A Standard Humanoid Representation on The Web: VRML/X3D Humanoid Animation Working Group (H-anim) Che-Jen Chen May/30/2003.

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Presentation transcript:

A Standard Humanoid Representation on The Web: VRML/X3D Humanoid Animation Working Group (H-anim) Che-Jen Chen May/30/2003 Intelligent Media Laboratory Department of Computer Science, NCCU

Outline  Introduction  Background  H-Anim Specifications  H-Anim Applications  Conclusion

Introduction  Representing Humanoid Is an Increasing Need on the Growing 3D Internet!  What We Need … 1.The Creation of Interchangeable Humanoids 2.Tools For Creating and Animating Humanoids  H-Anim : A Standard Way Representing Humanoids Based on VRML/X3D

Background  VRML  X3D  VRML/X3D and H-Anim  MPEG-4, AML, VHML and H-Anim

VRML (Virtual Reality Modeling Language)  VRML 1.0 : 1995, Silicon Graphics Inc. Geometries, Materials, Viewpoints…  VRML 2.0 : 1997, Web3D Consortium Animation, Prototyping, Scripting…  VRML97 : 1997 NURBS, EAI (External Authoring Interface)… An ISO Standard

VRML (Cont.)  Not A Tag Language ? Inherit Concepts From Open Inventor -Node -Scene Graph #VRML V2.0 utf8 DEF ball Shape { appearance Appearance { material Material { } } geometry Sphere { radius 1.0 } #Inventor V2.1 ascii DEF ball Group { Material { } Sphere { radius 1.0 }

X3D (Extensible 3D)  Extending and Upgrading the Geometry and Behavior Capabilities VRML97 Using XML

VRML/X3D and H-Anim  VRML97 H-Anim 1.0 Specification H-Anim 1.1 Specification H-Anim 2001 Specification  X3D H-Anim 2.0 Specification

MPEG-4, AML, VHML and H-Anim  MPEG-4 and H-Anim Facial Expression: Identical to FAPs  AML (Avatar Markup Language, Mira Lab, VR Lab) Text To Speech, Facial and Body Animation Encapsulation and Synchronization  VHML (Virtual Human Markup Language, au) Mentor System BAML Body Animation Markup Language

H-Anim Specifications  The Nodes  Level of Articulation

The Nodes : Humanoid Node Humanoid : X3DHumanoidNode { MFNode [in] addChildren MFNode [in] removeChildren MFNode [in,out] humanoidBody [] [HumanoidRoot] MFNode [in,out] joints [] [Joint] MFNode [in,out] segments [] [Segment] MFNode [in,out] sites [] [Site] MFNode [in,out] viewpoints [] [Viewpoint] SFVec3f [in,out] center (-∞,∞) MFString [in,out] info [] SFString [in,out] name "" SFRotation [in,out] rotation (-∞,∞)|[-1,1] SFVec3f [in,out] scale (0,∞) SFRotation [in,out] scaleOrientation (-∞,∞)|[-1,1] SFVec3f [in,out] translation (-∞,∞) SFString [in,out] version "1.1" SFVec3f [] bboxCenter (-∞,∞) SFVec3f [] bboxSize (0,∞)|[ ] }

The Nodes : Joint Node Joint : X3DGroupingNode { MFNode [in] addChildren [Joint] MFNode [in] removeChildren [Joint] MFNode [in,out] children [] [Joint] SFVec3f [in,out] center (-∞,∞) MFFloat [in,out] llimit [] (-∞,∞) SFRotation [in,out] limitOrientation (-∞,∞)|[-1,1] SFString [in,out] name "" SFRotation [in,out] rotation (-∞,∞)|[-1,1] SFVec3f [in,out] scale (0,∞) SFRotation [in,out] scaleOrientation (-∞,∞)|[-1,1] MFFloat [in,out] stiffness [0 0 0] [0,1] SFVec3f [in,out] translation (-∞,∞) MFFloat [in,out] ulimit [] (-∞,∞) SFVec3f [] bboxCenter (-∞,∞) SFVec3f [] bboxSize (0,∞)|[ ] }

The Nodes : Segment Node Segment : X3DGroupingNode { MFNode [in] addChildren [Site] MFNode [in] removeChildren [Site] MFNode [in,out] children [] [Site] SFNode [in,out] coord NULL [X3DCoordinateNode] MFNode [in,out] displacers [] [Displacer] SFVec3f [in,out] centerOfMass (-∞,∞) SFFloat [in,out] mass 0 (0,∞) MFFloat [in,out] momentsOfInertia [ ] [0,∞) SFString [in,out] name "" SFVec3f [] bboxCenter (-∞,∞) SFVec3f [] bboxSize (0,∞) or }

The Nodes : Site Node Site : X3DGroupingNode { MFNode [in] addChildren [X3DChildNode] MFNode [in] removeChildren [X3DChildNode] MFNode [in,out] children [] [X3DChildNode] SFVec3f [in,out] center (-∞,∞) SFString [in,out] name "" SFRotation [in,out] rotation (-∞,∞)|[-1,1] SFVec3f [in,out] scale (0,∞) SFRotation [in,out] scaleOrientation (-∞,∞)|[-1,1] SFVec3f [in,out] translation (-∞,∞)|[-1,1] SFVec3f [] bboxCenter (-∞,∞) SFVec3f [] bboxSize (0,∞)|[ ] }

The Nodes : Diplacer Node Displacer : X3DGeometricPropertyNode { MFInt32 [in,out] coordIndex [] [0,∞) or -1 MFVec3f [in,out] displacements [] [X3DCoordinateNode] SFString [in,out] name "" }

Level of Articulation

H-Anim Applications  Humanoid Animation/Simulation  Agent, Avatar, Tutor…  Multi-User Virtual Community  Human Anthropometrics

Humanoid Animation/Simulation

Multi-User Virtual Community

Human Anthropometrics

Conclusion  H-Anim 2.0 Persevere the Compatibilities to Old VRML Virtual Humanoid/Environment Extending the Capabilities of Humanoid Representation  Other Compatibility Issue The Convention of Joint Rotation

Q & A Presented by Che-Jen Chen May/30/2003 Intelligent Media Laboratory Department of Computer Science, NCCU Thank You!