5 research outputs found

    Splicing of concurrent upper-body motion spaces with locomotion

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    In this paper, we present a motion splicing technique for generating concurrent upper-body actions occurring simultaneously with the evolution of a lower-body locomotion sequence. Specifically, we show that a layered interpolation motion model generates upper-body poses while assigning different actions to each upper-body part. Hence, in the proposed motion splicing approach, it is possible to increase the number of generated motions as well as the number of desired actions that can be performed by virtual characters. Additionally, we propose an iterative motion blending solution, inverse pseudo-blending, to maintain a smooth and natural interaction between the virtual character and the virtual environment; inverse pseudo-blending is a constraint-based motion editing technique that blends the motions enclosed in a tetrahedron by minimising the distances between the end-effector positions of the actual and blended motions. Additionally, to evaluate the proposed solution, we implemented an example-based application for interactive motion splicing based on specified constraints. Finally, the generated results show that the proposed solution can be beneficially applied to interactive applications where concurrent actions of the upper-body are desired

    Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

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    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control

    Pose-Timeline for Propagating Motion Edits

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    Motion editing often requires repetitive operations for modifying similar action units to give a similar effector impression. This paper proposes a system for efficiently and flexibly editing the sequence of iterative actionsby a few intuitive operations. Our system visualizes a motion sequence on a summary timeline with editablepose-icons, and drag-and-drop operations on the timeline enable intuitive controls of temporal properties of themotion such as timing, duration, and coordination. This graphical interface is also suited to transfer kinematicaland temporal features between two motions through simple interactions with a quick preview of the resultingposes. Our method also integrates the concept of edit propagation by which the manual modification of one actionunit is automatically transferred to the other units that are robustly detected by similarity search technique. Wedemonstrate the efficiency of our pose-timeline interface with a propagation mechanism for the timing adjustmentof mutual actions and for motion synchronization with a music sequence

    Modeling variation of human motion

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    The synthesis of realistic human motion with large variations and different styles has a growing interest in simulation applications such as the game industry, psychological experiments, and ergonomic analysis. The statistical generative models are used by motion controllers in our motion synthesis framework to create new animations for different scenarios. Data-driven motion synthesis approaches are powerful tools for producing high-fidelity character animations. With the development of motion capture technologies, more and more motion data are publicly available now. However, how to efficiently reuse a large amount of motion data to create new motions for arbitrary scenarios poses challenges, especially for unsupervised motion synthesis. This thesis presents a series of works that analyze and model the variations of human motion data. The goal is to learn statistical generative models to create any number of new human animations with rich variations and styles. The work of the thesis will be presented in three main chapters. We first explore how variation is represented in motion data. Learning a compact latent space that can expressively contain motion variation is essential for modeling motion data. We propose a novel motion latent space learning approach that can intrinsically tackle the spatialtemporal properties of motion data. Secondly, we present our Morphable Graph framework for human motion modeling and synthesis for assembly workshop scenarios. A series of studies have been conducted to apply statistical motion modeling and synthesis approaches for complex assembly workshop use cases. Learning the distribution of motion data can provide a compact representation of motion variations and convert motion synthesis tasks to optimization problems. Finally, we show how the style variations of human activities can be modeled with a limited number of examples. Natural human movements display a rich repertoire of styles and personalities. However, it is difficult to get enough examples for data-driven approaches. We propose a conditional variational autoencoder (CVAE) to combine large variations in the neutral motion database and style information from a limited number of examples.Die Synthese realistischer menschlicher Bewegungen mit großen Variationen und unterschiedlichen Stilen ist fĂŒr Simulationsanwendungen wie die Spieleindustrie, psychologische Experimente und ergonomische Analysen von wachsendem Interesse. Datengetriebene BewegungssyntheseansĂ€tze sind leistungsstarke Werkzeuge fĂŒr die Erstellung realitĂ€tsgetreuer Charakteranimationen. Mit der Entwicklung von Motion-Capture-Technologien sind nun immer mehr Motion-Daten öffentlich verfĂŒgbar. Die effiziente Wiederverwendung einer großen Menge von Motion-Daten zur Erstellung neuer Bewegungen fĂŒr beliebige Szenarien stellt jedoch eine Herausforderung dar, insbesondere fĂŒr die unĂŒberwachte Bewegungssynthesemethoden. Das Lernen der Verteilung von Motion-Daten kann eine kompakte ReprĂ€sentation von Bewegungsvariationen liefern und Bewegungssyntheseaufgaben in Optimierungsprobleme umwandeln. In dieser Dissertation werden eine Reihe von Arbeiten vorgestellt, die die Variationen menschlicher Bewegungsdaten analysieren und modellieren. Das Ziel ist es, statistische generative Modelle zu erlernen, um eine beliebige Anzahl neuer menschlicher Animationen mit reichen Variationen und Stilen zu erstellen. In unserem Bewegungssynthese-Framework werden die statistischen generativen Modelle von Bewegungscontrollern verwendet, um neue Animationen fĂŒr verschiedene Szenarien zu erstellen. Die Arbeit in dieser Dissertation wird in drei Hauptkapiteln vorgestellt. Wir untersuchen zunĂ€chst, wie Variation in Bewegungsdaten dargestellt wird. Das Erlernen eines kompakten latenten Raums, der Bewegungsvariationen ausdrucksvoll enthalten kann, ist fĂŒr die Modellierung von Bewegungsdaten unerlĂ€sslich. Wir schlagen einen neuartigen Ansatz zum Lernen des latenten Bewegungsraums vor, der die rĂ€umlich-zeitlichen Eigenschaften von Bewegungsdaten intrinsisch angehen kann. Zweitens stellen wir unser Morphable Graph Framework fĂŒr die menschliche Bewegungsmodellierung und -synthese fĂŒr Montage-Workshop- Szenarien vor. Es wurde eine Reihe von Studien durchgefĂŒhrt, um statistische Bewegungsmodellierungs und syntheseansĂ€tze fĂŒr komplexe AnwendungsfĂ€lle in MontagewerkstĂ€tten anzuwenden. Schließlich zeigen wir anhand einer begrenzten Anzahl von Beispielen, wie die Stilvariationen menschlicher AktivitĂ€ten modelliertwerden können. NatĂŒrliche menschliche Bewegungen weisen ein reiches Repertoire an Stilen und Persönlichkeiten auf. Es ist jedoch schwierig, genĂŒgend Beispiele fĂŒr datengetriebene AnsĂ€tze zu erhalten. Wir schlagen einen Conditional Variational Autoencoder (CVAE) vor, um große Variationen in der neutralen Bewegungsdatenbank und Stilinformationen aus einer begrenzten Anzahl von Beispielen zu kombinieren. Wir zeigen, dass unser Ansatz eine beliebige Anzahl von natĂŒrlich aussehenden Variationen menschlicher Bewegungen mit einem Ă€hnlichen Stil wie das Ziel erzeugen kann

    Smart Motion Synthesis

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