An Architecture for Motion Capture Animation Fernando Wagner da - - PowerPoint PPT Presentation

an architecture for motion capture animation
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An Architecture for Motion Capture Animation Fernando Wagner da - - PowerPoint PPT Presentation

An Architecture for Motion Capture Animation Fernando Wagner da Silva Luiz Velho Jonas Gomes Paulo Roma Cavalcanti IMPA - Instituto de Matemtica Pura e Aplicada LCG - COPPE/SISTEMAS - UFRJ Rio de Janeiro - Brazil General Outline


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SLIDE 1

An Architecture for Motion Capture Animation

Fernando Wagner da Silva Luiz Velho Jonas Gomes Paulo Roma Cavalcanti

IMPA - Instituto de Matemática Pura e Aplicada LCG - COPPE/SISTEMAS - UFRJ Rio de Janeiro - Brazil

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SLIDE 2
  • Computer Animation Systems
  • Motion Capture (MoCap)
  • MoCap Animation System
  • System’s Architecture
  • Conclusions
  • Future work / Work in progress

General Outline

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SLIDE 3
  • Motion recording by sampling at

points of a real subject

  • Advantages

– natural looking motion. – speed of production.

  • Drawback

– data complexity and size.

Motion Capture (MoCap)

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SLIDE 4
  • Optical

high sampling rates. no angular data. requires post-processing.

  • Magnetic

real-time animation. high encumbrance (lots of cables). low sampling rate.

  • Hybrid

MoCap Hardware Technology

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SLIDE 5

Computer Animation Systems

  • Keyframing

– interpolation between key poses.

  • Procedural

– procedure parameters over time.

  • Simulation

– physical constraints and rules.

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SLIDE 6
  • MoCap is different from traditional

animation data

  • Existing systems are not suitable for

MoCap processing There is a need for specialized MoCap processing systems

Our Motivation

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SLIDE 7
  • MoCap as main animation tool
  • Modular architecture

(Input, Processing, Output and Interface)

  • Specialized GUI objects sharing a

dynamic state structure

Our MoCap Animation System

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SLIDE 8

Processing Input Output Interface Data Structures

System’s Architecture

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SLIDE 9

System’s Architecture

Interface Data Structures

  • Entities
  • Operations
  • Control
  • Actor
  • Motions
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SLIDE 10
  • Basic entities

– virtual actor: topology + geometry. – motions: sampled data.

System’s Data Structures

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SLIDE 11
  • Graphic objects (widgets)

– designed to work with MoCap data. – based on video post-production paradigm.

System’s User Interface

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SLIDE 12
  • Interpretation
  • Pre-processing
  • Relative angle extraction

System’s Architecture

Processing Input Output

  • Motion operations
  • Reusable motion

libraries

  • MoCap format

converter

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SLIDE 13

System’s Architecture - Input

  • Interpretation

– support to different file formats.

  • Pre-processing

– detection of holes in MoCap data.

  • Relative angle extraction

– conversion of positional data to relative angles.

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SLIDE 14

Relative Angle Extraction

  • Needed for motion processing

– can be mapped onto a position-independent skeleton hierarchy. – easy integration with other animation techniques (forward & inverse kinematics).

  • 3 DOF Euler angles extracted via

geometric algorithms

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SLIDE 15

System’s Architecture - Processing

  • Motion operations

– motion analysis, modification and reuse. – preserve the original quality of the motion.

  • Extensibility

– inclusion of new operations as plug-ins.

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SLIDE 16
  • Unary (filtering, warping)

– one motion as operand. – modification of motion’s characteristics.

  • Binary (concatenation)

– two motions as operands. – creation of longer animations.

  • N-ary (blending)

– two or more motions as operands. – mix different motion styles/characteristics.

Motion Operations

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SLIDE 17
  • Data portability

– conversion between file formats.

  • Skeleton hierarchy data

– relative angles information.

  • Rendering pipeline

– frame by frame rendering in professional systems.

System’s Architecture - Output

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SLIDE 18
  • C Language + UNIX
  • Rendering: OpenGL
  • Standard GUI facilities: XForms
  • Real-time frame rates
  • Tested on SGI, RS6000 and Linux

Implementation Issues

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SLIDE 19
  • MoCap based systems

– correct representation of MoCap abstractions. – integration with capturing systems. – what is the minimum set of operations?

  • Proposed Architecture

– deals with some limitations of the process. – easy integration of new techniques.

Conclusions

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SLIDE 20
  • Other motion operations

– motion cyclification. – multiresolution filtering.

  • New techniques

– motion time-warping. – motion/sound synchronization.

  • Other animation tools/techniques

– Inverse kinematics. – Procedural.

Future Work / Work in Progress

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SLIDE 21

http://www.visgraf.impa.br/mocap

Additional Info