priorities. We focus especially on the first case where three priority levels are exploited to provide a fine contro...
Graphical Models, 2001
Tools for assisting with editing human motion have become one of the most active research areas in the field of computer animation. Not surprisingly, the area has demonstrated some stunning successes in both research and practice. This paper explores the range of constraint-based techniques used to alter motions while preserving specific spatial features. We examine a variety of methods, defining a taxonomy of these methods that is categorized by the mechanism employed to enforce temporal constraints. We pay particular attention to a less explored category of techniques that we term per-frame inverse kinematics plus filtering, and we show how these methods may provide an easier to implement while retaining the benefits of other approaches.
Lecture Notes in Computer Science, 2000
The growth of motion capture systems have contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the captured motions normally attend specific needs. As an effort for adapting and reusing captured human motions in new tasks and environments and improving the animator's work, we present and discuss a new data-driven constraintbased animation system for interactive human motion editing. This method offers the compelling advantage that it provides faster deformations and more natural-looking motion results compared to goal-directed constraint-based methods found in the literature.
Computer Animation and Virtual Worlds, 2014
We present in the paper a hybrid method for motion editing combining motion blending and Jacobian-based inverse kinematics (IK). When the original constraints are changed, a blending-based IK solver is first employed to find an adequate joint configuration coarsely. Using linear motion blending, this search corresponds to a gradient-based minimization in the weight space. The found solution is then improved by a Jacobian-based IK solver by further minimizing the distance between the end effectors and constraints. To accelerate the searching in the weight space, we introduce a weight map, which pre-computes the good starting positions for the gradient-based minimization. The advantages of our approach are threefold: first, more realistic motions can be generated by utilizing motion blending techniques, compared with pure Jacobian-based IK. The blended results also increase the rate of convergence of the Jacobian-based IK solver. Second, the Jacobian-based IK solver modifies poses in the pose configuration space and the computational cost does not scale with the number of examples. Third, it is possible to extrapolate the given example motions with a Jacobian-based IK solver, while it is generally difficult with pure blending-based techniques.
1999
In this paper we present a constrained inverse kinematics algorithm for real-time motion capture in virtual environments, that has its origins in the simulation of multi-body systems. We apply this algorithm to an articulated human skeletal model using an electromagnetic motion tracking system with a small number of sensors to create avatar postures. The method offers efficient inverse kinematics computation and it is also generalised for the configurations of an articulated skeletal model.
Computer Graphics Forum, 1992
A new approach is presented for the animation of articulated figures. We propose a system of articulated motion design which offers a full combination of both direct and inverse kinematic control of the joint parameters. Such an approach allows an animator to interactively specify goal-directed changes to existing sampled joint motions, resulting in a more general and expressive class of possible joint motions. The fundamental idea is to consider any desired joint space motion as a reference model inserted into the secondary task of an inverse kinematic control scheme. This approach profits from the use of halfspace cartesian main tasks in conjunction with a parallel control of the articulated figure called the coach-trainee metaphor.In addition, a transition function is introduced so as to guarantee the continuity of the control. The resulting combined kinematic control scheme leads to a new methodology of joint motion editing which is demonstrated through the improvement of a functional model of human walking.
Computer Animation and Virtual Worlds, 2006
Human motion is difficult to create and manipulate because of the high dimensionality and spatiotemporal nature of human motion data. Recently, the use of large collections of captured motion data has added increased realism in character animation. In order to make the synthesis and analysis of motion data tractable, we present a low‐dimensional motion space in which high‐dimensional human motion can be effectively visualized, synthesized, edited, parameterized, and interpolated in both spatial and temporal domains. Our system allows users to create and edit the motion of animated characters in several ways: The user can sketch and edit a curve on low‐dimensional motion space, directly manipulate the character's pose in three‐dimensional object space, or specify key poses to create in‐between motions. Copyright © 2006 John Wiley & Sons, Ltd.
Graphical Models /graphical Models and Image Processing /computer Vision, Graphics, and Image Processing, 2006
In this paper, we present an interactive motion deformation method to modify animations so that they satisfy a set of prioritized constraints. Our approach successfully handles the problem of retargetting, adjusting a motion, as well as adding significant changes to preexisting animations. We introduce the concept of prioritized constraints to avoid tweaking issues for competing constraints. Each frame is individually and smoothly adjusted to enforce a set of prioritized constraints. The iterative construction of the solution channels the convergence through intermediate solutions, enforcing the highest prioritized constraints first. In addition, we propose a new, simple formulation to control the position of the center of mass so that the resulting motions are physically plausible. Finally, we demonstrate that our method can address a wide range of motion editing problems.
Computers & Graphics, 2012
We present inverse kinodynamics (IKD), an animator friendly kinematic work flow that both encapsulates short-lived dynamics and allows precise space-time constraints. Kinodynamics (KD), defines the system state at any given time as the result of a kinematic state in the recent past, physically simulated over a short time window to the present. KD is a well suited kinematic approximation to animated characters and other dynamic systems with dominant kinematic motion and short-lived dynamics. Given a dynamic system, we first choose an appropriate kinodynamic window size based on accelerations in the kinematic trajectory and the physical properties of the system. We then present an inverse kinodynamics (IKD) algorithm, where a kinodynamic system can precisely attain a set of animator constraints at specified times. Our approach solves the IKD problem iteratively, and is able to handle full pose or end effector constraints at both position and velocity level, as well as multiple constraints in close temporal proximity. Our approach can also be used to solve position and velocity constraints on passive systems attached to kinematically driven bodies. We describe both manual and automatic procedures for selecting the kinodynamic window size necessary to approximate the dynamic trajectory to a given accuracy. We demonstrate the convergence properties of our IKD approach, and give details of a typical work flow example that an animator would use to create an animation with our system. We show IKD to be a compelling approach to the direct kinematic control of character, with secondary dynamics via examples of skeletal dynamics and facial animation.
2007
Many computer applications depend on the visual realism of virtual human character motion. Unfortunately, it is difficult to describe what makes a motion look real yet easy to recognize when a motion looks fake. These characteristics make synthesizing motions for a virtual human character a difficult challenge. A potentially useful approach is to synthesize high-quality, nuanced motions from a database of example motions. Unfortunately, none of the existing example-based synthesis techniques has been able to supply the quality, flexibility, efficiency and control needed for interactive applications, or applications where a user directs a virtual human character through an environment. At runtime, interactive applications, such as training simulations and video games, must be able to synthesize motions that not only look realistic but also quickly and accurately respond to a user's request. This dissertation shows how motion parameter decoupling and highly structured control mechanisms can be used to synthesize high-quality motions for interactive applications using an example-based approach. The main technical contributions include three example-based motion synthesis algorithms that directly address existing interactive motion synthesis problems: a method for splicing upper-body actions with lower-body locomotion, a method for controlling character gaze using a biologically and psychologically inspired model, and a method for using a new data structure called a parametric motion graph to synthesize accurate, quality motion streams in realtime.
Lecture Notes in Computer Science, 2009
The growth of motion capture systems have contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the captured motions normally attend specific needs. As an effort for adapting and reusing captured human motions in new tasks and environments and improving the animator's work, we present and discuss a new data-driven constraintbased animation system for interactive human motion editing. This method offers the compelling advantage that it provides faster deformations and more natural-looking motion results compared to goal-directed constraint-based methods found in the literature.
ACM Transactions on Graphics, 2009
This article presents a new motion model deformable motion models for human motion modeling and synthesis. Our key idea is to apply statistical analysis techniques to a set of precaptured human motion data and construct a low-dimensional deformable motion model of the form x = M (α, γ), where the deformable parameters α and γ control the motion's geometric and timing variations, respectively. To generate a desired animation, we continuously adjust the deformable parameters' values to match various forms of user-specified constraints. Mathematically, we formulate the constraint-based motion synthesis problem in a Maximum A Posteriori (MAP) framework by estimating the most likely deformable parameters from the user's input. We demonstrate the power and flexibility of our approach by exploring two interactive and easy-to-use interfaces for human motion generation: direct manipulation interfaces and sketching interfaces.
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2009
Animation data, from motion capture or other sources, is becoming increasingly available and provides high quality motion, but is difficult to customize for the needs of a particular application. This is especially true when stylistic changes are needed, for example, to reflect a character's changing mood, differentiate one character from another or meet the precise desires of an animator. We introduce a system for editing animation data that is particularly well suited to making stylistic changes. Our approach transforms the joint angle representation of animation data into a set of pose parameters more suitable for editing. These motion drives include position data for the wrists, ankles and center of mass, as well as the rotation of the pelvis. We also extract correlations between drives and body movement, specifically between wrist position and the torso angles. The system solves for the pose at each frame based on the current values of these drives and correlations using an efficient set of inverse kinematics and balance algorithms. An animator can interactively edit the motion by performing linear operations on the motion drives or extracted correlations, or by layering additional correlations. We demonstrate the effectiveness of the approach with various examples of gesture and locomotion.
The Journal of Visualization and Computer Animation, 1998
Today's computer animators have access to many systems and techniques to author high-quality motion. Unfortunately, available techniques typically produce a particular motion for a specific character. In this paper we present a constraint-based approach to adapt previously created motions to new situations and characters. We combine constraint methods that compute changes to motion to meet specified needs with motion signal processing methods that modify signals yet preserve desired properties of the original motion. The combination allows the adaptation of motions to meet new goals while retaining much of the motion's original quality.
2006
Existing work on animation synthesis can be roughly split into two approaches, those that combine segments of motion capture data, and those that perform inverse kinematics. In this paper, we present a method for performing animation synthesis of an articulated object (e.g. human body and a dog) from a minimal set of body joint positions, following the approach of inverse kinematics. We tackle this problem from a learning perspective. Firstly, we address the need for knowledge on the physical constraints of the articulated body, so as to avoid the generation of a physically impossible poses. A common solution is to heuristically specify the kinematic constraints for the skeleton model. In this paper however, the physical constraints of the articulated body are represented using a hierarchical cluster model learnt from a motion capture database. Additionally, we shall show that the learnt model automatically captures the correlation between different joints through the simultaneous modelling their angles. We then show how this model can be utilised to perform inverse kinematics in a simple and efficient manner. Crucially, we describe how IK is carried out from a minimal set of end-effector positions. Following this, we show how this "learnt inverse kinematics" framework can be used to perform animation syntheses of different types of articulated structures. To this end, the results presented include the retargeting of a flat surface walking animation to various uneven terrains to demonstrate the synthesis of a full human body motion from the positions of only the hands, feet and torso. Additionally, we show how the same method can be applied to the animation synthesis of a dog using only its feet and torso positions.
Computer Graphics Forum, 2005
Coordinate Descent algorithm that takes advantages of this representation in order to rapidly deal with complex tunable spacetime constraints. For example, this method enables to interactively control at least eight characters with different morphologies that interact each other during a fight training. Hence, each character has to deal with geometric constraints that can change at every time, depending on the opponents' morphology and gestures.
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