Human Motion Synthesis (II)
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Transcript Human Motion Synthesis (II)
Synthesis of Motion from
Simple Animations
Introduction
Produce realistic character motion
from simple animation
Non-skilled animator can quickly
produce believable animation
sequences
System is based on constraints of
input motion
Examples
Examples
Examples
Examples
Realism
Character must satisfy laws of physics
Many possible muscle configurations
Small subset appear realistic
Computing correct dynamics complex
math
Tradeoff
Level of control by animator
Artistic freedom vs. physical correctness
Process
Animator creates rough sketch of desired
animation
Small set of essential keyframes
System can make recommendations
System infers environmental constraints
Focus on forces essential to realistic animation
No need to solve for all muscle forces
Model
Model
Input to system
Articulated character with mass
distribution
Values of joint angles at each frame
Spacetime optimization
Solve for unknowns
Values of joint angles
Angular and linear momentums
Four Key Stages
Constraint and stage detection
Automatically detect environment
constraints
Separate original sequence into
constrained and unconstrained stages
Transition pose generation
Establish poses between constrained and
unconstrained stages
Four Key Stages
Momentum control
Generate physical constraints
Based on Newtonian laws and
biomechanics
Objective function generation
Construct the objective function
Smooth animation, similar to original, and
balanced
Constraints & Stage Detection
Positional constraints
Parameters of detection
Minimal frames required, Tolerance of
intersections, & constrainable body parts
Constraints & Stage Detection
Positional constraints
Wi: Matrix that transforms point p to world
coordinates
x i = Wi p
At time i + 1, p is transformed to:
Wi+1Wi-1Wip
Define Ti+1 = Wi+1Wi-1
Constraints & Stage Detection
Positional constraints
Constraint on point p from time 1 to n
implies T1 through Tn all bring p to same
global position
Tixi = xi, or (Ti – I)xi = 0
Solution can be either point, line, or plane
Constraints & Stage Detection
Sliding constraints
Instead of fixing a point, allow it to slide
along a line (or plane)
e.g. foot of a figure skater
Point p constrained to line L:
minp,l ∑ Dist(TiWip,L)
Minimize sum of distances between xi
and the line L at each frame
Constraints & Stage Detection
Stage Detection
Given detected constraints, separate
original animation
Unconstrained (flight)
Constrained (ground)
Different physics/biomechanics rules for
each
During unconstrained, gravity is the only
external force
Transition Pose Generation
Transition poses occur at boundaries
of stages
Store parameters about transition
poses for example motions
Generated by animators
Motion captured data
Update database of motions
Transition Pose Generation
Training input parameters (e.g. jump)
Flight distance
Landing angle
Average horizontal speed, etc.
Output is three center of mass points
Lower body
Upper body
Two arms
Transition Pose Generation
Predict a candidate pose
K nearest neighbor algorithm
Select at most k similar examples
Compute candidate pose
Three center of mass points
Interpolate poses of selected neighbors
Weighted by similarities to input sequence
Transition Pose Generation
Construct full character pose
Inverse kinematics problem
Minimize deviation between suggested and
original poses
Advantages to estimating small set of
parameters
Joint angles not uniformly scaled
Same motion capture database for different
skeletal structures
Transition Pose Generation
Transition to different skeletal structure
CA: COM output parameter of character A
ĈA, ĈB: Corresponding COM for default pose
Intuitively, displace COM parameter by
rescaled difference between default and
suggested pose of character in database
Momentum Control
Momentum during unconstrained
stages
Gravity only external force
Acts on COM
Angular momentum is zero
Momentum Control
Momentum during constrained stages
No complex physical simulation
Based on biomechanics studies and
behavior of motion captured data
Natural dynamic motion
First store energy (momentum
decreases)
Energy burst (small overshoot)
Momentum Control
Enforce
C1 continuous
at p1 and p4
p2 < p 1
d1 > d 2
p2 < p 4 < p 3
Objective Function
Final check on realism
Minimum mass displacement
Compute integral of mass displacement over
body
Achieves natural joint movement
Example: bending at waist instead of knees
Minimal velocity of DOFs
For time coherence (smoother)
Effectively minimize velocity of joint angles
Objective Function
Static balance
During constrained stages where character is
standing still
Analyze COM when projected onto plane
normal to gravity
Spacetime objective function is a
weighted sum of these
Conclusion
Environment constraints
Transition pose constraints
Partition motion into constrained and
unconstrained stages
Defined between motion phases by pose
estimator (or user)
Momentum constraints
Dictate behavior of linear/angular momentum
References
C. Karen Liu, Zoran Popovic.
Synthesis of Dynamic Character
Motion from Simple Animations.
SIGGRAPH 2002.
http://grail.cs.washington.edu/projects/
charanim/