49 research outputs found

    Sketching-out virtual humans: From 2d storyboarding to immediate 3d character animation

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    Virtual beings are playing a remarkable role in today’s public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive “stick figurefleshing-outskin mapping” graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A “creative model-based method” is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes

    LCrowdV: Generating Labeled Videos for Simulation-based Crowd Behavior Learning

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    We present a novel procedural framework to generate an arbitrary number of labeled crowd videos (LCrowdV). The resulting crowd video datasets are used to design accurate algorithms or training models for crowded scene understanding. Our overall approach is composed of two components: a procedural simulation framework for generating crowd movements and behaviors, and a procedural rendering framework to generate different videos or images. Each video or image is automatically labeled based on the environment, number of pedestrians, density, behavior, flow, lighting conditions, viewpoint, noise, etc. Furthermore, we can increase the realism by combining synthetically-generated behaviors with real-world background videos. We demonstrate the benefits of LCrowdV over prior lableled crowd datasets by improving the accuracy of pedestrian detection and crowd behavior classification algorithms. LCrowdV would be released on the WWW

    Velocity based controllers for dynamic character animation

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    Dynamic character animation is a technique used to create character movements based on physics laws. Proportional derivative (PD) controllers are one of the preferred techniques in real time character simulations for driving the state of the character from its current state to a new target-state. In this paper is presented an alternative approach named velocity based controllers that are able to introduce into the dynamical system desired limbs relative velocities as constraints. As a result, the presented technique takes into account all the dynamical system to calculate the forces that transform our character from its current state to the target-state. This technique allows realtime simulation, uses a straightforward parameterization for the character muscle force capabilities and it is robust to disturbances. The paper shows the controllers capabilities for the case of human gait animation.Postprint (published version

    Intermittent Non-Rhythmic Human Stepping and Locomotion

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    When humans need to get from one location to another, there are many occasions where non-rhythmic stepping (NRS) is more desirable than normal walking. This can be observed in performing tasks in a constricted work space. For this purpose NRS is considered as a variation of curved path walking. Four types of local adjustment are dealt with: forward, backward, lateral stepping, and turnaround. Combined with curved path walking, NRS provides a very useful tool for animating human locomotion behaviors. In the lower body motion, the trajectory of the hip, angular trajectory of the feet, and the trajectory of the swing ankle during the swing phase determine the basic outline of an NRS. These trajectories are precomputed at the start of each step. The stepping process is called with a normalized time to generate the actual pose of the NRS at that moment. the normalized time is a logical time, covering zero to one during a complete step

    Curved Path Walking

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    Research on biped locomotion has focused on sagittal plane walking in which the stepping path is a straight line. Because a walking path is often curved in a three dimensional environment, a 3D locomotion subsystem is required to provide general walking animation. In building a 3D locomotion subsystem, we tried to utilize pre-existing straight path (2D) systems. The movement of the center of the body is important in determining the amount of banking and turning. The center site is defined to be the midpoint between the two hip joints. An algorithm to obtain the center site trajectory that realizes the given curved walking path is presented. From the position and orientation of the center site, we compute stance and swing leg configuration as well as the upper body configuration, based on the underlying 2D system

    Terrain Navigation Skills and Reasoning

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    We describe a real-time model of terrain traversal by simulated human agents. Agent navigation includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed simulation of a variety of locomotion techniques. Our Kinematic Locomotion Generation Module (KLOG) generates various terrain navigation skills as well as both rhythmic and non-rhythmic variations of these skills. The terrain navigation skills include curved path walking, lateral or backward stepping, running, and the transitions between walking and running for motion continuity. Locomotion attributes such as pelvis rotation and translation and torso flexion and twist are used to modify the KLOG skills so that realistic looking rhythmic locomotion or non-rhythmic variations, such as ducking under a low hanging branch of a tree, can be achieved. The path through the terrain is incrementally computed by a behavioral reasoning system configuring a behavioral feedback network. A number of sensors acquire information on object range, passageways, obstacles, terrain type, exposure to hostile agents and so on. The behavioral reasoner weighs this information along with collision avoidance, cost, danger minimization, locomotion types and other behaviors available to the agent and incrementally attempts to reach a goal location. Since the system is reactive, it can respond to moving obstacles, changing terrain, or unexpected events due to hostile agents or the effects of limited perception

    Animating Human Locomotion with Inverse Dynamics

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    Locomotion is a major component of human activity, and there have been many attempts to reveal its principles through the application of physics and dynamics. Both computer graphics and robotics continue such efforts, but many problems remain unsolved, even in characterizing the simplest case: linear, forward, rhythmic walking

    Interactive Behaviors for Bipedal Articulated Figures

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    We describe techniques for interactively controlling bipedal articulated figures through kinematic constraints. These constraints model certain behavioral tendencies which capture some of the characteristics of human-like movement, and give us control over such elements as the figures\u27 balance and stability. They operate in near real-time, so provide behavioral control for interactive manipulation. These constraints form the basis of an interactive motion-generation system that allows the active movement elements to be layered on top of the passive behavioral constraints

    Synthesizing animations of human manipulation tasks

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