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Will Steptoe 30 th November 2010 in Virtual Environments Representing People Representing People Whats in this lecture? Part 1 : Virtual Characters History, Agency, Control in Immersive and Non- History Agency Control in Immersive


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SLIDE 1

Representing People Representing People in Virtual Environments

Will Steptoe 30th November 2010

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SLIDE 2

What’s in this lecture?

  • Part 1: Virtual Characters

History Agency Control in Immersive and Non – History, Agency, Control in Immersive and Non- Immersive systems, Copresence and measures, Fidelity Uncanny Valley Fidelity, Uncanny Valley.

  • Part 2: 3D Studio Max Demo
  • Part 3: Technical Aspects of Virtual Characters

– Motion Capture, Skeletal Subspace Deformation, Forward Kinematics, Inverse Kinematics, Blend Shapes

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SLIDE 3

Early Virtual Characters

  • “Mechanical Turk” chess-playing machine, 1770.
  • Instead of just a machine a human figure is presented

Instead of just a machine, a human figure is presented.

  • Makes experience more compelling, provides a focus

for visual attention relates to theory of social agency for visual attention, relates to theory of social agency.

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SLIDE 4

Social Agency - General

“I di id l i dl l l i l l d t ti

  • “Individuals mindlessly apply social rules and expectations

to computers”, Nass and Moon.

  • People generally require minimal encouragement to view
  • People generally require minimal encouragement to view

computer systems and applications as social agents, reading far more understanding than is warranted from reading far more understanding than is warranted from symbols and graphical displays.

ELIZA, Weizenbaum, 1996

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SLIDE 5

S i l A Eli Social Agency - Eliza

  • First documented example is ELIZA: a computer program for the
  • First documented example is ELIZA: a computer program for the

study of natural language communication between man and machine (Weizenbaum, 1966).

  • ELIZA used text-processing to rephrase input statements from

users into questions. People often became emotionally engaged h “ i ti ” ith ELIZA d k d t b when “communicating” with ELIZA, and some even asked to be left alone with the system. Often termed the “ELIZA effect”.

  • Due to tendency for humans to unconsciously equate

Due to tendency for humans to unconsciously equate programmed computer behaviour as analogous to conscious human behaviour despite conscious knowledge to the contrary.

  • May be considered a precursor to many observations of

immersion and presence reported in the VE literature.

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SLIDE 6

A Vi t l Ch t Agency – Virtual Characters

  • In the specific context of software-based virtual humanoids
  • In the specific context of software-based virtual humanoids,

agency describes their method of control or interaction, with avatars and agents occupying either end of the agency- g py g g y spectrum.

  • Agency is the extent to which a virtual human is perceived

by to be a representation of an individual in the ‘real’ world.

  • Avatar/agent hybrids are common.
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SLIDE 7

Agency – An Issue of Control

  • For agents the behaviour is completely

programmed.

  • For avatars the behaviour is ideally completely

determined by the behaviour of the real tracked human human.

  • In practice the human cannot be fully tracked –

typically in VR only head and one hand typically in VR only head and one hand movements are tracked!

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SLIDE 8

Control Methods Control Methods

  • Typed Text, Emoticons, Traditional GUI, Speech,

yp , , , p , Full body tracking

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SLIDE 9

Minimal Tracking for IK in VR

  • Badler et al showed a minimal

fi ti f IK ti configuration for IK representing the movements of a human in VR

– www cis upenn edu/ – www.cis.upenn.edu/ ~hollick/presence/presence.html

  • It was shown that 4 sensors are

sufficient to reasonably reconstruct the approximate body fi ti i l ti configuration in real-time.

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SLIDE 10

E b di t i C ll b ti Vi t l Embodiment in Collaborative Virtual Environments (CVEs) ( )

  • In shared VEs, users’ avatar embodiments act as the

fundamental mediators of the visual component of an p interaction.

  • Avatars function both to identify users and to communicate

nonverbal behaviour including position, identification, focus

  • f attention, gesture and action.

A t ll hibit i h id f hi h

  • Avatars generally exhibit generic humanoid form, which

reflects their status as a representation of a human user, and critically enables a natural mapping between a user’s and critically, enables a natural mapping between a user s bodily movement and the corresponding virtual behaviour.

  • Avatars that exhibit humanoid form and behaviour have

Avatars that exhibit humanoid form and behaviour have been shown to evoke a richer sense of copresence in

  • bservers.
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SLIDE 11

Immersive Collaborative Virtual Immersive Collaborative Virtual Environments (ICVEs / CVEs)

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SLIDE 12

Controlling Avatars in Non-Immersive CVEs: Spark (Morley D and Myers K 2004) Spark (Morley, D. and Myers, K., 2004)

  • Text Chat based

environment environment

  • Parse users text

input for interactional input for interactional information

  • Use this information

to generate behaviour

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SLIDE 13

Controlling Avatars in Non-Immersive CVEs: Spark Spark

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SLIDE 14

Problems with Controlling Avatars in Non- Immersive Systems Immersive Systems

  • Two modes of control: at any moment the user must

y choose between either selecting a gesture from a menu or typing in a piece of text for the character to say. This means the subtle connections and synchronisations means the subtle connections and synchronisations between speech and gestures are lost.

  • Explicit control of behaviour: the user must consciously

p y choose which gesture to perform at a given moment. As much of our expressive behaviour is subconscious the user will simply not know what the appropriate behaviour user will simply not know what the appropriate behaviour to perform at a give time is [BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]

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SLIDE 15

Problems with Controlling Avatars in Non- Immersive Systems Immersive Systems

  • Emotional displays: current systems mostly concentrate on

displays of emotion whereas Thórisson and Cassell (1998) have shown that envelope displays – subtle gestures and actions that regulate the flow of a dialog and establish mutual focus and attention – are more important in mutual focus and attention are more important in conversation.

  • User tracking: direct tracking of a user’s face or body does

not help as the user resides in a different space from that

  • f the avatar and so features such as direction of gaze will

not map over appropriately not map over appropriately. [BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]

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SLIDE 16

Solutions for Controlling Avatars in Non- Immersive Systems Immersive Systems

  • Always ensure that any control is done through a

single interface (e g through text chat) single interface (e.g. through text chat)

  • BUT….
  • The body language of an avatar should be largely

autonomous, and indirectly controlled by users

  • Minimize the level of control needed

[BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]

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SLIDE 17

Copresence

  • Referred to as Copresence in the CVE literature, referred to

as Social Presence in general telecommunications. g

  • Theory of social presence in telecommunication systems is

the degree of salience of another person taking part in the interaction, with a particular emphasis on how the transmission of nonverbal cues is supported by the medium (Short 1976) (Short 1976).

  • In multi-user VEs, it is the sense of being in the company of

another person during the course of mediated interaction another person during the course of mediated interaction.

  • The term is parallel to the established usage of ‘presence’

that entails the sense of being present in a VE. that entails the sense of being present in a VE.

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SLIDE 18

Measuring Copresence

S f VE i d i t f th t t t

  • Success of a VE is measured in terms of the extent to

which sensory data projected within a virtual environment replaces the sensory data from the physical world

– quantified by rating the individuals’ sense of presence during the experience

  • For virtual characters: success is taken as the extent to

which participants act and respond to the agents as if they were real

– Subjective: Questionnaires, Interviews Subjective: Questionnaires, Interviews – Objective: Physiological, Behavioural

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SLIDE 19

Subjective means

  • Traditional methods: Questionnaires and
  • Traditional methods: Questionnaires and

interviews

– Various questionnaires exist Various questionnaires exist – http://www.presence-research.org

  • Criticised due to its various dependencies

Criticised due to its various dependencies

– the individual’s accurate post-hoc recall, – processing and rationalisations of their experience in processing and rationalisations of their experience in the VE and – Varying interpretations of the word ‘presence’

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SLIDE 20

Objective: Responses to stimuli

  • Numerous possible objective measures

– Subconscious responses p

  • Threat-related facial cues provokes individuals to use different viewing

strategies

– Neural responses

  • Different areas of the brain are activated during +ve

ve and neutral situations

  • Different areas of the brain are activated during +ve, -ve and neutral situations

– Psychological responses

  • Stress and Anxiety in response to threat

– Physiological responses Physiological responses

  • Galvanic Skin Responses, Heart Rate Variability, Electrocardiograms,

Electromyography, Respiratory activity, Pupil dilation

– Behavioural responses

Fli ht Fi ht (b d iti i l)

  • Flight or Fight (based on cognitive appraisal)
  • Vary based on cognitive factors, personality, emotional

state, gender etc.

– How do we interpret the data and results?

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SLIDE 21

Categories of behavioural cues

Argyle, M. (1998). Bodily Communication. Methuen & Co Ltd, second edition.

  • Vocal properties

– Tone, Pitch, Loudness…

  • Facial expressions
  • Facial expressions

– The most studied behavioural cue due to it’s role in communication

  • Gaze behaviour
  • Gaze behaviour

– Probably the most intense social signallers

  • Kinesics: Posture and Motion

Kinesics: Posture and Motion

– Numerous gestures depending on culture for instance

  • Proxemics

– Culture and gender dependent

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SLIDE 22

R li ti S i l R i VE Realistic Social Responses in VEs

  • People’s response to virtual representations of humans is

automatic, and leads to copresence p

  • Despite others being represented by avatars, social norms
  • f gender, proxemics, and gaze transfer into CVEs:

– male-male dyads maintain greater interpersonal distance than female-female dyads, male male dyads maintain less eye contact than female female – male-male dyads maintain less eye contact than female-female dyads, – decreases in interpersonal distance are compensated with gaze avoidance, echoing Argyle et al.’s equilibrium theory specifying an inverse relationship between mutual gaze and interpersonal distance.

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SLIDE 23

R li ti S i l R i VE Realistic Social Responses in VEs

  • Proxemics (interpersonal space) Bailenson Blascovich Beall
  • Proxemics (interpersonal space), Bailenson, Blascovich, Beall,

Loomis, 2001.

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SLIDE 24

Different Levels of Realism

  • Visual Realism

Wh t it l k lik ( i t VE fil ) – What it looks like (pictures, games, VE, film)

  • Animation Realism

– How it moves, animation (film, games, VE)

  • Behavioural Realism

Behavioural Realism

– How it responds and interacts to stimuli (games/VE)

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SLIDE 25

Appearance vs. Behaviour

Vinayagamoorthy, V., Garau, M., Steed, A., and Slater, M. (2004b). An eye gaze model for dyadic interaction in an immersive virtual environment: Practice and experience. Computer Graphics Forum, 23(1):1–11.

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SLIDE 26

Appearance vs. Behaviour

  • Sparse environment – abandoned building

p g

– Minimise visual distraction – One genderless cartoon form character – Two gender-matched higher fidelity characters

  • Behaviour

– Common limb animations and condition-dependent gaze animations – Individuals listening in a conversation look at their conversational partner for longer periods of time and more

  • ften than when they are talking
  • ften than when they are talking
  • Negotiation task to avoid a scandal - 10 minutes
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SLIDE 27

Appearance vs. Behaviour

  • In each of the responses, the higher fidelity

avatar had a higher response with the inferred- avatar had a higher response with the inferred- gaze model

  • And a low response with the random-gaze model

And a low response with the random gaze model

– Important to note that the differences between both the gaze models were very subtle

  • Saccadic velocity and inter-saccadic intervals (means)

Saccadic velocity and inter saccadic intervals (means)

  • Analysis demonstrated a very strong interaction

effect between the type of avatar and the fidelity yp y

  • f the gaze model

– The higher-fidelity avatar did not outperform the cartoon-form avatar

Similar hypothesis in the fields of robotics – Similar hypothesis in the fields of robotics

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SLIDE 28

Mismatch in Realism

  • Maybe the problem is that levels of movement

and behavioural realism do not match graphical realism

  • This mismatch disturbs us something that
  • This mismatch disturbs us, something that

looks human but does not act like a human C i t

  • Consistency
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SLIDE 29

Uncanny Valley

  • As the behaviour and representation of robots

p (and other facsimiles) of humans approaches that

  • f actual humans, it causes a response of

, p revulsion among human observers.

  • Theory from 70s by roboticist Masahiro Mori

Controversial its not very rigorous or scientific many – Controversial, its not very rigorous or scientific, many people don’t believe it There are problems but it maybe captures something – There are problems but it maybe captures something

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SLIDE 30

The Uncanny Valley The Uncanny Valley

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SLIDE 31

The Uncanny Valley

  • Dreamworks reduced realism
  • f Princes Fiona (Shrek):
  • f Princes Fiona (Shrek):

– “she was beginning to look too real and the effect was getting real, and the effect was getting distinctly unpleasant”

  • Final Fantasy
  • Final Fantasy

– “it begins to get grotesque. You start to feel like you're start to feel like you re puppeteering a corpse”

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SLIDE 32
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SLIDE 33

Uncanny Valley

At low levels of realism the more realistic a

  • At low levels of realism, the more realistic a

character the more people like it (even this is dubious) dubious)

  • But when you get almost real then characters start

to get disturbing

  • This is very strong, the uncanny means very

disturbing, corpses are used a lot as metaphors

  • Interestingly, there are 2 graphs, movement and

g y, g p , appearance, movement is more important

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SLIDE 34

Realism vs Believability

The lesson is that e need to be caref l ith

  • The lesson is that we need to be careful with

realism for virtual humans

  • Often we prefer to use the term “Believability”

– Not how much a character is objectively like a human j y – How much we feel it is/respond to it as if it is – Bugs Bunny is very Belivable g y y

  • Photorealism is only one element of believability

But don’t turn into an anti realism zealot! – But don t turn into an anti-realism zealot!

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SLIDE 35

Highly realistic characters

  • Highly realistic characters can cause more

Highly realistic characters can cause more perceptual problems than simple ones

  • Perceptually-realistic characters existing in stills
  • Perceptually-realistic characters existing in stills,

beginning to appear in movies, less so in games and VEs and VEs

  • Not just a computing power issue, as minimal

fidelity can have significant impact on response fidelity can have significant impact on response.

  • There are a lot of complex issues to deal with

when you have more realistic characters

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SLIDE 36

Designing virtual humans

  • GOAL: Represent the Person in VE consistently

With perceived realism aspects of believability – With perceived realism, aspects of believability …

  • Induce responses to the virtual human

I d i li ti /lif lik – Inducing realistic/lifelike responses

  • Enhancing the collaborative experience
  • Facilitate social communication and interpersonal

relationships p

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SLIDE 37

State of the Art State-of-the-Art

Real-time Pre-rendered Robotics

Heavy Rain Quantic Dream, 2009 The Curious Case of Benjamin Button Paramount Pictures Actroid-F, Kokoro Co. Ltd & ATR 2010 2009 Paramount Pictures, 2008 2010

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SLIDE 38

Part 2: 3DSMax Demo

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SLIDE 39

Part 3: Technical Aspects of Virtual Characters Characters

  • Motion Capture Skeletal Subspace
  • Motion Capture, Skeletal Subspace

Deformation, Forward Kinematics, Inverse Kinematics Blend Shapes Kinematics, Blend Shapes

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SLIDE 40

Graphics

  • Techniques: Meshes, texture mapping, standard

graphics stuff graphics stuff

  • Hand modelling: can be cartoony or highly realistic
  • 3D Scanning/phototextures: can have very high

realism

  • Rendering Opacity: Subsurface scattering
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SLIDE 41

Modelling

Scanned body results in huge mesh y g which can be rendered at different resolutions (numbers of polygons) ( p yg )

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SLIDE 42

Body Animation

  • Often use motion capture: optical, inertial, markerless,

mechanical mechanical.

  • Can also hand animate the skeleton (Pixar), or use both.
  • Real data = Realism (?) relates back to consistency
  • Real data = Realism (?), relates back to consistency

between visual and behavioural fidelity.

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SLIDE 43

Motion Capture Post-processing

  • Motion capture often gives a noisy incomplete set
  • Motion capture often gives a noisy, incomplete set
  • f marker positions, so need to get rid of noise.

Convert to joint angles (use simple analytic IK

  • Convert to joint angles (use simple analytic IK

type methods). f

  • Deal with problems of missing markers.
  • Mo-cap systems all come with standard software

to do this.

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SLIDE 44

Applying it to a character

  • The joint angles are typically saved to a text-

based format like BVH or BIP based format like BVH or BIP.

  • This is a sequence of rotation keyframes for each

joint joint.

  • This can be directly applied to characters using

the techniques discussed.

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SLIDE 45

Skeletal Animation

  • The fundamental aspect of human body motion is

the motion of the skeleton the motion of the skeleton.

  • The motion of rigid bones linked by rotational

joints (first approximation) joints (first approximation).

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SLIDE 46

Typical Skeleton

  • Circles are rotational joints

lines are rigid links (bones)

  • The red circle is the root

(position and rotation offset from the origin) from the origin)

  • The character is animated

by rotating joints and y g j moving and rotating the root

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SLIDE 47

Making it look good – “Skinning” / “Rigging”

A k l t i t f

  • A skeleton is a great way of

animating a character but it d ’t il l k doesn’t necessarily look very realistic when rendered.

  • Need to add a graphical

“skin” around the character.

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SLIDE 48

Segmented Characters

Th i l i h i

  • The simplest way is to attach separate pieces
  • f geometry to each joint
  • Leads to body being broken up – may work

for robots, but not human characters

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SLIDE 49

Skeletal subspace deformation

  • We want to represent a character as a single

smooth mesh (a “skin”) ( )

  • This should deform smoothly based on the motion
  • f the skeleton – similar to humans and zombies
  • f the skeleton

similar to humans and zombies

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SLIDE 50

Map skeleton to geometry

  • Associate each vertex in a mesh with one or more

joints joints

  • The vertices are transformed individually by their

associated joints associated joints

  • Each vertex has a weight for each joint
  • The resulting position is a weighted sum of the

individual joint transforms

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SLIDE 51

Representation

  • Layered representation

– Skeleton structure forms a h scene graph – Scene graph embodies a set of joints j – A mesh overlays the scene graph A th k l t l t t – As the skeletal structure moves the mesh must deform appropriately (otherwise there are holes)

MPEG4 example

http://ligwww.epfl.ch/~maurel/Thesis98.html

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SLIDE 52

Multi-layered Methods Multi layered Methods

  • The deformation of a human body doesn’t just

depend on the motion of the skeleton depend on the motion of the skeleton

  • The movement of muscle and fat also affect the

appearance

  • These soft tissues need different techniques from

rigid bones

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SLIDE 53

Forward Kinematics (FK)

Th iti f li k i l l t d b

  • The position of a link is calculated by

concatenating rotations and offsets

R0 P2 O0 O1 O R1 O0

1

O2

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SLIDE 54

Forward Kinematics (FK)

  • First you choose a position on a link (the end point)

First you choose a position on a link (the end point)

  • This position is rotated by the rotation of the joint

above the link

  • Translate by the length (offset) of the parent link and

then rotate by its joint. Go up it its parent and iterate y j p p until you get to the root

  • Rotate and translate by the root position
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SLIDE 55

Forward Kinematics (FK)

  • Simple and efficient

Come for free in a scene graph architecture

  • Come for free in a scene graph architecture
  • Difficult to animate with,

– often we want to specify the positions of a characters hands not the rotations of its joints

  • The Inverse Kinematics problem:

– Calculating the required rotations of joints needed to put a hand (or other body part) in a given position.

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SLIDE 56

Inverse Kinematics

  • An number of ways of doing it

An number of ways of doing it http://chrishecker.com/Inverse_Kinematics

  • Matrix methods (hard)
  • Matrix methods (hard)
  • Cyclic Coordinate Descent (CCD)

A t i th d ( tl t i d th) – A geometric method (secretly matrices underneath) R0 R1 Pt O1 O2

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SLIDE 57

Inverse Kinematics

  • Start with the final link
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SLIDE 58

Inverse Kinematics

  • Rotate it towards the target
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SLIDE 59

Inverse Kinematics

  • Then go to the next link up
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SLIDE 60

Inverse Kinematics

  • Rotate it so that the end effector points towards the target
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SLIDE 61

Inverse Kinematics

  • And the next…
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SLIDE 62

Inverse Kinematics

  • And iterate until you reach the target
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SLIDE 63

Inverse Kinematics

  • IK is a very powerful tool

However it’s computationally intensive

  • However, it’s computationally intensive
  • IK is generally used in animation tools and for

applying specific constraints

  • FK is used for the majority of real time animation

systems

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SLIDE 64

Blend Shapes (AKA Morph Targets)

  • Primarily used for facial

i ti animation

  • Don’t have a common

underlying structure like a underlying structure like a skeleton

  • Blend between meshes of
  • Blend between meshes of

vertices

  • Animate by moving

Animate by moving individual vertices

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SLIDE 65

Morph Targets

  • Have a number of facial expressions, each

represented by a separate mesh represented by a separate mesh

  • Each of these meshes must have the same

number of vertices as the original mesh but with number of vertices as the original mesh but with different positions

  • Build new facial expressions out of these base

expressions (called Morph Targets)

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SLIDE 66

Morph Targets

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SLIDE 67

Morph Targets

  • Smoothly blend between targets

Give each target a weight between 0 and 1

  • Give each target a weight between 0 and 1
  • Do a weighted sum of the vertices in all the

targets to get the output mesh

 

1 ; w v w v

 

  1 ;

t h t t t ti t i

w v w v

 ets morph_targ t

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SLIDE 68

Using Morph Targets

  • Morph targets are a good low level animation

technique technique

  • Also need ways of choosing morph targets
  • Could let the animator choose (nothing wrong with

that)

  • But there are also more principled ways such as

emotional modelling (see FACS, Ekman 1976).

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SLIDE 69

Summary

  • VHs are represented typically as ‘skinned’ skeletal

scene graphs, representing sets of joints.

  • Forward kinematics determines overall configuration

given joint angles and Inverse kinematics determines given joint angles and Inverse kinematics determines joint angles from requirements for end-effectors

  • Representations typically need to be a mixture based
  • n tracking data and inferred state.
  • Morph targets are a method of mesh deformation often

used for facial animation