18 research outputs found

    Skeleton-aware size variations in digital mannequins

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    The general trend in character modeling is toward the personalization of models with higher levels of visual realism. This becomes possible with the development of commodity computation resources that are capable of processing massive data in parallel across multiple processors. On the other hand, there is always a trade-off between the quantity of the model features that are simulated and the plausibility of the visual realism because of the limited computation resources. Also, to keep the resources' to be used efficiently within the other modeling approaches such as skin reflectance, aging, animation, etc., one must consider the efficiency of the method being used in the simulation. In this paper, we present an efficient method to customize the size of a human body model to personalize it with industry standard parameters. One of the major contributions of this method is that it is possible to generate a range of different size body models by using anthropometry surveys. This process is not limited by data-driven mesh deformation but also adapts the skeleton and motion to keep the consistency between different body layer

    Learning Inverse Rig Mappings by Nonlinear Regression

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    Gesture Prediction Model for the Guitar Fingering Problem

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    In this thesis we provide a method for finding the fingering of a music piece on any type of guitar using a hand model. Adapting to the real world conditions by deploying a model of the user's hand, and considering the constraints of the guitar and the music notes is what makes our method more realistic. We have modeled the movements of the user's hand in such a way that the thumb does not play any role, and the movements of the other four fingers are modeled using a set of kinematics equations. We use two sets of constraints derived from the guitar and the music notes in order to include the playing techniques, which are required by the music piece and the guitar. The guitar is considered to be a separate entity in our model having its own properties, resulting in a method independent of the type and tuning of the instrument. Since we are using the hand model for generating the fingering of the music piece, the results of the method are gestures generated for the notes, and the final outcome will be an animation for the entire sheet of music.  M.S

    Full-body performance animation with Sequential Inverse Kinematics

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    In this paper, we present an analytic-iterative Inverse Kinematics (IK) method, called Sequential lK (SIK), that reconstructs 3D human full-body movements in real time. The input data for the reconstruction is the least possible (i.e., the positions of wrists, ankles, head and pelvis) in order to be usable within a low-cost human motion capture system that Would track only these six features. The performance of our approach is compared to other well-known IK methods in reconstruction quality and computation time obtaining satisfactory results for both. The paper first describes how we handle the spine and the clavicles before offering a simple joint limit model for ball-and-socket joints and a method to avoid self-collisions induced by the elbow. The second part focuses on the algorithms comparison study. (c) 2008 Elsevier Inc. All rights reserved

    Real-time parameterized locomotion generation

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    Ankara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent University, 2008.Thesis (Master's) -- Bilkent University, 2008.Includes bibliographical references leaves 60-64.Reuse and blending of captured motions for creating realistic motions of human body is considered as one of the challenging problems in animation and computer graphics. Locomotion (walking, running and jogging) is one of the most common types of daily human motion. Based on blending of multiple motions, we propose a two-stage approach for generating locomotion according to userspecified parameters, such as linear and angular velocities. Starting from a large dataset of various motions, we construct a motion graph of similar short motion segments. This process includes the selection of motions according to a set of predefined criteria, the correction of errors on foot positioning, pre-adjustments, motion synchronization, and transition partitioning. In the second stage, we generate an animation according to the specified parameters by following a path on the graph during run-time, which can be performed in real-time. Two different blending techniques are used at this step depending on the number of the input motions: blending based on scattered data interpolation and blending based on linear interpolation. Our approach provides an expandable and efficient motion generation system, which can be used for real time applications.Akbay, MuzafferM.S

    Building Parameterized Action Representations From Observation

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    Virtual worlds may be inhabited by intelligent agents who interact by performing various simple and complex actions. If the agents are human-like (embodied), their actions may be generated from motion capture or procedural animation. In this thesis, we introduce the CaPAR interactive system which combines both these approaches to generate agent-size neutral representations of actions within a framework called Parameterized Action Representation (PAR). Just as a person may learn a new complex physical task by observing another person doing it, our system observes a single trial of a human performing some complex task that involves interaction with self or other objects in the environment and automatically generates semantically rich information about the action. This information can be used to generate similar constrained motions for agents of different sizes. Human movement is captured by electromagnetic sensors. By computing motion zerocrossings and geometric spatial proximities, we isolate significant events, abstract both spatial and visual constraints from an agent\u27s action, and segment a given complex action into several simpler subactions. We analyze each independently and build individual PARs for them. Several PARs can be combined into one complex PAR representing the original activity. Within each motion segment, semantic and style information is extracted. The style information is used to generate the same constrained motion in other differently sized virtual agents by copying the end-effector velocity profile, by following a similar end-effector trajectory, or by scaling and mapping force interactions between the agent and an object. The semantic information is stored in a PAR. The extracted style and constraint information is stored in the corresponding agent and object models

    Édition interactive de mouvement pour le placement des caméras

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    La simulation des mouvements humain est important dans de nombreuses applications, tel que le cinéma, la médecine, les jeux vidéo, le sport...etc. Les méthodes de capture de mouvement sont devenue très intéressantes pour générer des mouvements, au lieu de les produire à la main, l'idée sert à reproduire le mouvement d'un acteur réel. Cependant, ces mouvements capturés généralement ont des besoins spécifiques. Ainsi, la modification et la réutilisation de mouvement pour d'autres personnages est devenue un des domaines de recherche en plein développement, qui se connue sous le nom d'édition de mouvement. Grâce à cet développement, nous comptons d'exploiter ce domaine pour le positionnement optimal des caméras dans les systèmes optiques de capture des mouvements. Le but de cette thèse est de fournir aux utilisateurs un outil interactif pour les aider à modifier facilement et rapidement des mouvement préexistante. Dans un premier temps, nous présentons notre méthode de cinématique inverse utilisée pour appliquer des contraintes cinématiques à chaque frame, elle propose une solution au problème de conflits entre les tâches simultanées et évite les collisions entre les jointures de la posture finale et les objets de l'environnement. Nous proposons ensuite un système de modification interactive des mouvements à base de la méthode de la cinématique inverse proposée permettant à modifier et adapter un mouvement à d'autres personnages d'une manière facile et rapide. Pour la modification des mouvement, le système permet au utilisateurs de définir des contraintes d'une façon interactive et éditer le mouvement initial pour obtenir d'autre mouvement. Pour l'adaptation de mouvement, il permet au utilisateur d'appliquer des mouvements sur différents personnages qui n'ont ni la même géométrie ni la même topologie
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