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CPSC 641 Computer Graphics: Animation with Motion Capture

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Presentation on theme: "CPSC 641 Computer Graphics: Animation with Motion Capture"— Presentation transcript:

1 CPSC 641 Computer Graphics: Animation with Motion Capture
Jinxiang Chai

2 Outline of Mocap (Motion Capture)
Mocap history Mocap technologies Mocap pipeline Mocap data fromat

3 Motion Capture “ …recording of motion for immediate or delayed analysis or playback…” David J. Sturman “The creation of a 3d representation of a live performance” - Alberto Menache “…is a technique of digitally recording movements for entertainment, sports, and medical applications.” - Wikipedia

4 History of Motion Capture
Eadweard Muybridge ( ) first person to photograph movement sequences He was the first person to photograph movement sequences. At the time, it is not known if a horse ever had all feet off the ground while trotting. By recording multiple pictures over a short

5 History of Motion Capture
Eadweard Muybridge ( ) first person to photograph movement sequences whether during a horse's trot, all four hooves were ever off the ground at the same time. the flying horse Sequence of a horse jumping (courtesy of E. Muybridge)

6 History of Motion Capture
Eadweard Muybridge ( ) first person to photograph movement sequences the flying horse animal locomotion (20k pictures about men, women, children, animals, and birds). Woman walking downstairs (courtesy of E. Muybridge)

7 Rotoscope Allow animators to trace cartoon character over photographed frames of live performances invented by Max Fleischer in 1915

8 A horse animated by rotoscoping from Muybridge’s photos
Rotoscope Allow animators to trace cartoon character over photographed frames of live performances invented by Max Fleischer in 1915 2D manual motion capture A horse animated by rotoscoping from Muybridge’s photos

9 Rotoscoping Mocap Overview
“rotoscoping can be thought of as a primitive form or precursoro to motion capture, where the motion is ‘captured’ painstakingly by hand.” - Sturman

10 Another example

11 Rotoscope Allow animators to trace cartoon character over photographed frames of live performances invented by Max Fleischer in 1915 2D manual capture the first cartoon character to be rotoscoped -- “Koko the clown” the human character animation -- snow white and her prince (Walt Disney, 1937) In 1915, using Muybridge’s idea, cartoonist Max Fleischer created the rotoscope, a device that allowed animators to trace cartoon characters over photographed frames of live performers. A time consuming process, mainly used for human motion, it was the first time a real-life performance was used to help create an animated character. The first cartoon character to be rotoscoped was Koko the Clown. The rotoscope was subsequently used by Walt Disney in 1937 to get realistic human motion for Snow White and her prince. Rotoscoping is a two-dimensional approach to capturing motion. [Source: Menache, Alberto, “Understanding Motion Capture for Computer Animation and Video Games,” Morgan Kaufmann, 2000]

12 Current Motion Capture Technologies
“3D Rotoscoping”: measuring 3D positions, orientations, velocities or accelerations Current motion capture systems Electromagnetic Electromechanical Fiber optic Optical

13 Electromagnetic Mocap
Each sensor record 3D position and orientation Each sensor placed on joints of moving object Full-body motion capture needs at least 15 sensors Popular system:

14 Electromagnetic Mocap
See video demo!

15 Electromagnetic Mocap
Pros measure 3D position and orientation no occlusion problems can capture multiple subjects simultaneously Cons magnetic perturbations (metal) small capture volume cannot capture deformation (facial expression) hard to capture small bone movement (finger motion) not as accurate as optical mocap system

16 Electromechanical Mocap
Each sensor measures 3D orientation

17 Electromechanical Mocap
Each sensor measures 3D orientation Each sensor placed on joints of moving object Full-body motion capture needs at least 15 sensors Popular systems:

18 Electromechanical Mocap
See video demo!

19 Electromechanical Mocap
Pros measure 3D orientation no occlusion problems can capture multiple subjects simultaneously large capture volume Outdoors capture (e.g. skiing) Cons getting 3D position info is not easy cannot capture deformation (facial expression) hard to capture small bone movement (finger motion) not as accurate as optical mocap system

20 Fiber Optic Mocap Measures 3D position and orientation of entire tape
Binding the tape to the body Popular systems: Optical fiber systems such as data gloves use a fiber-optic sensor along the fingers. As the fingers bend, they bend the fiber and the transmitted light is attenuated. The finger joint rotation measurements are controlled by the strength of the attenuated light.

21 Fiber Optic Mocap See video demo!

22 Fiber Optic Mocap Pros measure 3D orientation and position
no occlusion problems can capture multiple subjects simultaneously go anywhere mocap system can capture hand/finger motion Cons intrusive capture cannot capture deformation (facial expression) not as accurate as optical mocap system

23 Optical Mocap Multiple calibrated cameras (>=8) digitize different views of performance Wears retro-reflective markers Accurately measures 3D positions of markers

24 Optical Mocap Vicon mocap system: See video demo!

25 Optical Mocap Pros measure 3D position data also orientation
the most accurate capture method very high frame rate can capture very detailed motion (body, finger, facial deformation, etc.) Cons has occlusion problems hard to capture interactions among multiple ppl limited capture volume

26 Mocap Pipeline Optical Mocap pipeline Planning Calibration
Data processing

27 Planning Motion capture requires serious planning
Anticipate how the data will be used Garbage in garbage out Shot list Games motions need to be able to blend into one an another capture base motions and transitions which motions transition into which other transitions cycles/loops

28 Movement Flowchart for Games
Planning and Directing Motion Capture For Games By Melianthe Kines Gamasutra January 19, 2000 URL:

29 Planning Character/prop set up
- character skeleton topology (bones/joints number, Dofs for each bone) - location and size of props Marker Setup - the number of markers - where to place markers Given a storyboard or game design, the first step in planning a motion capture shoot is to determine the character and marker setup of any characters or props to be captured. Character setup deals with determining the skeletal topology of the character including number of joints and/or bones and degrees of freedom of each joint. Marker setup refers to the locations of the markers on the performer/prop that will be used to capture the motion. Character setup depends on the marker setup since bone rotations are determined from marker positions. The marker positions used must be adequate to determine bone rotations in the character.

30 Calibration Camera Calibration:
determine the location and orientation of each camera determine camera parameters (e.g. focal length) Subject calibration - determine the skeleton size of actors/actresses (.asf file) - relative marker positions in terms of bones - determine the size and location of props

31 Processing Markers Each camera records capture session
Extraction: markers need to be identified in the image determines 2d position problem: occlusion, marker is not seen use more cameras Markers need to be labeled which marker is which? problem: crossover, markers exchange labels may require user intervention Compute 3d position: if a marker is seen by at least 2 cameras then its position in 3d space can be determined

32 Data Process Complete 3D marker trajectories (.c3d file)
3D marker positions (.c3d file) Fill in missing data Filter mocap data

33 Data Process Complete 3D marker trajectories (.c3d file)
3D marker positions (.c3d file) Fill in missing data Filter mocap data Inverse Kinematics Joint angle data (.amc file)

34 Data Process How to represent motion data in joint angle space?
Complete 3D marker trajectories (.c3d file) 3D marker positions (.c3d file) Fill in missing data Filter mocap data Inverse Kinematics How to represent motion data in joint angle space? Joint angle data (.amc file)

35 Motion Capture Data Files
Each sequence of human motion data contains two files: Skeleton file (.asf): Specify the skeleton model of character Motion data file (.amc): Specify the joint angle values over the frame/time Both files are generated by Vicon software 35

36 Human skeletal file Described in a default pose 36

37 Human skeletal model This is still a tree! 37

38 Human skeletal model How to describe the skeletal model?
What should you know about each bone? This is still a tree! 38

39 Human skeletal file (.asf)
individual bone information - length of the bone - direction of the bone - local coordinate frame - number of Dofs - joint limits bone hierarchy/connections 39

40 Individual bone information
begin id bone_id                  /* Unique id for each bone */ name bone_name        /* Unique name for each bone */ direction dX dY dZ    /* Vector describing direction of the bone in world */ coor. system length            /* Length of the bone*/ axis XYZ         /* Rotation of local coordinate system for                                    this bone relative to the world coordinate                                    system. In .AMC file the rotation angles                                     for this bone for each time frame will be                                    defined relative to this local coordinate                                     system**/ dof rx ry rz                /* Degrees of freedom for this bone. limits ( ) /* joint limits*/             ( )             ( ) end 40

41 Individual bone information
begin id 2                 name lfemur        direction     length            axis XYZ         dof rx ry rz                limits ( )             ( )             ( ) end xw yw zw 41

42 Individual bone information
begin id 2                 name lfemur        direction     length            axis XYZ         dof rx ry rz                limits ( )             ( )             ( ) end xw yw zw 42

43 Individual bone information
begin id 2                 name lfemur        direction     length            axis XYZ         dof rx ry rz                limits ( )             ( )             ( ) end xw yw zw 43

44 Individual bone information
begin id 2                 name lfemur        direction     length            axis XYZ         dof rx ry rz                limits ( )             ( )             ( ) end yk xk zk xw yw zw Euler angle representation: Rk=Rz(γ)Ry(β)Rx(α) 44

45 Individual bone information
begin id 2                 name lfemur        direction     length            axis XYZ         dof rx ry rz                limits ( )             ( )             ( ) end yk xk zk xw yw zw - The number of dof for this joint - The minimal and maximum joint angle for each dof 45

46 Individual bone information
begin id 2                 name lfemur        direction     length            axis XYZ         dof rx ry rz                limits ( )             ( )             ( ) end yk xk zk xw yw zw 1-dof joint 2-dof joint 3-dof joint 46

47 Individual bone information
begin id 2                 name lfemur        direction     length            axis XYZ         dof rx ry rz                limits ( )             ( )             ( ) end yk xk zk yk+1 Xk+1 begin id 3                 name ltibia        direction     length            axis XYZ         dof rx            limits ( ) end zk+1 47

48 Root representation :root order TX TY TZ RX RY RZ axis XYZ
position 0 0 0 orientation 0 0 0 xw yw zw 48

49 Root representation :root order TX TY TZ RX RY RZ axis XYZ
position 0 0 0 orientation 0 0 0 xw yw zw How to compute the coordinate of a joint in the world coordinate frame? 49

50 Root representation :root order TX TY TZ RX RY RZ axis XYZ
position 0 0 0 orientation 0 0 0 xw yw zw How to compute the coordinate of a joint in the world coordinate frame? 50

51 Hierarchy/Bone Connections
begin root lhipjoint rhipjoint lowerback lhipjoint lfemur lfemur ltibia ltibia lfoot lfoot ltoes rhipjoint rfemur rfemur rtibia rtibia rfoot rfoot rtoes lowerback upperback upperback thorax thorax lowerneck lclavicle rclavicle end 51

52 Hierarchy/Bone Connections
begin root lhipjoint rhipjoint lowerback lhipjoint lfemur lfemur ltibia ltibia lfoot lfoot ltoes rhipjoint rfemur rfemur rtibia rtibia rfoot rfoot rtoes lowerback upperback upperback thorax thorax lowerneck lclavicle rclavicle end lowerback root rhipjoint 52

53 Hierarchy/Bone Connections
begin root lhipjoint rhipjoint lowerback lhipjoint lfemur lfemur ltibia ltibia lfoot lfoot ltoes rhipjoint rfemur rfemur rtibia rtibia rfoot rfoot rtoes lowerback upperback upperback thorax thorax lowerneck lclavicle rclavicle end lowerback root rhipjoint lhipjoint lfemur 53

54 Hierarchy/Bone Connections
begin root lhipjoint rhipjoint lowerback lhipjoint lfemur lfemur ltibia ltibia lfoot lfoot ltoes rhipjoint rfemur rfemur rtibia rtibia rfoot rfoot rtoes lowerback upperback upperback thorax thorax lowerneck lclavicle rclavicle end lowerback root rhipjoint lhipjoint lfemur ltibia 54

55 Hierarchy/Bone Connections
begin root lhipjoint rhipjoint lowerback lhipjoint lfemur lfemur ltibia ltibia lfoot lfoot ltoes rhipjoint rfemur rfemur rtibia rtibia rfoot rfoot rtoes lowerback upperback upperback thorax thorax lowerneck lclavicle rclavicle end lowerback root rhipjoint lhipjoint lfemur ltibia lfoot 55

56 Hierarchy/Bone Connections
begin root lhipjoint rhipjoint lowerback lhipjoint lfemur lfemur ltibia ltibia lfoot lfoot ltoes rhipjoint rfemur rfemur rtibia rtibia rfoot rfoot rtoes lowerback upperback upperback thorax thorax lowerneck lclavicle rclavicle end lowerback root rhipjoint lhipjoint lfemur ltibia lfoot ltoe 56

57 What can we do with .asf file?
We can visualize the default pose We can compute various transforms in the default pose - between world coordinate frame and local coordinate - between parent coordinate frame and child coordinate frame 57

58 From local coordinate to world coordinate
xw yw zw yk xk zk 58

59 From local coordinate to world coordinate
xw yw zw ? ? yk xk zk 59

60 From local coordinate to world coordinate
xw yw zw yk 60

61 From local coordinate to world coordinate
xw yw zw yk xk zk 61

62 From child to parent node
How to Compute the transformation Tkk-1 from a child local coordinate frame to its parent local coordinate frame Tkk-1 x 62

63 Bone transform parent Tkk-1? world child 63

64 Bone transform parent Tkk-1? world child 64

65 Bone transform parent Tkk-1? world child 65

66 Motion data file (.amc) i // frame number
root // root position and orientation lowerback // joint angles for lowerback joint upperback // joint angles for thorax joint thorax lowerneck upperneck head rclavicle e e-014 rhumerus rradius rwrist rhand rfingers rthumb lclavicle e e-014 lhumerus 66

67 Motion data file (.amc) - Rotation described in local coordinate frame
i // frame number root // root position and orientation lowerback // joint angles for lowerback joint upperback // joint angles for thorax joint thorax lowerneck upperneck head rclavicle e e-014 rhumerus rradius rwrist rhand rfingers rthumb lclavicle e e-014 lhumerus - Rotation described in local coordinate frame - Euler angle representation x-y-z 67

68 Composite 3D Transformation
From .asf file 68

69 Composite 3D Transformation
From .amc file 69

70 Composite 3D Transformation
70

71 Composite 3D Transformation
71

72 Composite 3D Transformation
72

73 Composite 3D Transformation
73

74 Motion capture data


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