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Motion Capture Specialized Motion Capture N. Alberto Borghese Laboratory of Human Motion Analysis and Virtual Reality (MAVR) Department of Computer Science University of Milano Laboratory of Motion Analysis & Virtual Reality, MAVR


  1. Motion Capture Specialized Motion Capture N. Alberto Borghese Laboratory of Human Motion Analysis and Virtual Reality (MAVR) Department of Computer Science University of Milano Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 1/49 Outline Introduction: what is Motion Capture? Historyand Motion Capture technologies. Passive Markers MotionCapture. Specialized motion capture: hand, gaze and face. From Motion Capture to Animation(post-processing) Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 2/49

  2. Gloves Monitor fingers position and force. Problems with the motion of the fingers: • overlap. • fine movements. • fast movements. • rich repertoire. Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 3/49 Sayre glove (1976) Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 4/49

  3. MIT glove (1977) Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 5/49 Digital Data Entry Glove (1983) Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 6/49

  4. Data Glove (1987) Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 7/49 Power Glove (1990) Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 8/49

  5. Cyber Glove (1995) Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 9/49 Calibration Estimate of the geometrical parameters in the transformation operated by the sensors (e.g. the perspective transformation operated by a video-camera). Estimate of the parameters, which describe distortions introduced by the measurement system. Measurement of a known pattern. From its distortion, the parameters can be computed. Algorithms adopted: polynomial, local correction (neural networks, fuzzy). Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 10/49

  6. Haptic displays Convey to the subject the sensorial information generated in the interaction with the virtual objects: force, material texture… Measure the force exerted by the subject on the virtual environment. Aptic displays provide a mechanical interface for Virtual Reality applications. Most important developments have been made in the robotics field. Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 11/49 Requirements of haptic displays • Large bandwidth. • Low intertial and viscosity. Technological solutions: • Direct drive manipulandum (Yoshikawa, 1990), Phantom (2000). • Parallel manipulandum (Millman and Colgate, 1991; Buttolo and Hannaford, 1995). • Magnetic levitation devices (Salcudean and Yan, 1994; Gomi and Kawato, 1996). • Gloves (Bergamasco, 1993). Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 12/49

  7. Direct drive manipulandum (phantom) Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 13/49 Parallel manipulandum (schema) Hannaford et al. Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 14/49

  8. Pen haptic display Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 15/49 Gloves (Gini et al., Blackfinger, 2000) Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 16/49

  9. Percro gloves (Begamasco, 1993) Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 17/49 Gaze input •Contact lenses carrying magnetic coils. •Tvcameras aligned with an IR LED source. •Stereoscopic eye-wear. • The direction of gaze is decided by measuring the shape of the spot reflected by the frontal portionof the cornea (Ohshima et al., 1996). Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 18/49

  10. Outline Introduction: what is Motion Capture? Historyand Motion Capture technologies. Passive Markers MotionCapture. Specialized motion capture: hand, gaze and face. From Motion Capture to Animation(post-processing). Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 19/49 Maria Callas: Virtual Tosca Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 20/49

  11. Performance-driven Animationbased on the motioncapture (in some cases, in real- time) of an actor. Types of performance-driven: •Expression mapping •Model-based persona transmission Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 21/49 Expression mapping •Images of 20 expressions. •Identify the correspondance betweenthe image and the character in neutral position. •Computationof the deformation field for the character. •Applicationof the deformation field to the character (possibility of exaggerating the expression). •Tony de Peltrie, 1985. Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 22/49

  12. Model-based Persona Transmission, feature based Identifying the features to map the model to the character. Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 23/49 Model-based Persona Transmission, mesh based •Deformation of a topological mesh induced by a control mesh. •The control mesh connects the marker points. Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 24/49

  13. Markers disposition Position of the feature points Problems with: according to MPEG-4 standard: Eyes and tongue. � principali Nose basis (visibility). � secondari Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 25/49 Construction of the Control Mesh 47 markers on the skin: - Problems with: Eyes and tongue. Nose basis (visibility). � 51 Markers acquired(cf. MPEG-4 specifications). � 7 virtual markers definedthrough the LRF (green). � 2 Virtual markers definedthrough Real Markers (blue). 4 markers on an elastic band: � 56 control points for the mesh + 4 for LRF. To identify a local Reference Frame (LRF). Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 26/49

  14. A possible implementation of mesh deformation Model constituted of a 3D mesh, inspired to the anatomy. Goal: duplicate facial appearence with few parameters. Mesh warping is induced by the modification (of the position of) few features. The modificationconsists in the change in 3D position of the features. The modified mesh is then rendered. Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 27/49 Disgust Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 28/49

  15. Fear Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 29/49 Anger Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 30/49

  16. Surprise Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 31/49 Sadness Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 32/49

  17. Happiness Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 33/49 Direct parameterization Universal model (e.g. Parke’s model, 1974) + few parameters to adapt the model and obtain “key poses” or “animationcurves”. The time course of the parameters can be given or derived from motion capture. Complexity of the face, from the kinematics / deformation point of view, is captured by the mesh (points + connectivity). Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 34/49

  18. Expressive structure of the face •Emotion expression. Mainly in the eyes, eye-brows and mouth. •Somatic expressions: pain, sleepness, hungry, attention, shock… Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 35/49 Some of the faces of Paul Ekman Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 36/49

  19. How FACS was developed •The main idea was to determine which muscles can be activated indipendently and determine how these muscles modify the appearance of the face. •Goal is to identify elementary motion associated to each elementary action ( Action Unit ): many muscles contribute to the single elementary action. •The corrispondence between muscles and Action Units is many to many. •The identified Action Units are 46. They are activated in different percentage in each expression � They are added to produce a given facial expression. •Problems are in the description of jaw and lips motion. Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 37/49 The Action Units (AU) Laboratory of Motion Analysis & Virtual Reality, MAVR http://homes.dsi.unimi.it/~borghese/ 38/49

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