Motion Capture CS418 Interactive Computer Graphics John C. Hart - - PowerPoint PPT Presentation

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Motion Capture CS418 Interactive Computer Graphics John C. Hart - - PowerPoint PPT Presentation

Motion Capture CS418 Interactive Computer Graphics John C. Hart Flexible Body Animation Need same number and configuration of vertices at key frames for intervening frames to make sense Need to have correspondences between two


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Motion Capture

CS418 Interactive Computer Graphics John C. Hart

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Flexible Body Animation

  • Need same number and configuration of

vertices at key frames for intervening frames to make sense

  • Need to have correspondences between two

collections of vertices Motion Capture

  • Place fiducial markers (e.g. ping pong

balls) on a real-world object

  • Capture 3-D pose of markers at key frames
  • Use motion of markers to deform model

A motivating example from: Sederberg & Greenwood, A Physically- Based Approach to 2-D Shape Blending, Proc. SIGGRAPH 92

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Place Fiducial Markers

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Create Bone Model

Endpoint positions based

  • n geometric combinations
  • f fiducial marker positions
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Create Bone Model

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Measure Joint Angles

θ3 θ4 θ1 θ2

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SLIDE 7

Fit New Pose

θ3 θ4 θ1 θ3 θ1 θ2 θ2 θ4

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SLIDE 8

Joint Angles = Pose

θ3 θ4 θ1 θ3 θ1 θ2 θ2 θ4

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Model Shape from Bones

θ1 θ2 θ3 θ4 θ1 θ3 θ2 θ4

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Model Shape from Bones

θ1 θ2 θ3 θ4 θ1 θ2 θ3 θ4

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Motion Retargeting

θ1 θ2 θ3 θ4 θ1 θ2 θ3 θ4

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Simple Inverse Kinematics

Given target point (x,y) in position space, what are the parameters (θ,φ) in configuration space that place the hand on the target point? (0,0) φ a b (x,y) θ

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Simple Inverse Kinematics

Use Law of Cosines to find θ d2 = a2 + b2 – 2ab cos θ cos θ = (a2 + b2 – d2)/2ab cos θ = (a2 + b2 – x2 – y2)/2ab (0,0) α b (x,y) θ a d

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Simple Inverse Kinematics

Use Law of Cosines to find α cos α = (a2 + d2 – b2)/2ad cos α = (a2 + x2 + y2 – b2)/2ad (0,0) α b (x,y) θ a d

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Simple Inverse Kinematics

Use arctangent to find β then φ β = atan2(y,x) φ = α – β (0,0) φ a b (x,y) θ β

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Simple Inverse Kinematics

  • Only works for single joint
  • Always planar because only three points
  • Works great for elbows, knees, etc.

(0,0) φ a b (x,y) θ