159 research outputs found

    Multi-Character Motion Retargeting for Large Scale Changes

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    Parallel Processing Of Visual And Motion Saliency From Real Time Video

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    Extracting moving and salient objects from videos is important for many applications like surveillance and video retargeting .The proposed framework extract foreground objects of interest without any user interaction or the use of any training data(Unsupervised Learning) .To separate foreground and background regions within and across video frames, the proposed method utilizes visual and motion saliency information extracted from the input video. The Smoothing filter is extremely helpful in characterizing fundamental image constituents, i.e. salient edges and can simultaneously reduce insignificant details, thus producing more accurate boundary information. Our proposed model uses smoothing filter to reduce the effect of noise and achieve a better performance. Proposed system uses real time video data input as well as offline data to process using parallel processing technique. A conditional random field can be applied to effectively combine the saliency induced features. To evaluate the performance of saliency detection methods, the precision-recall rate and F-measures are utilized to reliably compare the extracted saliency information. DOI: 10.17762/ijritcc2321-8169.150317

    Human motion convolutional autoencoders using different rotation representations

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    This research proposes the application of four different techniques of animation storage (Axis Angle, Quaternions, Rotation Matrices and Euler Angles), in order to determine the advantages and disadvantages of each method through the training and evaluation of autoencoders for reconstructing and denoising parsed data, when passing through a convolutional neural network. The designed autoencoders provide a novel insight into the comparative performance of these animation representation methods in an analog architecture, making them measurable in the same conditions, and thus possible to evaluate with quantitative metrics such as Minimum Square Error (MSE), and Root Mean Square Error (RMSE), as well as qualitatively through close observation of the naturality, its real-time performance after being decoded in full output sequences. My results show that the most accurate method for this purpose qualitatively is Quaternions, followed by Rotation Matrices, Euler Angles and finally with the least accurate results:e Axis Angles. These results persist in decoding and in simple encoding-decoding. Consistent denoising results were achieved in the representations, up until sequences with 25% of added gaussian noise

    Interaction-based Human Activity Comparison

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    Traditional methods for motion comparison consider features from individual characters. However, the semantic meaning of many human activities is usually defined by the interaction between them, such as a high-five interaction of two characters. There is little success in adapting interaction-based features in activity comparison, as they either do not have a fixed topology or are in high dimensional. In this paper, we propose a unified framework for activity comparison from the interaction point of view. Our new metric evaluates the similarity of interaction by adapting the Earth Mover’s Distance onto a customized geometric mesh structure that represents spatial-temporal interactions. This allows us to compare different classes of interactions and discover their intrinsic semantic similarity. We created five interaction databases of different natures, covering both two characters (synthetic and real-people) and character-object interactions, which are open for public uses. We demonstrate how the proposed metric aligns well with the semantic meaning of the interaction. We also apply the metric in interaction retrieval and show how it outperforms existing ones. The proposed method can be used for unsupervised activity detection in monitoring systems and activity retrieval in smart animation systems

    Learning-based methods for planning and control of humanoid robots

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    Nowadays, humans and robots are more and more likely to coexist as time goes by. The anthropomorphic nature of humanoid robots facilitates physical human-robot interaction, and makes social human-robot interaction more natural. Moreover, it makes humanoids ideal candidates for many applications related to tasks and environments designed for humans. No matter the application, an ubiquitous requirement for the humanoid is to possess proper locomotion skills. Despite long-lasting research, humanoid locomotion is still far from being a trivial task. A common approach to address humanoid locomotion consists in decomposing its complexity by means of a model-based hierarchical control architecture. To cope with computational constraints, simplified models for the humanoid are employed in some of the architectural layers. At the same time, the redundancy of the humanoid with respect to the locomotion task as well as the closeness of such a task to human locomotion suggest a data-driven approach to learn it directly from experience. This thesis investigates the application of learning-based techniques to planning and control of humanoid locomotion. In particular, both deep reinforcement learning and deep supervised learning are considered to address humanoid locomotion tasks in a crescendo of complexity. First, we employ deep reinforcement learning to study the spontaneous emergence of balancing and push recovery strategies for the humanoid, which represent essential prerequisites for more complex locomotion tasks. Then, by making use of motion capture data collected from human subjects, we employ deep supervised learning to shape the robot walking trajectories towards an improved human-likeness. The proposed approaches are validated on real and simulated humanoid robots. Specifically, on two versions of the iCub humanoid: iCub v2.7 and iCub v3

    Realtime Face Tracking and Animation

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    Capturing and processing human geometry, appearance, and motion is at the core of computer graphics, computer vision, and human-computer interaction. The high complexity of human geometry and motion dynamics, and the high sensitivity of the human visual system to variations and subtleties in faces and bodies make the 3D acquisition and reconstruction of humans in motion a challenging task. Digital humans are often created through a combination of 3D scanning, appearance acquisition, and motion capture, leading to stunning results in recent feature films. However, these methods typically require complex acquisition systems and substantial manual post-processing. As a result, creating and animating high-quality digital avatars entails long turn-around times and substantial production costs. Recent technological advances in RGB-D devices, such as Microsoft Kinect, brought new hopes for realtime, portable, and affordable systems allowing to capture facial expressions as well as hand and body motions. RGB-D devices typically capture an image and a depth map. This permits to formulate the motion tracking problem as a 2D/3D non-rigid registration of a deformable model to the input data. We introduce a novel face tracking algorithm that combines geometry and texture registration with pre-recorded animation priors in a single optimization. This led to unprecedented face tracking quality on a low cost consumer level device. The main drawback of this approach in the context of consumer applications is the need for an offline user-specific training. Robust and efficient tracking is achieved by building an accurate 3D expression model of the user's face who is scanned in a predefined set of facial expressions. We extended this approach removing the need of a user-specific training or calibration, or any other form of manual assistance, by modeling online a 3D user-specific dynamic face model. In complement of a realtime face tracking and modeling algorithm, we developed a novel system for animation retargeting that allows learning a high-quality mapping between motion capture data and arbitrary target characters. We addressed one of the main challenges of existing example-based retargeting methods, the need for a large number of accurate training examples to define the correspondence between source and target expression spaces. We showed that this number can be significantly reduced by leveraging the information contained in unlabeled data, i.e. facial expressions in the source or target space without corresponding poses. Finally, we present a novel realtime physics-based animation technique allowing to simulate a large range of deformable materials such as fat, flesh, hair, or muscles. This approach could be used to produce more lifelike animations by enhancing the animated avatars with secondary effects. We believe that the realtime face tracking and animation pipeline presented in this thesis has the potential to inspire numerous future research in the area of computer-generated animation. Already, several ideas presented in thesis have been successfully used in industry and this work gave birth to the startup company faceshift AG

    Structure-aware content creation : detection, retargeting and deformation

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    Nowadays, access to digital information has become ubiquitous, while three-dimensional visual representation is becoming indispensable to knowledge understanding and information retrieval. Three-dimensional digitization plays a natural role in bridging connections between the real and virtual world, which prompt the huge demand for massive three-dimensional digital content. But reducing the effort required for three-dimensional modeling has been a practical problem, and long standing challenge in compute graphics and related fields. In this thesis, we propose several techniques for lightening up the content creation process, which have the common theme of being structure-aware, ie maintaining global relations among the parts of shape. We are especially interested in formulating our algorithms such that they make use of symmetry structures, because of their concise yet highly abstract principles are universally applicable to most regular patterns. We introduce our work from three different aspects in this thesis. First, we characterized spaces of symmetry preserving deformations, and developed a method to explore this space in real-time, which significantly simplified the generation of symmetry preserving shape variants. Second, we empirically studied three-dimensional offset statistics, and developed a fully automatic retargeting application, which is based on verified sparsity. Finally, we made step forward in solving the approximate three-dimensional partial symmetry detection problem, using a novel co-occurrence analysis method, which could serve as the foundation to high-level applications.Jetzt hat die Zugang zu digitalen Informationen allgegenwĂ€rtig geworden. Dreidimensionale visuelle Darstellung wird immer zum EinsichtsverstĂ€ndnis und Informationswiedergewinnung unverzichtbar. Dreidimensionale Digitalisierung verbindet die reale und virtuelle Welt auf natĂŒrliche Weise, die prompt die große Nachfrage nach massiven dreidimensionale digitale Inhalte. Es ist immer noch ein praktisches Problem und langjĂ€hrige Herausforderung in Computergrafik und verwandten Bereichen, die den Aufwand fĂŒr die dreidimensionale Modellierung reduzieren. In dieser Dissertation schlagen wir verschiedene Techniken zur Aufhellung der Erstellung von Inhalten auf, im Rahmen der gemeinsamen Thema der struktur-bewusst zu sein, d.h. globalen Beziehungen zwischen den Teilen der Gestalt beibehalten wird. Besonders interessiert sind wir bei der Formulierung unserer Algorithmen, so dass sie den Einsatz von Symmetrische Strukturen machen, wegen ihrer knappen, aber sehr abstrakten Prinzipien fĂŒr die meisten regelmĂ€ĂŸigen Mustern universell einsetzbar sind. Wir stellen unsere Arbei aus drei verschiedenen Aspekte in dieser Dissertation. Erstens befinden wir RĂ€ume der Verformungen, die Symmetrien zu erhalten, und entwickelten wir eine Methode, diesen Raum in Echtzeit zu erkunden, die deutlich die Erzeugung von Gestalten vereinfacht, die Symmetrien zu bewahren. Zweitens haben wir empirisch untersucht dreidimensionale Offset Statistiken und entwickelten eine vollautomatische Applikation fĂŒr Retargeting, die auf den verifizierte Seltenheit basiert. Schließlich treten wir uns auf die ungefĂ€hre dreidimensionalen Teilsymmetrie Erkennungsproblem zu lösen, auf der Grundlage unserer neuen Kookkurrenz Analyseverfahren, die viele hochrangige Anwendungen dienen verwendet werden könnten

    Topology-based character motion synthesis

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    This thesis tackles the problem of automatically synthesizing motions of close-character interactions which appear in animations of wrestling and dancing. Designing such motions is a daunting task even for experienced animators as the close contacts between the characters can easily result in collisions or penetrations of the body segments. The main problem lies in the conventional representation of the character states that is based on the joint angles or the joint positions. As the relationships between the body segments are not encoded in such a representation, the path-planning for valid motions to switch from one posture to another requires intense random sampling and collision detection in the state-space. In order to tackle this problem, we consider to represent the status of the characters using the spatial relationship of the characters. Describing the scene using the spatial relationships can ease users and animators to analyze the scene and synthesize close interactions of characters. We first propose a method to encode the relationship of the body segments by using the Gauss Linking Integral (GLI), which is a value that specifies how much the body segments are winded around each other. We present how it can be applied for content-based retrieval of motion data of close interactions, and also for synthesis of close character interactions. Next, we propose a representation called Interaction Mesh, which is a volumetric mesh composed of points located at the joint position of the characters and vertices of the environment. This raw representation is more general compared to the tangle-based representation as it can describe interactions that do not involve any tangling nor contacts. We describe how it can be applied for motion editing and retargeting of close character interaction while avoiding penetration and pass-throughs of the body segments. The application of our research is not limited to computer animation but also to robotics, where making robots conduct complex tasks such as tangling, wrapping, holding and knotting are essential to let them assist humans for the daily life

    On the Representation of Human Motions and Distance-based Retargeting

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    International audienceDistance-based motion adaptation leads to the formulation of a dynamical Distance Geometry Problem (dynDGP) where the involved distances simultaneously represent the morphology of the animated character, as well as a possible motion. The explicit use of inter-joint distances allows us to easily verify the presence of joint contacts, which one generally wishes to preserve when adapting a given motion to characters having a different morphology. In this work, we focus our attention on suitable representations of human-like animated characters, and study the advantages (and disadvantages) in using some of them. In the initial works on distance-based motion adaptation, a 3n-dimensional vector was employed for representing the positions of the n joints of the character at a given frame. Here, we investigate the use of another, very popular in computer graphics, representation that basically replaces every joint position in the three-dimensional space with a set of three sorted Euler angles. We show that the latter can in fact be useful for avoiding some of the artifacts that were observed in previous computational experiments, but we argue that this Euler-angle representation, from a motion adaptation point of view, does not seem to be the optimal one. By paying particular attention to the degrees of freedom of the studied representations, it turns out that a novel character representation, inspired by representations used in structural biology for molecules, may allow us to reduce the character degrees of freedom to their minimal value. As a result, statistical analysis on human motion databases, where the motions are given with this new representation, can potentially provide important insights on human motions. This study is an initial step towards the identification of a full set of constraints capable of ensuring that unnatural postures for humans cannot be created while tackling motion adaptation problems
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