4 research outputs found
Tangent-space optimization for interactive animation control
Character animation tools are based on a keyframing metaphor where artists pose characters at selected keyframes and the software automatically interpolates the frames inbetween. Although the quality of the interpolation is critical for achieving a fluid and engaging animation, the tools available to adjust the result of the automatic inbetweening are rudimentary and typically require manual editing of spline parameters. As a result, artists spend a tremendous amount of time posing and setting more keyframes. In this pose-centric workflow, animators use combinations of forward and inverse kinematics. While forward kinematics leads to intuitive interpolations, it does not naturally support positional constraints such as fixed contact points. Inverse kinematics can be used to fix certain points in space at keyframes, but can lead to inferior interpolations, is slow to compute, and does not allow for positional contraints at non-keyframe frames. In this paper, we address these problems by formulating the control of interpolations with positional constraints over time as a space-time optimization problem in the tangent space of the animation curves driving the controls. Our method has the key properties that it (1) allows the manipulation of positions and orientations over time, extending inverse kinematics, (2) does not add new keyframes that might conflict with an artist's preferred keyframe style, and (3) works in the space of artist editable animation curves and hence integrates seamlessly with current pipelines. We demonstrate the utility of the technique in practice via various examples and use cases.</jats:p
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Tracking and modelling motion for biomechanical analysis
This thesis focuses on the problem of determining appropriate skeletal configurations for which a virtual animated character moves to desired positions as smoothly, rapidly, and as accurately as possible. During the last decades, several methods and techniques, sophisticated or heuristic, have been presented to produce smooth and natural solutions to the Inverse Kinematics (IK) problem. However, many of the currently available methods suffer from high computational cost and production of unrealistic poses. In this study, a novel heuristic method, called Forward And Backward Reaching Inverse Kinematics (FABRIK), is proposed, which returns
visually natural poses in real-time, equally comparable with highly sophisticated approaches. It is capable of supporting constraints for most of the known joint types and it can be extended to solve problems with multiple end effectors, multiple targets and closed loops. FABRIK was
compared against the most popular IK approaches and evaluated in terms of its robustness and performance limitations. This thesis also includes a robust methodology for marker prediction under multiple marker occlusion for extended time periods, in order to drive real-time centre of rotation (CoR) estimations. Inferred information from neighbouring markers has been utilised, assuming that the inter-marker distances remain constant over time. This is the first
time where the useful information about the missing markers positions which are partially visible to a single camera is deployed. Experiments demonstrate that the proposed methodology can effectively track the occluded markers with high accuracy, even if the occlusion persists for extended periods of time, recovering in real-time good estimates of the true joint positions.
In addition, the predicted positions of the joints were further improved by employing FABRIK to relocate their positions and ensure a fixed bone length over time. Our methodology is tested against some of the most popular methods for marker prediction and the results confirm that our approach outperforms these methods in estimating both marker and CoR positions. Finally, an efficient model for real-time hand tracking and reconstruction that requires a minimum
number of available markers, one on each finger, is presented. The proposed hand model
is highly constrained with joint rotational and orientational constraints, restricting the fingers and palm movements to an appropriate feasible set. FABRIK is then incorporated to estimate the remaining joint positions and to fit them to the hand model. Physiological constraints, such as inertia, abduction, flexion etc, are also incorporated to correct the final hand posture. A mesh deformation algorithm is then applied to visualise the movements of the underlying hand skeleton for comparison with the true hand poses. The mathematical framework used for describing and implementing the techniques discussed within this thesis is Conformal Geometric
Algebra (CGA)
Keyframe interpolation with self-collision avoidance
3D-keyframe animation is a popular method for animating articulated figures. It allows artistic expressiveness by providing control to the animator. The drawback of this process is that it requires significant effort from the animator. Recently, work has focused on high level techniques such as adapting reference movements. However, whatever the way the animation is produced, the final process is an interpolation between keyframes. Our problem is that these interpolations do not deal with the avoidance of collisions between the limbs of an articulated figure, either an animator has to add new keyframes or the motion produced contains unrealistic positions. In this paper we present a new interpolation method producing self-collision free paths based on geometrical properties. Our method is a high level interpolation in which any classical interpolation method can be used. Experimental results using a human model show that the animator can reduce the level of detail needed for describing a movement and still get realistic results at interactive speeds