1,448 research outputs found

    Human motion modeling and simulation by anatomical approach

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    To instantly generate desired infinite realistic human motion is still a great challenge in virtual human simulation. In this paper, the novel emotion effected motion classification and anatomical motion classification are presented, as well as motion capture and parameterization methods. The framework for a novel anatomical approach to model human motion in a HTR (Hierarchical Translations and Rotations) file format is also described. This novel anatomical approach in human motion modelling has the potential to generate desired infinite human motion from a compact motion database. An architecture for the real-time generation of new motions is also propose

    Supplementing Frequency Domain Interpolation Methods for Character Animation

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    The animation of human characters entails difficulties exceeding those met simulating objects, machines or plants. A person's gait is a product of nature affected by mood and physical condition. Small deviations from natural movement are perceived with ease by an unforgiving audience. Motion capture technology is frequently employed to record human movement. Subsequent playback on a skeleton underlying the character being animated conveys many of the subtleties of the original motion. Played-back recordings are of limited value, however, when integration in a virtual environment requires movements beyond those in the motion library, creating a need for the synthesis of new motion from pre-recorded sequences. An existing approach involves interpolation between motions in the frequency domain, with a blending space defined by a triangle network whose vertices represent input motions. It is this branch of character animation which is supplemented by the methods presented in this thesis, with work undertaken in three distinct areas. The first is a streamlined approach to previous work. It provides benefits including an efficiency gain in certain contexts, and a very different perspective on triangle network construction in which they become adjustable and intuitive user-interface devices with an increased flexibility allowing a greater range of motions to be blended than was possible with previous networks. Interpolation-based synthesis can never exhibit the same motion variety as can animation methods based on the playback of rearranged frame sequences. Limitations such as this were addressed by the second phase of work, with the creation of hybrid networks. These novel structures use properties of frequency domain triangle blending networks to seamlessly integrate playback-based animation within them. The third area focussed on was distortion found in both frequency- and time-domain blending. A new technique, single-source harmonic switching, was devised which greatly reduces it, and adds to the benefits of blending in the frequency domain

    Automatic Cage Construction for Retargeted Muscle Fitting

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    The animation of realistic characters necessitates the construction of complicated anatomical structures such as muscles, which allow subtle shape variation of the character's outer surface to be displayed believably. Unfortunately despite numerous efforts, the modelling of muscle structures is still left for an animator who has to painstakingly build up piece by piece, making it a very tedious process. What is even more frustrating is the animator has to build the same muscle structure for every new character. We propose a muscle retargeting technique to help an animator to automatically construct a muscle structure by reusing an already built and tested model (the template model). Our method defines a spatial transfer between the template model and a new model based on the skin surface and the rigging structure. To ensure that the retargeted muscle is tightly packed inside a new character, we define a novel spatial optimization based on spherical parameterization. Our method requires no manual input, meaning that an animator does not require anatomical knowledge to create realistic accurate musculature models

    A framework for natural animation of digitized models

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    We present a novel versatile, fast and simple framework to generate highquality animations of scanned human characters from input motion data. Our method is purely mesh-based and, in contrast to skeleton-based animation, requires only a minimum of manual interaction. The only manual step that is required to create moving virtual people is the placement of a sparse set of correspondences between triangles of an input mesh and triangles of the mesh to be animated. The proposed algorithm implicitly generates realistic body deformations, and can easily transfer motions between human erent shape and proportions. erent types of input data, e.g. other animated meshes and motion capture les, in just the same way. Finally, and most importantly, it creates animations at interactive frame rates. We feature two working prototype systems that demonstrate that our method can generate lifelike character animations from both marker-based and marker-less optical motion capture data

    Matrix-based Parameterizations of Skeletal Animated Appearance

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    Alors que le rendu réaliste gagne de l’ampleur dans l’industrie, les techniques à la fois photoréalistes et basées sur la physique, complexes en terme de temps de calcul, requièrent souvent une étape de précalcul hors-ligne. Les applications en temps réel, comme les jeux vidéo et la réalité virtuelle, se basent sur des techniques d’approximation et de précalcul pour atteindre des résultats réalistes. L’objectif de ce mémoire est l’investigation de différentes paramétrisations animées pour concevoir une technique d’approximation de rendu réaliste en temps réel. Notre investigation se concentre sur le rendu d’effets visuels appliqués à des personnages animés par modèle d’armature squelettique. Des paramétrisations combinant des données de mouvement et d’apparence nous permettent l’extraction de paramètres pour le processus en temps réel. Établir une dépendance linéaire entre le mouvement et l’apparence est ainsi au coeur de notre méthode. Nous nous concentrons sur l’occultation ambiante, où la simulation de l’occultation est causée par des objets à proximité bloquant la lumière environnante, jugée uniforme. L’occultation ambiante est une technique indépendante du point de vue, et elle est désormais essentielle pour le réalisme en temps réel. Nous examinons plusieurs paramétrisations qui traitent l’espace du maillage en fonction de l’information d’animation par squelette et/ou du maillage géométrique. Nous sommes capables d’approximer la réalité pour l’occultation ambiante avec une faible erreur. Notre technique pourrait également être étendue à d’autres effets visuels tels le rendu de la peau humaine (diffusion sous-surface), les changements de couleur dépendant du point de vue, les déformations musculaires, la fourrure ou encore les vêtements.While realistic rendering gains more popularity in industry, photorealistic and physically- based techniques often necessitate offline processing due to their computational complexity. Real-time applications, such as video games and virtual reality, rely mostly on approximation and precomputation techniques to achieve realistic results. The objective of this thesis is to investigate different animated parameterizations in order to devise a technique that can approximate realistic rendering results in real time. Our investigation focuses on rendering visual effects applied to skinned skeletonbased characters. Combined parameterizations of motion and appearance data are used to extract parameters that can be used in a real-time approximation. Trying to establish a linear dependency between motion and appearance is the basis of our method. We focus on ambient occlusion, a simulation of shadowing caused by objects that block ambient light. Ambient occlusion is a view-independent technique important for realism. We consider different parameterization techniques that treat the mesh space depending on skeletal animation information and/or mesh geometry. We are able to approximate ground-truth ambient occlusion with low error. Our technique can also be extended to different visual effects, such as rendering human skin (subsurface scattering), changes in color due to the view orientation, deformation of muscles, fur, or clothe

    Automatic generation of dynamic skin deformation for animated characters

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    © 2018 by the authors. Since non-automatic rigging requires heavy human involvements, and various automatic rigging algorithms are less efficient in terms of computational efficiency, especially for current curve-based skin deformation methods, identifying the iso-parametric curves and creating the animation skeleton requires tedious and time-consuming manual work. Although several automatic rigging methods have been developed, but they do not aim at curve-based models. To tackle this issue, this paper proposes a new rigging algorithm for automatic generation of dynamic skin deformation to quickly identify iso-parametric curves and create an animation skeleton in a few milliseconds, which can be seamlessly used in curve-based skin deformation methods to make the rigging process fast enough for highly efficient computer animation applications

    Anatomy Transfer

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    Characters with precise internal anatomy are important in film and visual effects, as well as in medical applications. We propose the first semi-automatic method for creating anatomical structures, such as bones, muscles, viscera and fat tissues. This is done by transferring a reference anatomical model from an input template to an arbitrary target character, only defined by its boundary representation (skin). The fat distribution of the target character needs to be specified. We can either infer this information from MRI data, or allow the users to express their creative intent through a new editing tool. The rest of our method runs automatically: it first transfers the bones to the target character, while maintaining their structure as much as possible. The bone layer, along with the target skin eroded using the fat thickness information, are then used to define a volume where we map the internal anatomy of the source model using harmonic (Laplacian) deformation. This way, we are able to quickly generate anatomical models for a large range of target characters, while maintaining anatomical constraints

    Real-time Deformation with Coupled Cages and Skeletons

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    Real-time character deformation is an essential topic in Computer Animation. Deformations can be achieved by using several techniques, but the skeleton-based ones are the most popular. Skeletons allow artists to deform articulated parts of the digital characters by moving their bones. Other techniques, like cage-based ones, are gaining popularity but struggle to be included in animation workflows because they require to change the animation pipeline substantially. This thesis formalizes a technique that allows animators to embed cage-based deformations in standard skeleton-based pipelines. The described skeleton/cage hybrid allows artists to enrich the expressive powers of the skeletons with the degrees of freedom offered by cages. Furthermore, this thesis describes two Graphical User Interfaces dedicated to deformations and animations. The first one, CageLab, allows artists to define cage-based deformations and perform cage editing. The second one, SuperCages GUI, allows artists to author animations and deformations by using the skeleton/cage hybrid described earlier

    Improving automatic rigging for 3D humanoid characters

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    In the field of computer animation the process of creating an animated character is usually a long and tedious task. An animation character is usually efined by a 3D mesh (a set of triangles in the space) that gives its external appearance or shape to the character. It also used to have an inner structure, the skeleton. When a skeleton is associated to a character mesh, this association is called skeleton binding, and a skeleton bound to a character mesh is an animation rig. Rigging from scratch a character can be a very boring process. The definition and creation of a centered skeleton together with the ’painting’, by an artist,of the influence parameters between the skeleton and the mesh (the skinning) s the most demanding part to achieve an acceptable behavior for a character. This rigging process can be simplified and accelerated using an automatic rigging method. Automatic rigging methods consist in taking as input a 3D mesh, generate a skeleton based in the shape of the original model, bound the input mesh to the generated skeleton, and finally to compute a set of parameters based in a chosen skinning method. The main objective of this thesis is to generate a method for rigging a 3D arbitrary model with minimum user interaction. This can be useful to people without experience in the animation field or to experienced people to accelerate the rigging process from days to hours or minutes depending the needed quality. Having in mind this situation we have designed our method as a set of tools that can be applied to general input models defined by an artist. The contributions made in the development of this thesis can be summarized as: • Generation of an animation Rig: Having an arbitrary closed mesh we have implemented a thinning method to create first an unrefined geometry skeleton that captures the topology and pose of the input character. Using this geometric skeleton as starting point we use a refining method that creates an adjusted logic skeleton based in a template, or may be defined by the user, that is compatible with the current animation formats. The output logic skeleton is specific for each character, and it is bounded to the input mesh to create an animation rig. • Skinning: Having defined an animation rig for an arbitrary mesh we have developed an improved skinning method; this method is based on the Linear Blend Skinning(LBS) algorithm. Our contributions in the skinning field can be sub-divided in: – We propose a segmentation method that works as the core element in a weight assigning algorithm and a skinning lgorithm, we also have developed an automatic algorithm to compute the skin weights of the LBS Skinning of a rigged polygonal mesh. – Our proposed skinning algorithm uses as base the features of the LBS Skinning. The main purpose of the developed algorithm is to solve the well-known ”candy wrap” artifact; that produces a substantial loss of volume when a link of an animation skeleton is rotated over its own axis. We have compared our results with the most important methods in the skinning field, such as Dual Quaternion Skinning (DQS) and LBS, achieving a better performance over DQS and an improvement in quality over LBS. • Animation tools: We have developed a set of Autodesk Maya commands that works together as rig tool, using our previous proposed methods. • Animation loader: Moreover, an animation loader tool has been implemented, that allows the user to load animations from a skeleton with different structure to a rigged 3D model. The contributions previously described has been published in 3 research papers, the first two were presented in international congresses and the third one was acepted for its publication in an JCR indexed journal.En el campo de la animación por computadora el proceso de crear un personaje de animación es comúnmente una tarea larga y tediosa. Un personaje de animación está definido usualmente por una malla tridimensional (un conjunto de triángulos en el espacio) que le dan su apariencia externa y forma al personaje. Es igualmente común que este tenga una estructura interna, un esqueleto de animación. Cuando un esqueleto esta asociado con una malla tridimensional, a esta asociación se le llama ligado de esqueleto, y un esqueleto ligado a la mallade un personaje es conocido en inglés como "animation rig" (el conjunto de elementos necesarios, que unidos sirven para animar un personaje). Hacer el rigging desde cero de un personaje puede ser un proceso muy tedioso. La definición y creación de un esqueleto centrado en la malla junto con el "pintado" por medio de un artista de los parámetros de influencia entre el esqueleto y la malla 3D (lo que se conoce como skinning) es la parte mas demandante para alcanzar un compartimiento aceptable al deformase (moverse) la malla de un personaje. Los métodos de rigging automáticos consisten en tomar una malla tridimensional como elemento de entrada, generar un esqueleto basado en la forma del modelo original, ligar la malla de entrada al esqueleto generado y finamente calcular el conjunto de parámetros utilizados por el método de skinning elegido. El principal objetivo de esta tesis es el generar un método de rigging para un modelo tridimensional arbitrario con una interacción mínima del usuario. Este método puede ser útil para gente con poca experiencia en el campo de la animación, o para gente experimentada que quiera acelerar el proceso de rigging de días a horas o inclusive minutos, dependiendo de la calidad requerida. Teniendo en mente esta situación, hemos diseñado nuestro método como un conjunto de herramientas las cuales pueden ser aplicadas a modelos de entrada generados por cualquier artista. Las contribuciones hechas en el desarrollo de esta tesis pueden resumirse a: -Generación de un rig de animación: Teniendo una malla cerrada cualquiera, hemos implementado un método para crear primero un esqueleto geométrico sin refinar, el cual capture la pose y la topología del personaje usado como elemento de entrada. Tomando este esqueleto geométrico como punto de partida usamos un método de refinado que crea un "esqueleto lógico" adaptado a la forma del geométrico basándonos en una plantilla definida por el usuario o previamente definida, que sea compatible con los formatos actuales de animación. El esqueleto lógico generado será especifico para cada personaje, y esta ligado a la malla de entrada para así crear un rig de animación. - Skinning: Teniendo definido un rig de animación para una malla de entrada arbitraria, hemos desarrollado un método mejorado de skinning, este método sera basado en el algoritmo "Linear Blending Skinnig" (algoritmo de skinning por combinación lineal, LBS por sus siglas en inglés). Nuestras contribuciones en el campo del skinnig son: - Proponemos un nuevo método de segmentación de mallas que sea la parte medular para algoritmos de asignación automática de pesos y de skinning, también hemos desarrollado un algoritmo automático que calcule los pesos utilizados por el algoritmo LBS para una malla poligonal que tenga un rig de animación. - Nuestro algoritmo de skinning propuesto usará como base las características del algoritmo LBS. El principal propósito del algoritmo desarrollado es el solucionar el defecto conocido como "envoltura de caramelo" (candy wrapper artifact), que produce una substancial perdida de volumen al rotar una de las articulaciones del esqueleto de animación sobre su propio eje. Nuestros resultados son comparados con los métodos mas importantes en el campo del skinning tal como Cuaterniones Duales (Dual Quaternions Skinning, DQS) y LBS, alcanzando un mejor desempeño que DQS y una mejora importante sobre LBSPostprint (published version

    A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint

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    3D shape editing is widely used in a range of applications such as movie production, computer games and computer aided design. It is also a popular research topic in computer graphics and computer vision. In past decades, researchers have developed a series of editing methods to make the editing process faster, more robust, and more reliable. Traditionally, the deformed shape is determined by the optimal transformation and weights for an energy term. With increasing availability of 3D shapes on the Internet, data-driven methods were proposed to improve the editing results. More recently as the deep neural networks became popular, many deep learning based editing methods have been developed in this field, which is naturally data-driven. We mainly survey recent research works from the geometric viewpoint to those emerging neural deformation techniques and categorize them into organic shape editing methods and man-made model editing methods. Both traditional methods and recent neural network based methods are reviewed
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